Devlogs
Optimizations and fixes while preparing for new content
Posted February 08, 2022 by Squiddy
The changes, in no particular order:
- updated shared code between libraries
- mods now only make a data structure if they do not have existing persistent data
- attempted an optimization for merged crowns
- merged crowns now iterates through all new instances instead of doing a bunch of with(instances_matching) loops
- it's probably faster, and should be functionally identical to you, the player, if I did it right
- updated Custom Options' example and template files
- fixed defective string -> number code in Custom Options
- added sprite_save_confined_outlined to merge scripts.mod.gml in preparation for merged enemies
- corrected various script errors in tentacletech.mod.gml
- extralevels.mod.gml now uses the vanilla rad color before levels start to loop
- changed fake mutations.mod.gml's letterboxing to better match the base game (width scaling)
- fixed unobtained mutations showing up in /mskill-scale as undefined
- did a band-aid fix for Lots O' Muts' "neural network" mutation erroring when generating a merged tip
- fixed and optimized custom long arms scaling, while restoring long arms actually getting set as a vanilla mutation
- NTT >= 9944 no longer defaults the 9940 compatibility setting for merged mutations to on
- remade most of the mutation scrolling code, again
There were a few other things that I did in unannounced updates. I didn't make posts for them because they were small changes, and now I don't remember what they were.
Merged enemies soon.