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Releases: TeamREPENTOGON/REPENTOGON

1.0.7b

13 Mar 23:54
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Additions:

  • Add an option to show Planetarium spawn chance in the stat HUD
  • BlendMode's variables are now RGBSourceFactor, RGBDestinationFactor, AlphaSourceFactor, AlphaDestinationFactor (previous names will still work for now)
  • Added BlendFactor and BlendType enums for BlendMode
    Fixes:
  • Fix regression caused by Godhead + Tear Detonator fix that prevented the aura from damaging enemies
  • Fixed console wonkies involving input text edge detection and scaling
  • Fixed Game:ShowGenericLeaderboard method to throw back to main menu even if leaderboards are no longer displayed after new run/continue

1.0.7a

11 Mar 13:12
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Fixes:

  • Fixed an issue where a change in the build process resulted in the changelog being saved in UTF-16 LE format, breaking the changelog and several other REPENTOGON menu features

1.0.7

11 Mar 04:36
ddb3fe5
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Additions:

  • Backdrops:
    • Custom Backdrop support! with contents/backdrops.xml!
    • Custom attribute reftype to specify the base backdrop for the custom ones
    • Isaac.GetBackdropIdByName (self-explanatory make sure to give your backdrops a name!)
    • MC_PRE/POST_BACKDROP_CHANGE callback accepting callbacktype as a return value on pre and recieving callbacktype as a param
  • Stages:
    • Isaac.SetCurrentFloorMusic(musicid): changes the default music for the current floor(will reset after you leave the floor).
    • Isaac.SetCurrentFloorBackdrop(backdropid): changes the default backdrop for the current floor(will reset after you leave the floor).
    • Isaac.SetCurrentFloorName(string): changes the stage name for the current floor(will reset after you leave the floor).
    • Isaac.GetCurrentStageConfigId(): returns the stagesid from the stages xml for the current floor.
  • Challenges:
    • Added the "hidden" attribute to the challenges.xml that can hide modded challenges from the menu when it's anything but "false".
    • Added support for the "achievements" attribute for modded challenges, so modded challenges can now be locked. This param also supports using modded achievements.
    • Added a new "lockeddesc" attribute, so you can a custom message to be displayed when your challenge is locked (default is "LOCKED :("). Pretty useful for unlock hints.
  • Familiar :
    • RemoveFromPlayer
    • CanBlockProjectiles
    • CanBeDamagedByProjectiles
    • CanBeDamagedByEnemies
    • CanBeDamagedByLasers
  • EntityNPC :
    • GetDarkRedChampionRegenTimer
  • EntityBomb:
    • GetRocketAngle / SetRocketAngle
    • GetRocketSpeed / SetRocketSpeed
  • EntityPlayer:
    • GetUrnSouls
  • EntitiesSaveStateVector:
    • Clear
  • Minimap :
    • SetState
    • SetHoldTime
  • EntityConfig:
    • Added EntityConfig.GetBaby(i) and EntityConfig.GetMaxBabyID(), as well as the corresponding EntityConfigBaby class (its co-op babies).
  • XMLData :
    • XMLData.GetEntryByOrder: gets entries in the order they appear on the xmls.
  • Callbacks :
    • MC_POST_NPC_DARK_RED_CHAMPION_REGEN: Called right after a dark red champion regenerates out of goo form
    • MC_POST_ACHIEVEMENT_UNLOCK: Called after an achievement is unlocked, has the achievement id as its param
    • MC_PRE/POST_MINIMAP_UPDATE: Called right before or right after the minimap is updated
    • MC_PRE/POST_MINIMAP_RENDER: Called right before or right after the minimap is rendered
    • MC_PRE/POST_PLAYER_ADD_HEARTS(EntityPlayer Player, int Amount, AddHealthType AddHealthType, bool OptionalArg): Called when hearts are added to the player, allows changing the added amount of hearts.
    • MC_POST_RENDER_PLAYER_HEAD/BODY we had the pre but not the post. Same args as the pre, but with the updated vector if its changed on pre
    • MC_POST_PLAYERHUD_ACTIVE_ITEM now has an additional "ChargeBarOffset" arg (the screen position where the charge bar would be rendered)
  • ImGui :
    • Now supports multiline input. Use CTRL + Enter for a newline, useful for pasting Lua scripts or making fortunes
    • Now has a horizontal scrollbar when needed for console input
    • Console history reimplementation is now more accurate, properly removing duplicate entries from history when a command is executed from history

Modified:

  • Entity :
    • GetCollisionCapsule offset vector argument is now optional (Vector.Zero)
  • Pickup :
    • Pickup:IsBlind method now checks natural blind effect (also added "CheckForcedBlindOnly" optional argument)
  • Changed the destination goal sprites from the daily menu to match the style of the other paper sprites

Fixes:
* Fixed a vanilla game crash that happens with detonator+godhead which has been around for years
* Fixed issue that preventing the root attributes on repentogon-supported xmls(achievements,giantbook,backdrops) from working properly
* Fixed an issue that prevented custom parsed attributes from working on xmls with hugeass comments at the beginning of the file
* Fixed an issue where the console would behave sporadically when closed with numpad enter
* Fixed MC_POST_SFX_PLAY not firing properly when there was no PRE added.
* Fixed Achievement Reversed Hierophant enum naming (deprecated ones left for compatibility)
* Fixed a bug where adding modded follower familiars could sometimes freeze the game (especially while using MC_GET_FOLLOWER_PRIORITY).
* Fixed EntityNPC:GetBossColorIdx() not matching the values of the function in vanilla
* Callbacks re-implemented by REPENTOGON (such as MC_ENTITY_TAKE_DMG) now use their original callback IDs rather than a new one (fixes cases where the original ID was used directly, instead of the enum).
* MC_POST_PLAYERHUD_ACTIVE_ITEM's "Offet" arg now accounts for Book of Virtues & Judas' Birthright
* MC_POST_PLAYERHUD_ACTIVE_ITEM's "Scale" arg is now correctly halved for the secondary (schoolbag) slot
* Removed ImGui's automatic window resizing as it caused more issues than it solved
* Set a larger padding for ImGui to instruct it to always keep at least (100, 100) pixels of debug windows visible

1.0.6b

13 Feb 19:43
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newlines

1.0.6a

13 Feb 16:59
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Hotfix Marks and Achievement Tracking

1.0.6

12 Feb 21:27
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Changelog

1.0.5a

15 Jan 15:29
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changelog again

1.0.5

14 Jan 22:45
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Additions:

  • Added Challenge completion tracking to the mod challenges menu
  • Added localization code support
  • Added settings to change unifont rendering size
  • Add Update callbacks for GridEntityTNT
  • Add Render callbacks for GridEntityLock and GridEntityTeleporter
  • LayerState:
    • Get/SetWrapSMode
    • Get/SetWrapTMode
    • these play some currently unknown role in allowing sprites to wrap around, and is required for Beam sprites
  • Beam and Point have recieved some reworks in preparation for a future cord reimplementation
    • The Sprite used in the Beam must be in the same "scope" as the Beam. For example, a global Sprite and local Beam works, but local Sprite` and global Beam won't. They can also both be global/local or in the same table.
    • Point no longer has a Color object for the time being to save some space. It should hopefully return later, pending finding a good way to optimize it.
  • Added PRE_PLAYERHUD_RENDER_HEARTS(Vector Offset(?), Sprite HeartsSprite, Vector Position, float Unknown) callback, returning true cancels hearts HUD rendering
  • Added support for custom items in the items attr on players.xml by using their name instead of id.
  • Added support for modded startitems,playertype and starttrinkets in challenges.xml.
  • Added support for custom achievements in the achievement attribute for items.xml(cant lock items yet tho...)
  • Added MC_POST_HUD_RENDER callback (good for rendering on top of the HUD)
  • Added WeightedOutcomePicker:RemoveOutcome(int Value) and WeightedOutcomePicker:GetOutcomes()
  • Added Entity Get/Set methods related to status effects countdown
  • Added challenges.xml param unlocksachievement attribute, which tells which achievement is unlocked on the modded challenge completion.
  • Added MC_POST_PRE_CHALLENGE_DONE to do stuff when a challenge is completed, on POST, or prevent its completion on PRE.
  • Added the challenge functions Isaac.GetModChallengeClearCount, Isaac.ClearChallenge, Isaac.MarkChallengeAsNotDone and Isaac.IsChallengeDone.
  • Changed the PRESS E FOR CHALLENGES MENU note, on the challenges menu, to follow you around and not be left at the top.
  • Entity:ForceCollide() now works for EntityLasers
  • ModsMenu.GetSelectedElement() and ModsMenu.SetSelectedElement() now start at 1 to be more intuitive
  • ModsMenu.SetSelectedElement() clamps values below and above the amount of mods the player has
  • The mods menu can now be scrubbed through! Left/Right will scroll three mods at a time. Page Up/PageDown on keyboard and Left/Right Trigger on controller will scroll ten mods at a time.
  • Added WeightedOutcomePicker:AddOutcomeFloat(), WeightedOutcomePicker:Clear() and WeightedOutcomePicker:GetNumOutcomes()

Fixes:

  • Fix GridEntity render callbacks being massively broken
  • Fix PRE_GRID_ENTITY_SPAWN not accepting a table
  • Fix potential crash with SpawnGridEntity(GridEntityDesc)
    • main_ex.lua typechecking on this is temporarily disabled
    • Will silently fail if returning an invalid type to prevent crashes
  • Fix Entity:AddWeakness duration being incorrect
  • Fix Beam:Add(Point) override
  • Fix nomarks players.xml attribute
  • Fix GetAchievementIdByName not working until Slot selection
  • Fix XmlData.GetByName and GetById returning the input instead of nil when not finding anything
  • Fix several XMLData Achievement SourceId clownery when mods set ids for their achievements
  • Fix XMLData GetNumEntries being inconsistent
  • Fix binder for Familiar:UpdateDirtColor
  • Fix FlatPatch spam in repentogon.log by reworking Quick Room Clear patch
  • Fix GridEntityDoor vanilla variables PreviousState/PreviousVaraint returning unusable userdata instead of integer
  • Fix Weapon:SetFireDelay() not working
  • Fix ModsMenu.SetSelectedElement() only having a cosmetic effect

1.0.4

06 Jan 21:06
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Additions:

  • The error dialog now automatically gets dismissed the next time ImGui is opened
  • Imgui.IsVisible()
  • Added function overload for Isaac.GetLocalizedString(), which accepts LanguageCode string as paramater
  • Added Scale param for POST_PLAYERHUD_RENDER_ACTIVE_ITEM callback
  • Added Entity:GetDamageCountdown() and Entity:SetDamageCountdown()

Fixes:

  • Fixed Eden's damage, range, and shot speed stats not properly changing
  • The console reimplementation is now more faithful to the original, which fixes some cases where the output color was wrong
  • Pickup:GetCollectibleCycle() length now limited by CycleCollectibleCount
  • Fixed binder for Player:AddBoneOrbital
  • Renamed Player method AddLeprocy -> AddLeprosy
  • Fixed binder for PlayerHUD:RenderActiveItem
  • Fixed a bug where POST_ITEM_OVERLAY_UPDATE callback passed unusable userdata instead of Giantbook ID
  • Fixed PRE_ITEM_OVERLAY_SHOW callback not playing custom giantbook animation, when you replace vanilla one
  • Fixed PRE_PLANETARIUM_APPLY_X_PENALTY softlocking the game
  • Enabled mods/debug console disable access to enter daily run as before

1.0.3

03 Jan 23:10
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Additions:

  • ColorParams
    • Used to store the color and parameters passed by Entity:SetColor (Priority, Duration, Fadeout, Shared)
  • Entity:CopyStatusEffects() now copies the Color over to the target Entity, including the proper duration and other parameters
    • This can be toggled with the CopyColor argument, default true
  • Isaac.IsInGame
  • EntityPickup :
    • GetCollectibleCycle
    • RemoveCollectibleCycle
  • Capsule :
    • Capsule constructor
  • MenuManager :
    • GetViewPosition
    • SetViewPosition
  • The luamod command now supports autocomplete
  • Dear ImGui console now has a back button to allow controllers & Steam Deck to exit
  • dsound.dll will log when it's been unloaded to help debug cases of REPENTOGON not loading
  • Improved constructors for Sprite and Font classes
  • Added documentation for the MC_PRE_LEVEL_SELECT callback
  • Added gfxback property to custom achievements xml

Fixes:

  • Fix a crash with weapon-copying familiars and Spirit Sword
  • Fixed a possible crash when GetNullFrame is called on a Sprite that is not yet fully loaded
  • Fixed MC_POST_ENTITY_TAKE_DMG triggering when the player touches the white fireplace in downpour/dross
  • Fix Card Against Humanity only ever spawning regular poops
  • Fix crawlspace floors (and possibly other unnoticed cases) not rendering
  • Fix Entity:CopyStatusEffects(Entity, Entity) doing nothing
  • Fix potential issue with XMLData.GetNumEntries
  • Improve paramater validation for MC_PRE_LEVEL_SELECT to prevent possible crashes
  • Modify vanilla function Game():GetPlayer to prevent possible crashes
  • Changelog can now be safely closed using the "menu back" button e.g. Esc
  • Fixed AnimationData:IsLoopingAnimation returning boolean, instead of integer
  • Fixed a custom cutscene issue that played the Intro on cases where it shouldnt