Releases: FNF-SE/FNF-Shadow-Engine
Releases · FNF-SE/FNF-Shadow-Engine
0.4.2
0.4.0
- Added
flixel-animatewith lua functions - Added Erect and Nightmare difficulties (if you have mod that has that difficulty, add
-Erectto your audio song files.) - Added 32-Bit's support globally
- Added NotesSubstate (we forgor)
- Fixed Video Cutscenes for lua, ControlsSubstate crash and iOS crash
- Removed ShadowBuildField due to our versioning system
- Unembedded Preloader and Soundtray assets for mods(?)
- Rewrited Audio stuff with VS Camellia/CNE Audio stuff
- Some GC rewrite (is still shit)
- Sustain and SustainSplash rework
- SE Icon rework (mostly for mobile)
- FPS Counter rework
- FileSystem Overhaul (now SE able to check OpenFL assets in FileSystem codes, that means no more CopyState for mobile)
0.3.0
- Removed more leftovers from GHR (Gacha Horror Recreation)
- Switched XML to HXP in the project file and added welcoming
- Added per-frame icon support (un-hardcoded icon splitting so unironically winning icons are now supported)
- Added more V-Slice features
- Un-GPU’d texture pixel assets (the images were not good for these)
- Fixed sRGB for S3TC
- Changed default note binds from WASD to DFJK (who even uses WASD anyway)
- Added state and substate scripting support (Lua side still kinda janky thanks to PsychLua)
- Backwards compatibility fixes
- Rewrote Memory class to show exact game memory usage
- Switched from linc_luajit to hxluajit
- Improved shader handling (mostly for macOS)
- Slightly better mobile support
...and probably more I forgot. Have fun!
0.2.1
- Remove leftovers from GHR (Gacha Horror Recreation)
- Added missing things from Psych
- Mobile Controls and Android changes (folder is now at Android/data and see Options)
- Remove embedding code (it won't work gng)
- Some JSON formatting
- Added including all classes as possible macro
- Added our icon!!
0.2.0
first release.