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Releases: Common-Leap/Visionary

v0.1.2

v0.1.2 Pre-release
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@Common-Leap Common-Leap released this 18 Sep 05:33

what changed:

  • added project autosave: edits write to the project file about a second after they land, so there is no more manual save. Save As relocates the project, and switching projects only warns when there are edits autosave could not write yet.
  • improved effect and hitbox source sync: the status strip now says whether edits actually reached disk instead of reporting refused edits as synced, effect calls keep their identity across retimes that reorder source blocks, and ambiguous duplicate owners are refused instead of retuning a neighbouring call.
  • added a fighter gimmicks task board under docs/gimmicks tracking future per-fighter support work.

if you find bugs, make a github issue and include screenshots + steps to reproduce. also give me github stars.

v0.1.1

v0.1.1 Pre-release
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@Common-Leap Common-Leap released this 16 Sep 02:32

what changed:

  • fixed #36: changing an effect's spawn frame or bone now updates the live game preview, and newly added effects can be written into source.
  • fixed #37: source sync now refreshes shared ACMD files between effect and hitbox passes, so hitbox edits land after effect edits change the file.
  • improved game connection reliability with heartbeat checks, safer reconnects, bounded queues, and automatic replay of rules, aliases, and saved live tweaks. custom ports and addresses can use gateway.txt, VISIONARY_PLUGIN_PORT, or VISIONARY_PLUGIN_ADDR.
  • improved ACMD source matching for forward tilts and smashes whose motion and script names differ.
  • reorganized the editor menus and project files window, added safer base-game file copying, and made search and connection controls more compact and consistent.

if you find bugs, make a github issue and include screenshots + steps to reproduce. also give me github stars.

v0.1.0

v0.1.0 Pre-release
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@Common-Leap Common-Leap released this 13 Sep 23:26

what changed:

  • added experimental model, animation, and swing live preview. import a model folder, .nuanmb animations, or swing.prc under project files for a fighter costume, then hit reload asset preview while connected and the live fighter plays your edited model, textures, animations, and swing through its own native modules. stop preview puts the originals back.
  • preview snapshots skip far-range low lod twins in the staged copy only, so custom weapons stop drawing twice while your workspace and exports keep them.
  • fixed shields freezing when One Slot Effects is installed. the plugin no longer hooks detach_kind (kill_kind stays unhooked too), and an old off.txt naming detachkind is silently ignored.
  • preview staging skips extra files it can't resolve instead of failing the whole snapshot, and keeps weapon visibility matched to the game across the preview handoff.
  • this preview needs the matching plugin enabled, and it is experimental, so save your work before trying it in-game.

if you find bugs, make a github issue and include screenshots + steps to reproduce. also give me github stars.

v0.0.18

v0.0.18 Pre-release
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@Common-Leap Common-Leap released this 05 Sep 06:35

what changed:

  • added multi-skin new characters. a new character now takes a whole block of at least 8 skins (like c08–c15) instead of one slot, the form auto-picks the first free block, and there is a slot map plus a next-free-block button for when you want somewhere specific.
  • added the project hub. it shows on launch with resume last, new, open, import mod, and recent, save writes silently once the project has a path, and switching with unsaved edits warns first.
  • added import mod as project. point it at any mod folder and the roster stuff (order, names, portraits, values) becomes editable, with a report that accounts for every file.
  • added a deploy button in the roster window. it saves your project and stages the roster edits straight onto the emulator sd, so all that's left is rebooting the emulator yourself.
  • improved the roster window. bigger text everywhere, and the new character tab got decluttered: one create button, one status line for slots, and per-character cards that show the next step instead of a wall of checklists.
  • fixed new characters only shipping their first skin on export. the whole block goes out now.

if you find bugs, make a github issue and include screenshots + steps to reproduce. also give me github stars.

v0.0.17

v0.0.17 Pre-release
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@Common-Leap Common-Leap released this 25 Aug 23:55

what changed:

  • fixed #31: moves whose functions you named yourself now load. if your install block registers a function under a script name — agent.acmd("game_attackairn", my_own_name, ...) — visionary reads it as that move instead of showing an empty one. it was only working by accident before, and stopped the moment the same file had a second category in it.
  • your function keeps its own name. the rename is only for reading; saving still edits the exact function in your file, spelled the way you wrote it.

same plugin as v0.0.16, so there's nothing to reinstall on the switch side.

if you find bugs, make a github issue and include screenshots + steps to reproduce. also give me github stars.

v0.0.16

v0.0.16 Pre-release
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@Common-Leap Common-Leap released this 25 Aug 23:35

what changed:

  • fixed #30 coming back: invincibility flashes and damage burn colors no longer turn up in the live fetch. last release's fix for adding effect calls had undone it, so throws and other invincible moves were showing status effects that aren't in the move.
  • effect calls you add still apply live. the two fixes were cancelling each other out before — the plugin now labels a common effect instead of throwing the capture away, so the editor can ignore it without the live preview losing anything.
  • a stray flash landing in the middle of a move no longer drops the rate, tint, or alpha off the effect above it.

this one needs the new plugin: copy plugin/lib_effect_viewer.nro over your old one, keep only that single copy in the folder, and restart the game.

if you find bugs, make a github issue and include screenshots + steps to reproduce. also give me github stars.

v0.0.15

v0.0.15 Pre-release
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@Common-Leap Common-Leap released this 25 Aug 05:19

what changed:

  • fixed effect calls you add to a move not applying live. performing the move again now feeds the live preview instead of an old capture of it.
  • added effects now preview live even when the move never spawned that effect before.
  • fixed a newly added follow effect lingering after the move instead of ending with it.

if you find bugs, make a github issue and include screenshots + steps to reproduce. also give me github stars.

v0.0.14

v0.0.14 Pre-release
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@Common-Leap Common-Leap released this 22 Aug 23:48

what changed:

  • fixed #30: live editing no longer shows invincibility flashes and damage burn colours as move effects.
  • improved live effect editing so actual move effect commands remain available without a source file.

if you find bugs, make a github issue and include screenshots + steps to reproduce. also give me github stars.

v0.0.13

v0.0.13 Pre-release
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@Common-Leap Common-Leap released this 22 Aug 07:39

what changed:

  • improved frame scheduling during CPU-heavy matches.
  • added more testing credits.

if you find bugs, make a github issue and include screenshots + steps to reproduce. also give me github stars.

v0.0.12

v0.0.12 Pre-release
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@Common-Leap Common-Leap released this 22 Aug 06:21

what changed:

  • fixed #29: live fetch now works for motions that only have a hexadecimal hash label.
  • improved linked ACMD source projects with nested modules and one unlabelled source set.
  • fixed empty effect entries so they no longer point at an unsafe emitter set.

if you find bugs, make a github issue and include screenshots + steps to reproduce. also give me github stars.