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Releases: UniqueName54321/cynths-objects

v0.6.2

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@github-actions github-actions released this 22 Aug 06:07

Full Changelog: v0.6.1...v0.6.2

v0.6.1

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@github-actions github-actions released this 22 Aug 05:48

Full Changelog: v0.6.0...v0.6.1

v0.6.0

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@github-actions github-actions released this 22 Aug 05:31

Full Changelog: v0.5.4...v0.6.0

v0.5.4

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@github-actions github-actions released this 21 Aug 12:10

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v0.5.3

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@github-actions github-actions released this 21 Aug 11:41

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v0.5.2

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@github-actions github-actions released this 21 Aug 11:38

Full Changelog: v0.5.1...v0.5.2

v0.5.1 — Searchable Option Browser + Trigger Icon

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@UniqueName54321 UniqueName54321 released this 20 Aug 05:42

No more guessing numbers

The Edit Special menu now has a "Browse..." button instead of a numeric slider for choosing which setting to change. Clicking it opens a searchable popup with all 220+ options.

What's new

Option Browser Popup:

  • TextInput search bar at the top — type to filter by name, category, or key number
  • Scrollable list of all matching options
  • Each row shows: [*] #123 - Category: Name
    • [*] = instant effect
    • [!] = needs respawn/restart
  • Click any option to select it and close the popup

New trigger icon:

  • Proper dark green trigger-style icon (64x64) replacing the old VHS sprite
  • Gear/cog motif — matches Geometry Dash's editor trigger aesthetic

Edit Special layout:

  • "Browse..." button opens the Option Browser
  • Value slider remains for fine-tuning the setting value
  • Help popup explains value types (Bool, Speed, Mode, Int, Float)

Options quick reference

Category Keys Count
Level Settings 0–15 16
Gameplay 30–56 27
Camera 60–69 10
Physics 80–91 12
Visual/Debug 100–115 16
Player 130–220 91

Total: 220+ options

Full Changelog: v0.5.0...v0.5.1

v0.5.0 — 220+ Level & Player Options

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@UniqueName54321 UniqueName54321 released this 20 Aug 05:09

Massive expansion: 220+ options across 6 categories

The Advanced Options Trigger now covers every documented field on PlayLayer, GJBaseGameLayer, LevelSettingsObject, and PlayerObject that's remotely relevant to the current level.

New categories

Category Range Count Examples
Level Settings 0–15 16 Platformer, Mirror, Rotate, Two-Player, Reverse, Start Mini/Dual, Start Speed/Mode, Start Pos, No Time Penalty, Reset Camera, Spawn Group, Target Order/Channel
Gameplay 30–56 27 Practice, Ignore Damage, Freeze Player, Audio Paused, Glitter, BG Effect, Particles, Song Trigger Interval, Section Factors, Progress Height
Camera 60–69 10 Static Shake, Skip Shake, Freeze Start Cam, Width/Height Offset, Unzoomed X, Half Width, Height Offsets
Physics 80–91 12 All bugfixes (unchanged from v0.4.0)
Visual/Debug 100–115 16 Low Detail, Portal/Orb Indicators, Audio Visualizer, Hitbox, Debug Draw, Background/Ground/Font/Middleground/Color indices
Player 130–220 91 Effects, particles, streak, animations, glow, controls, movement, physics flags, slope handling, collision state, trajectory, ground state, velocity

Value types

  • Bool: slider 0→0.5 = OFF, 0.5→1 = ON
  • Speed: 0=Slow, 0.25=Normal, 0.5=Fast, 0.75=Very Fast, 1=Extreme
  • Mode: 0=Cube, 0.14=Ship, 0.29=Ball, 0.43=UFO, 0.57=Wave, 0.71=Robot, 0.86=Spider, 1=Swing
  • Int (0–100): slider maps to 0–100
  • Int999 (0–999): slider maps to 0–999 (spawn group, target, icon request)
  • Float: slider maps to the documented range per option

Player options

All player options apply to player1. They cover visual effects (particles, streak, glow, animations), controls (disable, lock, hold), movement state (platformer velocity, acceleration, trajectory), physics flags (gravity bug, robot jump, reverse sync, etc.), and collision/slope/ground state.

Edit Special

The help popup now contains a compact reference table of all 220+ options with their keys and ★/⚡ markers.

Full Changelog: v0.4.0...v0.5.0

v0.4.0 — Advanced Options Trigger (pivot from VHS experiment)

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@UniqueName54321 UniqueName54321 released this 20 Aug 04:51

Pivot: VHS → Advanced Options Trigger

The VHS overlay experiment has been archived to the experiment/vhs-overlay-failed branch. All VHS code has been removed from main.

This release introduces the Advanced Options Trigger — a much more practical tool for level makers.

What it does

Changes any level setting on the fly when triggered. Each trigger instance changes ONE setting to a specific value, configured through Edit Special.

41 settings across 4 categories

Gameplay (15):
PlatformerMode, MirrorMode, RotateGameplay, TwoPlayerMode, ReverseGameplay, StartMini, StartDual, PracticeMode, PracticeMusicSync, IgnoreDamage, DualTouchTrigger, NoTimePenalty, StartSpeed, StartMode, FreezePlayer

Camera (4):
StaticCameraShake, SkipCameraShake, FreezeStartCamera, ResetCamera

Physics/Bugfixes (12):
FixGravityBug, FixNegativeScale, FixRobotJump, FixRadiusCollision, DynamicLevelHeight, AllowMultiRotation, EnablePlayerSqueeze, Enable22Changes, AllowStaticRotate, ReverseSync, DecreaseBoostSlide, EnableImpulseFix

Visual/Debug (7):
LowDetailMode, PortalIndicators, OrbIndicators, ShowAudioVisualizer, DisablePlayerHitbox, HitboxesOnDeath, DebugDraw

Edit Special

  • Option Key slider (0–56) — pick which setting to change
  • Value slider (0–1) — set the new value
    • Bools: 0→0.5 = OFF, 0.5→1 = ON
    • Speed: maps to Slow/Normal/Fast/Very Fast/Extreme
    • Mode: maps to Cube/Ship/Ball/UFO/Wave/Robot/Spider/Swing

Settings marked ★ take effect immediately. Settings marked ⚡ need a respawn/restart.

Usage

  1. Place the trigger in your level (Triggers tab, green button)
  2. Open Edit Special
  3. Set the Option Key and Value
  4. Trigger it (touch, spawn, or pass-through)

The trigger shows "ADV OPT" in the editor.

v0.3.3 — Fix render-texture positioning + opacity

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@UniqueName54321 UniqueName54321 released this 20 Aug 04:21

Two rendering bugs, one patch

Bug 1: VHS overlay was rendering offscreen

CCRenderTexture creates its internal sprite with scaleY = -1 (to flip the FBO output). We were setting that sprite's anchor to (0,0) and position to (0,0) — which plus the negative Y scale means the entire texture was flipped downward, below the screen.

Fix: Don't touch the internal sprite's anchor/position. Position the CCRenderTexture node itself centered at (winSize.width/2, winSize.height/2) instead.

Bug 2: Fragment shader ignored opacity

The fragment shader was outputting vec4(color, 1.0) — hardcoded alpha=1.0. The sprite's setOpacity() value comes through v_fragmentColor.a, but the shader was ignoring it completely. This meant fade-in, fade-out, and the opacity slider all did nothing.

Fix: Output vec4(color * v_fragmentColor.rgb * alpha, alpha) where alpha = v_fragmentColor.a. This uses premultiplied-alpha blending (matching CCRenderTexture's default blend mode), so the fade system now has actual authority over visibility.

The archaeology so far

Version Problem
v0.2.x Edit Special crashes (Object Collab beta.2 bug)
v0.3.0 Shader broken → overlay created → CCSprite::draw() crashes
v0.3.1 Null-shader guards added, crash prevented, shader fails to compile
v0.3.2 CC_MVPMatrix redeclaration fixed, shader compiles → nothing visible
v0.3.3 Positioning + opacity fixed → hopefully: VHS works 🎥

Full Changelog: v0.3.2...v0.3.3