Repository navigation
Releases
Releases · drpandacat/JumpLib
JumpLib 1.3.8
- Fixed familiars detecting jumps from all players rather than only their owner for the purpose of familiar follow flags
JumpLib 1.3.6
- Jumps adjusts accordingly to the game's speed when affected by the following:
- Broken Watch
- I'm Excited
- I'm Drowsy
- Speed! (Challenge)
- Pitfall safe position is set on room entry, preventing weird exit positions when a jump was carried between rooms
JumpLib 1.3.5
- Added 3 new input-cancelling flags (credits to nineline!)
DISABLE_MOVING_INPUTDISABLE_PILL_CARD_INPUTDISABLE_ACTIVE_ITEM_INPUT
- The beginning of Gello's cord now jumps alongside Gello instead of being cut in half
JumpLib 1.3.3
- Increased performance by deprecating all player-specific versions of entity callbacks, halving the number of times many functions are called.
- Callbacks that previously only passed
Entitynow passEntityPlayerif possible. - Changes are backwards compatible with pre-existing mods, keeping their original functionality. Player callbacks are automatically replaced on run start to use the respective shared entity callback, optional parameter is automatically modified to include
type = EntityType.ENTITY_PLAYER.
JumpLib 1.3.2
- Prevented bombs not directly spawned by the player from being set to their height (e.g. Bombs from Haemolacria + Dr. Fetus)
- Fixed laser height only updating at 30 fps (it's smoother now)
- Fixed laser visual bugs
- Fixed an error that would occur when pitfalling before ever jumping
JumpLib 1.3.1.1
- Revert bomb changes that disabled bomb-dropping behavior
- Whoops
JumpLib 1.3.1
- Prevented bombs + lasers not directly spawned by the player from being set to their height (e.g. lasers from Brimstone Bombs, bombs from Haemolacria + Dr. Fetus)
- Fixed Akeldama tears being spawned at the player's height
- Reworked pitfall position selection to return the player to the position they jumped from (fixes previous issue of player being placed in unreachable positions or on top of pits)
JumpLib 1.3
- Major optimizations!
- Keeps track of which entities are currently jumping rather than looping over room entities each render frame
- Deprecated niche and expensive GET_LASER_CAN_FOLLOW callbacks. Desired behavior is still able to be achieved
- Miscellaneous micro-optimizations
- Reworked PRE_X_JUMP callbacks to not require the modified config to be returned, only needing to be directly edited. Allows for multiple edits across multiple callbacks
- Pitfalling now returns the player to the closest door in order to avoid softlocks
- Fixed JumpLib.Internal:IsOrbital not accounting for orbitals that rotate counter-clockwise
- Fixed updates being ran once after landing
- Fixed Entity being passed to 2 player callbacks rather than EntityPlayer
JumpLib 1.2.3.1
- Fixed ENTITY_LAND callback only running for players
- Sorry!
JumpLib 1.2.3
- IGNORE_CONFIG_OVERRIDE flag now works properly
- IGNORE_FALLSPEED_MODIFIERS flag now ignores fallspeed changes in PRE_X_JUMP callbacks
- Added boolean pitfall param to ENTITY_LAND, will only be true for pitfalling players
- Config passed by PRE_X_JUMP is no longer writable, config has to be returned
- Fixed blood clot familiars not following the player with certain flags