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Event Tracker v2.0.1

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@stxticOVFL stxticOVFL released this 03 Apr 09:54
· 6 commits to master since this release

This update brings some critical bug fixes and slight tweaks to the previous v2.0.0 release:

  • The PB file is now read on update again (and overall loads in a better spot).
  • Resolutions smaller than 1080p couldn't see the tracker, and any resolution above wouldn't scale it properly. This has been fixed.
  • The ending scroll list has been slightly tweaked to show more info.
  • The parry text has been tweaked to fit the tracker length better: Parry (Grounded) (x3) -> Parry (Ground) (3)

Full diff: v2.0.0...v2.0.1

Previous Changelog Below

This update brings lots of internal restructurings and a plethora of new features and tweaks to make the overall experience way better.

out.mp4

New Features

Advanced JSON

With the advanced JSON feature enabled, you can set level-specific settings, enable the use of triggers (shown below), and include/exclude events based on regular expressions. This setting does NOT require you to enabled Advanced Mode for the tracker itself.

Settings

To change level-specific settings by using advanced JSON, load up the world to ensure a JSON is created. Navigate to the ghost directory and open up tracker.json. In this file, add one of the following settings as per this example, denoting whether you'd like to enable or disable it:

"settings": {
	"enemyDeath": true,
	"swap": false,
	"triggers": true,
	"parry": false
}

The possible settings are as follows:

  • fire
  • discard
  • pickup
  • swap
  • jump
  • boost
  • parry
  • enemyDeath
  • trivialDeath
  • bossWaves
  • redDestruct
  • otherDestruct
  • death
  • triggers

These settings are listed in the same order as the settings in the Event Tracker Event Customization category, so refer to that if you don't know which is which.

RegEx

To filter different events via regular expressions, use the regex field in the tracker.json file. Replace null with your regular expression of choice as follows: "regex": "Fire.*". The field regexMatch controls whether it should only show events that match the RegEx (true), or exclude events that match it (false). Check out https://regexr.com/ for more resources and for testing your regular expressions.

Triggers

image

Triggers are new place-able "areas" that can be either a cube, a sphere, or a flat plane. Settings regarding them can be changed in the Event Tracker Advanced category.
When you place down a trigger according to the keybind (default right bracket (])), the tracker will assign a name Trigger X and a random color and place it at your position and your rotation at the assigned default size, saving it to the tracker.json file immediately. The triggers won't be able to be interacted with until you restart.

The trigger format in the JSON looks as follows:

{
	"name": "Enter Waterway",
	"shape": "Sphere",
	"color": "#613366",
	"hitCount": 1,
	"position": "11.9, 92.6, 89.9",
	"rotation": "54.0, 92.1, 0.0",
	"size": "15.0, 15.0, 15.0",
	"grounded": true
}

The color is a standard #RRGGBB color. hitCount is how many times the trigger can be hit before it becomes inactive. position, rotation, and size are all X, Y, and Z (or Euler angles for rotation) that controls their respective fields in the level. grounded signifies whether or not the player must be on the ground in order for this trigger to activate.

When the player goes into the hit range of a trigger, it will fire an event just like any other, signified by just its name. Triggers will fade away when their hitCount is up, or they can be set to not show up at all through the Triggers Visible setting in the Event Tracker Advanced category.

Ending List

The ending list has now been changed from auto-scrolling through the whole screen vertically to now only taking up a small portion of the ending screen. You can now also use the scroll wheel to override the ending auto-scroll and scroll where you may like. The visibility toggle key now works in the ending list as well.

The early scrolling/ending mechanic has also been added. You can now press a key (default up arrow) to end event collection early and scroll through the events. The same will happen when you restart a level through death or quick-restart, allowing you to quickly figure out where the run went wrong.

New events

Two new customizable events have been added: player deaths and triggers. Player deaths on their own will not end the session, and instead act as a guideline for things like early boss endings (even though the timer doesn't move).

Changes

Settings

Many settings have been moved to a new category, Event Settings Ending. In this category is where you can find the settings like the ending X position and whether or not to only show comparisons at the end. The full list of changes to the settings is below:

  • X and Y positions have been changed to sliders 0.0 to 1.0, respective to the left/right and top/bottom of the screen.
    • Ending X and a new setting, Ending Y, also follow suit (Event Tracker Ending category).
  • Scale and Ending Scale has been added (The latter of which is in the Event Tracker Ending category).
  • A small bounce animation has been added, and its setting has been added respectively.
  • A new setting Default Event Color has been added for changing the color of all events that default to white.
  • For the Event Tracker Ending category:
    • The setting Auto Scroll Speed has been moved to above category.
    • A new setting Manual Scroll Strength has been added, defaulting to -0.1. This value can be positive or negative to change the manual scrolling direction.
    • A new setting Ending Entry Limit has been added. It is recommended for this to be larger or equal to the regular Entry Limit setting.

Other

  • ALL EVENTS are now written to the tracker file regardless of whether or not they are displayed.
    • This should help with sharing and synchronization.
  • Parries now stack. Back to back parries will now show as Parry (Grounded) (xX). These will likely be slightly incompatible with your previous tracker files, but shouldn't be too major.
  • Default customization options are now changed.
    • Only card pickups, important enemy deaths, boss waves, important destructibles, player deaths, and triggers are enabled by default.
  • The animation system has been completely redone and no longer attempts to stop (or even uses) co-routines, which is an expensive operation. This should help tremendously with animated performance.
  • Ending animations have been introduced to help the move from gameplay to ending list feel smoother.

Fixes

  • Advanced mode no longer writes to the same file, and will append numbers to the end when you get a tied time.
  • "Important/Other Destructables" -> "Important/Other Destructibles"
  • General internal improvements to help performance and code cleanliness.

Full diff: v1.1.1...v2.0.0