* WIP some projectile effects
* fix segfault
* Laser smoothing and glow via post-processing blur magic
TODO: make it optional
* fix memory corruption
* fix memory corruption for realsies now
* fix color_get_hsl for out-of-range colors
* some more bullet flare tweaks
* some lame clear effect workarounds
* spawn bullet flares after frame 0; looks better and fixes some problems
* New baryon explosion; fix petal_explosion; leanify everything
* Add missing bullet flare sprite, rebuild main atlas
* improve batching efficiency with bullet spawn flares
* forgot git add
* Group projectiles/particles by shader where possible
* Another take on baryon explosion; make fg framebuffers 16bit
* WIP some settings for toasters
* remove stupid debug log
* microoptimization that probably does nothing anyway
* somewhat more intuitive quality settings
* Whitelist more particles (MarisaB is on hold)
* Whitelist (and fix) some more stage6 particles (mostly ToE)
* Add a spell name background
* Experimental radial healthbar for bosses
* healthbar tweaks
* thiccer healthbars in response to feedback
* remove healthbar survival timer; just fade out on survivals
* Add linear healthbars option; WIP other boss HUD tweaks
* Use the proper spell card name format
* New font and some random garbage to go along with it
* Generate static font outlines for use in text shaders
* Use outlines in overlay text shader
* Complete boss HUD/healthbar fading logic
* fix boss timer limit
* stage5 bombs explosion effect
* split PFLAG_NOSPAWNZOOM into PFLAG_NOSPAWNFLARE and PFLAG_NOSPAWNFADE;
introduce PFLAG_NOSPAWNEFFECTS which disables both (it's just the two
values OR'd together)
simplify vampiric vapor bullet spawning effect
* Remove spawn fade-in from super-fast stage5 fairy projectiles (limiters)
* lower particle density in v.vapor in minimal mode
* graze effect tweaks
* fix text shortening, tweak replay menu layout
* stupid debug spam
* revisit grazing effects again
* dumb debug spam again
* improve boss attack timer
* overlay effect for boss deaths (similar to the player one)
* spice up spellcard declaration (HUD)
* don't spawn boss death overlay if fleed
* modify Exo2 font to use tabular figures
* adjust replay menu for the font change
* draw timer & power with standard font (phasing out the numbers font)
* WIP new HUD; random fixes/tweaks
* hud: move difficulty indicator
* hud: move debug stuff around
* preloads, mostly
* fix youmuA batching conflict
* shitty workaround for the shitty screenshake shit
* remove extraspell lag by stopping to draw stagebg sooner
which is possible because extra spells have a different spellcard_intro timing. Fun fact of the day: the duration of spellcard_intro is always ATTACK_START_DELAY_EXTRA even for normal spells!
* new stain particle
* i disabled background rendering…
* "batch" marisa_b masterspark draws
* remove these once a new atlas is generated
* make toe quick again
* hopefully fix all occurences of changed stain and ScaleFade behavior
* tweaking reimu_a and toe boson launch effects
* make lhc fast again
* softer involnerability effect
* fix stage 1 snow on the water bug (and improve performance)
translated the time to the future a bit because it only seemed to be an issue for small time values
* remove unnecessary spawnflare from toe
* tone down extra spell start effect
* experimental ReimuB gap shader optimization
* fix python3 shebangs
* generate simple blur shaders w/ hardcoded kernels
* New loading screen
* lasers: fix incorrect draw hook registration
* add webp support for atlas generator
* Use ImageMagick for atlas composition (adds 16-bit support)
* Atlas maintenance
* make the vampiric vapor bullets less prone to invisibility
* Revert a few particles to the quadratic fade curve
* experimental baryon effect
* improve baryon sprites
* disable the baryon effect on minimal postprocessing setting
After this short break, I have to announce that this project is no longer called openth. The name was stereotypical and conflicted with Open Theme Hospital. Thus, gentlemen, we are now working on Seiyou (西洋). Thanks to lachs0r for this wonderful suggestion.
Also the lincense has changed. Farewell, gnutardedness, hello MIT. I feel somehow relieved now after freeing the project of nearly one thousand lines.