Optimizations and fixes while preparing for new content


The changes, in no particular order:

  • updated shared code between libraries
  • mods now only make a data structure if they do not have existing persistent data
  • attempted an optimization for merged crowns
    • merged crowns now iterates through all new instances instead of doing a bunch of with(instances_matching) loops
    • it's probably faster, and should be functionally identical to you, the player, if I did it right
  • updated Custom Options' example and template files
  • fixed defective string -> number code in Custom Options
  • added sprite_save_confined_outlined to merge scripts.mod.gml in preparation for merged enemies
  • corrected various script errors in tentacletech.mod.gml
  • extralevels.mod.gml now uses the vanilla rad color before levels start to loop
  • changed fake mutations.mod.gml's letterboxing to better match the base game (width scaling)
  • fixed unobtained mutations showing up in /mskill-scale as undefined
  • did a band-aid fix for Lots O' Muts' "neural network" mutation erroring when generating a merged tip
  • fixed and optimized custom long arms scaling, while restoring long arms actually getting set as a vanilla mutation
  • NTT >= 9944 no longer defaults the 9940 compatibility setting for merged mutations to on
  • remade most of the mutation scrolling code, again

There were a few other things that I did in unannounced updates.  I didn't make posts for them because they were small changes, and now I don't remember what they were.

Merged enemies soon.

Files

700000-mutations-2.0.zip 114 kB
Version 2.0 without the new stuff final 8 Feb 08, 2022

Get 700,000 Mutations

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