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nightly
The nightly release is generated after each commit to develop and contains the newest engine and screenpack files. It is intended for testing and may contain regressions or changes not yet covered by the stable documentation.
v1.0.0
New Features ๐
- feat: powerbar multiple bg0 elements by @wily-coyote in #1281
- feat: lifebar face teammate.ko.hide by @wily-coyote in #1462
- feat: GetHitVar(Priority), LastPlayerID, PrevStateType triggers by @potsmugen in #1479
- feat: optionally easier inputs by @potsmugen in #1485
- feat: Height state controller by @potsmugen in #1486
- feat: new Height constants, ClassicPushbox option by @potsmugen in #1491
- feat: ForceCrouch, HitOverride KeepState, ModifyChar by @potsmugen in #1499
- feat: easier netplay inputs by @potsmugen in #1500
- feat: JugglePoints trigger by @potsmugen in #1503
- feat: PalFx Hue and SinHue parameters by @Wftk in #1504
- feat: AnimFrame triggers by @potsmugen in #1506
- feat: AssertSpecial Immovable flag, Mugen compatibility indicator, some fixes by @potsmugen in #1508
- feat: Basic glTF 3D Stage Support by @Eiton in #1522
- feat: Wireframe toggle for 3D stages by @SuperFromND in #1523
- feat: 3dstage yshift parameter by @wily-coyote in #1526
- feat: AssertCommand sctrl, MugenVersion trigger by @potsmugen in #1528
- feat: 3D Stage far, near parameter, yshift parameter fix by @Eiton in #1532
- feat: ModifyChar changing character name by @potsmugen in #1535
- feat: Explods interpolation by @Wftk in #1548
- feat: animframe(numclsn) parameter by @wily-coyote in #1557
- feat: MoveContactFrame, GetHitFrame triggers by @potsmugen in #1562
- feat: SelfCommand trigger reimplementation by @Lazin3ss in #1563
- feat: glTF armature animation support by @Eiton in #1564
- feat: glTF Morph target animation support by @Eiton in #1571
- feat: AssertSpecial AnimateHitpause, other fixes and refactoring by @potsmugen in #1572
- feat: RescaleClsn and GuardCount by @potsmugen in #1577
- feat: unhardcoded minimum guard distance by @potsmugen in #1582
- feat: GetHitVar(power); Projectile and KO fixes by @potsmugen in #1593
- feat: Lua start.f_selectReset hook entry point by @wily-coyote in #1594
- feat: DisplayName, Const1080p, GetHitVar(Facing) triggers + fixes by @potsmugen in #1608
- feat: GetHitVar saves unused Hitdef velocities by @potsmugen in #1681
- feat: GetHitVarSet state controller, some fixes by @potsmugen in #1687
- feat: HelperIndexExist, PlayerIndex, PlayerIndexExist, PlayerCount, NumPlayer triggers by @Wftk in #1688
- feat: Add
-widthand-heightcommand line arguments by @SuperFromND in #1690 - feat: MoveHitVar and HelperID triggers plus fixes by @potsmugen in #1700
- feat: Camera Movement Revamp by @Eiton in #1703
- feat: New glTF custom parameter by @Eiton in #1708
- feat: CornerPush, Overridden and UniqHit triggers by @potsmugen in #1711
- feat: LocalCoord trigger by @potsmugen in #1716
- feat: stage Ikemenversion and load time, several minor fixes by @potsmugen in #1726
- feat: common FX localcoord, plus fixes by @potsmugen in #1730
- feat: Add GameFPS trigger and display to debug. by @Jesuszilla in #1739
- feat: LifeBarVar trigger by @potsmugen in #1744
- feat: Add ModifySnd SCTRL by @Jesuszilla in #1750
- feat: InputTime trigger by @potsmugen in #1771
- feat: new stage camera parameter lowestcap and dynamicboundhigh by @Eiton in #1772
- feat: ChangeState continue, fix animation offset by @potsmugen in #1774
- feat: Add bgmfreqmul feature to stage [Music], add ModifyBGM SCTRL by @Jesuszilla in #1776
- feat: new stage camera parameter boundhighdelta by @Eiton in #1783
- feat: 3d stage foreground by @Eiton in #1787
- feat: InputTime params L/R by @Jmorphman in #1788
- feat: extra StageVar and ModifyStageVar parameters by @potsmugen in #1792
- feat: stage AutoTurn parameter by @K4thos in #1794
- feat: PalFxVar, Index, RunOrder triggers by @Wftk in #1806
- feat: A new stage camera parameter: 'verticalfollowdelta'. by @Kasasagi77 in #1807
- feat: Added new camera parameters: 'zoominspeed', 'zoomoutspeed' and 'yscrollspeed'. by @Kasasagi77 in #1818
- feat: IntroState trigger by @wily-coyote in #1830
- feat: Added loop points to Play/ModifySnd, fix ModifyBGM, added GameOption and BGMVar triggers. by @Jesuszilla in #1833
- feat: Added loopcount to Play/ModifySnd and loop to ModifySnd by @Jesuszilla in #1834
- feat: sound StopOnGetHit and StopOnChangeState, lifebar over.hittime, plus fixes by @potsmugen in #1835
- feat: Resizable window, scale game to fit window by @SuperFromND in #1868
- feat: KeepAspect (MUGEN 1.1 feature), Y-centering to window scaling by @SuperFromND in #1869
- feat: Added ability to customize behavior of master volume during menu pause. by @Jesuszilla in #1872
- feat: GroundLevelOffset sctrl and GroundLevel trigger, fixes by @potsmugen in #1873
- feat: TargetAdd state controller, fixes by @potsmugen in #1882
- feat: AssertSpecial CornerPriority, refactoring, fixes by @potsmugen in #1885
- feat: invincibility display, refactoring, fixes by @potsmugen in #1896
- feat: HelperType Projectile, hit detection and HitBy expansion by @potsmugen in #1903
- feat: L and R inputs, DrawOnTop, DrawUnder, RunFirst and RunLast flags by @potsmugen in #1906
- feat: WindowScaleMode (nearest/bilinear filter toggle) by @SuperFromND in #1907
- feat: ModifyHidef, ModifyProjectile, plus others by @potsmugen in #1921
- feat: Localization/Language Functionality by @Orange-Dolphin in #1923
- feat: improved Char/Stage layering, fixes by @potsmugen in #1946
- feat: clsnVar, explodVar, projVar triggers, xAccel for hitdefs, expanded # of noChainID args by @Jesuszilla in #1947
- feat: Now uses latest Beep v2 library, audioSampleRate is now functional by @Jesuszilla in #1949
- feat: expanded AttackMulSet, fixes, refactoring by @potsmugen in #1952
- feat: NoFallHitflag AssertSpecial by @potsmugen in [#1965](https://github.com/ikemen-engine/Ikeme...
v1.0.0-rc.5
What is a Release Candidate?
RC stands for Release Candidate. This version has undergone testing and is considered nearly ready for the final stable release. The purpose of an RC is to identify regressions and stabilize the build before the final release.
How to Help Test
- Report bugs on the Issues page
- Check if the bug existed in the previous stable release (e.g., v0.99.0) โ this helps us determine priority
- Regressions (bugs introduced since the last stable release) are blockers and receive the
regressionlabel - Bugs that existed in previous versions are lower priority and may be deferred to future releases
Bug Fixes ๐ง
- fix: random stage loading crash, storyboard scene indexing, [Infobox Text] localization by @K4thos in #3913
- fix: preserve legacy SFFv1 0,0 sprite handling by @rakieldev in #3919
- fix: explod pausing, helper binding; refactor: motif logic stepping by @potsmugen in #3923
- fix: .fnt character map and parallax vertical scaling by @rakieldev in #3924
- fix: motif bg yscaledelta by @rakieldev in #3926
- fix: remove redundant positiveBoundhigh usage for motif BGs by @rakieldev in #3927
- fix: explod binding during slow game speeds by @potsmugen in #3929
- fix: motif and hires stages wrong bgs yscalestart by @rakieldev in #3931
- fix: incorrect parallax scaling with yscaledelta by @rakieldev in #3933
- fix: disable stage position snapping by @potsmugen in #3934
- fix: stage videos playing while game is paused by @potsmugen in #3935
- fix: normalize transparent RGBA pixels by @rakieldev in #3937
- fix: common FX staying cached during reloads by @potsmugen in #3938
- fix: rollback match hanging before victory screen by @potsmugen in #3941
- fix: clsnOverlap triggers missing z-axis checks by @rakieldev in #3943
- fix: BG window signs by @potsmugen in #3944
- fix: missing char names in select screen record by @rakieldev in #3947
- fix: split cueDraw from action by @potsmugen in #3950
- fix: undefined compared to ranges by @potsmugen in #3952
- fix: close replay file after recording, exclude replays from rollback sync test by @K4thos in #3953
- fix: encode AI sync-test inputs correctly by @K4thos in #3954
Full Changelog: v1.0.0-rc.4...v1.0.0-rc.5
v1.0.0-rc.4
What is a Release Candidate?
RC stands for Release Candidate. This version has undergone testing and is considered nearly ready for the final stable release. The purpose of an RC is to identify regressions and stabilize the build before the final release.
How to Help Test
- Report bugs on the Issues page
- Check if the bug existed in the previous stable release (e.g., v0.99.0) โ this helps us determine priority
- Regressions (bugs introduced since the last stable release) are blockers and receive the
regressionlabel - Bugs that existed in previous versions are lower priority and may be deferred to future releases
Bug Fixes ๐ง
- fix: stage portrait anims not resetting by @rakieldev in #3881
- fix: stage bg window offset at full res, palette cancel, pause menu one-frame delay, Lua return values by @K4thos in #3887
- fix: select.def music overriding by @K4thos in #3893
- fix: sound reloading, GetHitVar(isbound) timing, paused explods, window values by @potsmugen in #3896
- fix: missing ExplodVar "z" bytecode cases, friction by @potsmugen in #3897
- fix: race condition in async turns loader by @K4thos in #3898
- fix: Vulkan memory allocation fallback by @Eiton in #3899
Full Changelog: v1.0.0-rc.3...v1.0.0-rc.4
v1.0.0-rc.3
What is a Release Candidate?
RC stands for Release Candidate. This version has undergone testing and is considered nearly ready for the final stable release. The purpose of an RC is to identify regressions and stabilize the build before the final release.
How to Help Test
- Report bugs on the Issues page
- Check if the bug existed in the previous stable release (e.g., v0.99.0) โ this helps us determine priority
- Regressions (bugs introduced since the last stable release) are blockers and receive the
regressionlabel - Bugs that existed in previous versions are lower priority and may be deferred to future releases
Bug Fixes ๐ง
- fix: fonts and shadows missing focallength rounding by @rakieldev in #3849
- fix: face.random, bgmtrigger, cursor interpolation, palette issues by @rakieldev in #3855
- fix: pause menu fade draw order by @K4thos in #3856
- fix: stagefit and debug mode aspect ratio issues by @K4thos in #3859
- fix: demo mode music by @K4thos in #3862
- fix: fade anim and snd issue, turns loading crash by @K4thos in #3866
- fix: framerate settings problems, video transparency support by @K4thos in #3869
- fix: typo using wrong sampler algorithm for nearest in 3D stages by @Jesuszilla in #3870
- fix: Sub alpha, win pose timeout, destroyed helper binds by @potsmugen in #3871
- fix: improve SFFv1 palette select handling by @rakieldev in #3876
- fix: esc not working in debug pause, round outro animations independent of gameplay slowdown, prevent replay turbo from breaking frame pacing by @K4thos in #3878
- fix: round progress while char is turning, uneven pushfactor, debug text AllPalFX by @potsmugen in #3879
Full Changelog: v1.0.0-rc.2...v1.0.0-rc.3
v1.0.0-rc.2
What is a Release Candidate?
RC stands for Release Candidate. This version has undergone testing and is considered nearly ready for the final stable release. The purpose of an RC is to identify regressions and stabilize the build before the final release.
How to Help Test
- Report bugs on the Issues page
- Check if the bug existed in the previous stable release (e.g., v0.99.0) โ this helps us determine priority
- Regressions (bugs introduced since the last stable release) are blockers and receive the
regressionlabel - Bugs that existed in previous versions are lower priority and may be deferred to future releases
Bug Fixes ๐ง
- fix: face.slot/random spacing and slot indicator persistence by @rakieldev in #3810
- fix: angled shadows, p2defmul by @potsmugen in #3816
- fix: victory screen portrait palette wrong index lookup by @rakieldev in #3822
- fix: 3d stage pausing affects scaling, camera alignment issues, storyboard text flicker, palmenu.preview.spr, challenger allowed with 0 credits, debug key inputs by @K4thos in #3831
- fix: pause menu fadein/fadeout not working, post challanger match vs screen crash by @K4thos in #3835
- fix: x axis off-by-one error when rendering anims by @wily-coyote in #3837
- fix: ModifyExplod not defaulting facing for Mugen chars by @potsmugen in #3839
- fix: add explodvar animtime case by @Alceris in #3841
- fix: motif fixes, minor refactors by @rakieldev in #3842
- fix: explods and projectiles not disabled in victory screen by @potsmugen in #3845
- fix: survival mode increases rounds on reload, Turns Loading power inheritance by @K4thos in #3846
Full Changelog: v1.0.0-rc.1...v1.0.0-rc.2
v1.0.0-rc.1
What is a Release Candidate?
RC stands for Release Candidate. This version has undergone testing and is considered nearly ready for the final stable release. The purpose of an RC is to identify regressions and stabilize the build before the final release.
How to Help Test
- Report bugs on the Issues page
- Check if the bug existed in the previous stable release (e.g., v0.99.0) โ this helps us determine priority
- Regressions (bugs introduced since the last stable release) are blockers and receive the
regressionlabel - Bugs that existed in previous versions are lower priority and may be deferred to future releases
What's Changed
New Features ๐
- feat: powerbar multiple bg0 elements by @wily-coyote in #1281
- feat: lifebar face teammate.ko.hide by @wily-coyote in #1462
- feat: GetHitVar(Priority), LastPlayerID, PrevStateType triggers by @potsmugen in #1479
- feat: optionally easier inputs by @potsmugen in #1485
- feat: Height state controller by @potsmugen in #1486
- feat: new Height constants, ClassicPushbox option by @potsmugen in #1491
- feat: ForceCrouch, HitOverride KeepState, ModifyChar by @potsmugen in #1499
- feat: easier netplay inputs by @potsmugen in #1500
- feat: JugglePoints trigger by @potsmugen in #1503
- feat: PalFx Hue and SinHue parameters by @Wftk in #1504
- feat: AnimFrame triggers by @potsmugen in #1506
- feat: AssertSpecial Immovable flag, Mugen compatibility indicator, some fixes by @potsmugen in #1508
- feat: Basic glTF 3D Stage Support by @Eiton in #1522
- feat: Wireframe toggle for 3D stages by @SuperFromND in #1523
- feat: 3dstage yshift parameter by @wily-coyote in #1526
- feat: AssertCommand sctrl, MugenVersion trigger by @potsmugen in #1528
- feat: 3D Stage far, near parameter, yshift parameter fix by @Eiton in #1532
- feat: ModifyChar changing character name by @potsmugen in #1535
- feat: Explods interpolation by @Wftk in #1548
- feat: animframe(numclsn) parameter by @wily-coyote in #1557
- feat: MoveContactFrame, GetHitFrame triggers by @potsmugen in #1562
- feat: glTF armature animation support by @Eiton in #1564
- feat: SelfCommand trigger reimplementation by @Lazin3ss in #1563
- feat: glTF Morph target animation support by @Eiton in #1571
- feat: AssertSpecial AnimateHitpause, other fixes and refactoring by @potsmugen in #1572
- feat: RescaleClsn and GuardCount by @potsmugen in #1577
- feat: unhardcoded minimum guard distance by @potsmugen in #1582
- feat: GetHitVar(power); Projectile and KO fixes by @potsmugen in #1593
- feat: Lua start.f_selectReset hook entry point by @wily-coyote in #1594
- feat: DisplayName, Const1080p, GetHitVar(Facing) triggers + fixes by @potsmugen in #1608
- feat: GetHitVar saves unused Hitdef velocities by @potsmugen in #1681
- feat: GetHitVarSet state controller, some fixes by @potsmugen in #1687
- feat: HelperIndexExist, PlayerIndex, PlayerIndexExist, PlayerCount, NumPlayer triggers by @Wftk in #1688
- feat: Add
-widthand-heightcommand line arguments by @SuperFromND in #1690 - feat: MoveHitVar and HelperID triggers plus fixes by @potsmugen in #1700
- feat: Camera Movement Revamp by @Eiton in #1703
- feat: New glTF custom parameter by @Eiton in #1708
- feat: CornerPush, Overridden and UniqHit triggers by @potsmugen in #1711
- feat: LocalCoord trigger by @potsmugen in #1716
- feat: stage Ikemenversion and load time, several minor fixes by @potsmugen in #1726
- feat: common FX localcoord, plus fixes by @potsmugen in #1730
- feat: Add GameFPS trigger and display to debug. by @Jesuszilla in #1739
- feat: LifeBarVar trigger by @potsmugen in #1744
- feat: Add ModifySnd SCTRL by @Jesuszilla in #1750
- feat: InputTime trigger by @potsmugen in #1771
- feat: new stage camera parameter lowestcap and dynamicboundhigh by @Eiton in #1772
- feat: ChangeState continue, fix animation offset by @potsmugen in #1774
- feat: Add bgmfreqmul feature to stage [Music], add ModifyBGM SCTRL by @Jesuszilla in #1776
- feat: new stage camera parameter boundhighdelta by @Eiton in #1783
- feat: 3d stage foreground by @Eiton in #1787
- feat: InputTime params L/R by @Jmorphman in #1788
- feat: extra StageVar and ModifyStageVar parameters by @potsmugen in #1792
- feat: stage AutoTurn parameter by @K4thos in #1794
- feat: PalFxVar, Index, RunOrder triggers by @Wftk in #1806
- feat: A new stage camera parameter: 'verticalfollowdelta'. by @Kasasagi77 in #1807
- feat: Added new camera parameters: 'zoominspeed', 'zoomoutspeed' and 'yscrollspeed'. by @Kasasagi77 in #1818
- feat: IntroState trigger by @wily-coyote in #1830
- feat: Added loop points to Play/ModifySnd, fix ModifyBGM, added GameOption and BGMVar triggers. by @Jesuszilla in #1833
- feat: Added loopcount to Play/ModifySnd and loop to ModifySnd by @Jesuszilla in #1834
- feat: sound StopOnGetHit and StopOnChangeState, lifebar over.hittime, plus fixes by @potsmugen in #1835
- feat: Resizable window, scale game to fit window by @SuperFromND in #1868
- feat: KeepAspect (MUGEN 1.1 feature), Y-centering to window scaling by @SuperFromND in #1869
- feat: Added ability to customize behavior of master volume during menu pause. by @Jesuszilla in #1872
- feat: GroundLevelOffset sctrl and GroundLevel trigger, fixes by @potsmugen in #1873
- feat: TargetAdd state controller, fixes by @potsmugen in #1882
- feat: AssertSpecial CornerPriority, refactoring, fixes by @potsmugen in #1885
- feat: invincibility display, refactoring, fixes by @potsmugen in #1896
- feat: HelperType Projectile, hit detection and HitBy expansion by @potsmugen in #1903
- feat: L and R inputs, DrawOnTop, DrawUnder, RunFirst and RunLast flags by @potsmugen in #1906
- feat: WindowScaleMode (nearest/bilinear filter toggle) by @SuperFromND in #1907
- feat: ModifyHidef, ModifyProjectile, plus others by @potsmugen in [#1921](h...
v0.99.0
For info about new features not present in Mugen visit Ikemen GO wiki
Latest dev builds
Changelog since 0.98.2: RC1, RC2, RC3, RC4, RC5, RC6
New Contributors
- @Lazin3ss made their first contribution in #533
- @GaryCXJk made their first contribution in #558
- @ssvb made their first contribution in #629
- @romanthekat made their first contribution in #669
- @potsmugen made their first contribution in #758
- @RealFoobs made their first contribution in #819
- @Blac-Dragoon made their first contribution in #954
- @dependabot made their first contribution in #1003
- @ra101 made their first contribution in #1251
- @Wftk made their first contribution in #1263
Full Changelog: v0.98.2...v0.99.0
v0.99.0-rc.6
"RC" stands for "Release Candidate", which is a version of software that has undergone testing and is considered to be almost ready for release to the public. The purpose of an RC release is to allow users to test the software and provide feedback before the final release.
For info about new features not present in Mugen visit Ikemen GO wiki
Latest dev builds
RC1 changelog
RC2 changelog
RC3 changelog
RC4 changelog
RC5 changelog
What's Changed
Bug Fixes ๐ง
- fix: Refine anim no. handling from #1448, PlayBGM SCTRL leaking to the character select screen by @Lazin3ss in #1457
Full Changelog: v0.99.0-rc.5...v0.99.0-rc.6
v0.99.0-rc.5
"RC" stands for "Release Candidate", which is a version of software that has undergone testing and is considered to be almost ready for release to the public. The purpose of an RC release is to allow users to test the software and provide feedback before the final release.
For info about new features not present in Mugen visit Ikemen GO wiki
Latest dev builds
RC1 changelog
RC2 changelog
RC3 changelog
RC4 changelog
What's Changed
Bug Fixes ๐ง
- fix: Clamp AnimNo to 0 if its value is below zero (like MUGEN) by @Lazin3ss in #1440
- fix: Trans sctrl during hitpause bug by @Wftk in #1443
- fix: crash when not declaring anim/sprite files on char, move "no-sprite" anim from -2 to -1 by @Lazin3ss in #1448
Full Changelog: v0.99.0-rc.4...v0.99.0-rc.5