Similar to a dirt block, but stores the first item it moves over, dropping it when destroyed and cloning it in a cloning machine. Has ice block/frame block collision. Turns into floor in water. Doesn't have dirt block immunities.
When placed atop an item, you must have that item to enter the tile. When you do, pay the item and destroy the item lock. Also can be placed on top of a bonus, and you must pay that amount of bonus to enter.
Similar to a dirt block, but rolls when pushed. Boulders transfer momentum to each other. Has ice block/frame block collision. Turns into gravel in water. Spreads slime.
Cracked Ice: Turns into water when something steps off of it (except ghosts).
Also had to implement slide_ignores/item_slide_ignores since I needed a way to ignore static aspects of the tile without preventing its functions from being called. there's probably a better way IDK
This simplifies the renderer by having movement cooldowns only work one
way, and thus removes the jank from Steam rendering.
This commit also applies cooldowns for animations at decision time, as
Lynx does, which eliminates a weird special case from their spawning.
Also, Lexy mode now explicitly does not allow an actor to get cooled
twice in one tic. However, this change does make clone machines no
longer be aligned with the thing that pressed the button to clone them,
which is unfortunate.
- Added the active player background
- Added bomb fuses (though LL doesn't use them)
- Added CC2-style double-size blob and walker (though LL doesn't use them)
- Added the rover's directional overlay
- Added custom push animations
- Added custom bouncing heart animations
- Added a puff when opening a door or socket, or revealing a fake floor
- Fixed the rover's animations being a bit mixed up
- Fixed player walk animations occasionally being glitchy
- Touched up the fake floor x-ray tile
- Touched up the canopy x-ray tile
- Touched up the purple ball's shadows
- Touched up the transmogrifier and transmogrify flash
I was right the first time, and I've proven it to myself now. I
originally made the change because I couldn't see any other way to fix
the ICEBERG replay from Steam CC1, but now, I do!
I don't know why I ever thought this was a separate pass; I think it was
just the easiest way to make smooth scrolling work when I first
implemented it on like day 2. Turns out it wasn't ever correct and has
all manner of subtle implications I'll be sorting out for ages.
This does make the turn-based stuff //way// simpler, though.