* kangaroos can now be equipped with north stars and knuckle dusters (except stun knuckle duster).
* whitespace issues fix..
* damn whitespace
* fix whitespace
* fix whitespace
* final fix.
* Add basic discord client integration with ooc and admin chat support
* Use username instead of global name
WHY IS GLOBAL NAME NOT JUST THE USERNAME??? WHY ARE THERE NO DOC COMMENTS???
* stuff
* Reviews, methinks.
* Reviews
* reviews
This fix addresses an issue where hovered tabletop machines (such as the grinder and electrolysis machine)
had their sprites clipped when the camera was rotated. The problem was fixed by setting noRot: true.
* Rat King Chat Indicator
* BUFFRATWHEN
* Added it to the crown wawa
* Ignore this
* Whats the limit for stuff I can put here?
* Fix da merge conflicts for real this time
* WE DID ITgit add -A
* Errant Requested Changes
* Add disposal signalers
* Sprite changes
* Some requested changes
* Requested changes + change spelling to be with two l's to be consistent with the remote signaller
* Disable parallax texture preloading
Many parallax layers are specific to a single map and will likely never be loaded for the duration of the game. Save VRAM by not loading them always.
Requires engine master
* Put generated parallax identifier in texture name
Makes it show up properly in debugging tools
* Don't load generated parallaxes multiple times
Many parallax prototypes re-use the same generated parallax configs. These generated parallaxes were being loaded multiple times at once, which was a massive waste of VRAM.
We now move these into a separate cache for deduplication. I had to write a lot of logic to handle loading cancellation and ref counting. Yay.
Also fixes some spaghetti with the previous parallax loading system: cancellation didn't work properly, give proper names to generated texture names, etc.
This saves like 100+ MB of VRAM.