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1.2.2.1 multiple savestates source code #12

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Allows multiple savestates, not very elegantly, and potential for murdering performance, but haven't managed sufficient testing for that. If it turns out to be a significant problem then rewriting to add a performance mode should be simple enough, if not then these are relatively fast savestates for all states.
Unfortunately it forces a new settings file for binds just because renaming things I didn't like.

Otherwise:

  • Ported over Hitbox-Viewer as a bindable function
  • Added instructions on how to use multiple savestates

Savestates ported from other debug versions
Skeleton class to handle multiple states from/to file
Use `Source/References` for game files/dependencies
GameManager.instance.Coroutine(<coro name here>) is obligatory syntax I learnt
Noclip uses invincibility by default
Fixed savestate in-game display
Lowered slot cap for performance
Todo: make savestates refer to copy rather than reference
Slight renames of BindableFunctions for organising.
SaveStateData.DeepCopy() for proper handling of state slots vs quickslot
Commented out some in-game log lines
Instructions on using savestate system
Wrote down a few known issues
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Basically requires a new branch or something

magneticpizza and others added 30 commits November 12, 2021 18:33
skeppy's multiple additions and improvements
mainly helpful for comsob atttempts on THK and Herrah.

this will be expanded on soon.
-Reflactionhelper. cs removed, as it is unnecessary
-Added savestate room-specific functions
-moved the  auto break to room-specific functions
Many changes and fixes, including a big change
Added explanation of room-specific savestates
1.5.5 multiple fixes and qol savestate updates
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5 participants