The Binding of Isaac: Rebirth

The Binding of Isaac: Rebirth

Custom Stage API
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Update: Nov 6, 2020 @ 5:47am

- Fix issue with room test file
that was causing startup crashes

- Add POST_CUSTOM_GRID_REMOVE
callback

- StageAPI is now off by default
when testing rooms outside custom
floors

- Add StageAPI.OverrideTestRoom
switch as an explicit override
for that

- Enhance PRE_SPAWN_ENTITY compat
with PRE_ROOM_ENTITY_SPAWN so
effects are automatically
converted to type 1000

- Only prevent clearing wall grids
"outside" the room; this allows
custom grids based on GRID_WALL

- Improved the accuracy of
Depths and Womb overlays

- Add RemoveCustomGrid function

- CurrentRoom.Data.RoomGfx is set
to whatever RoomGfx was applied
to the room after callbacks

- Fix a bug that crashed the game
when a coop player exited

- Fix save and continue so rooms
are loaded in the correct positions

- Remove all vanilla closet
boss rooms

- Add detonator meta entity
that when triggered destroys
its grid or creates a bridge,
and detonated trigger that
triggers when detonated in
that way

- Add default broken states
for alt grids with
overridden spawns

Update: Dec 2, 2019 @ 5:21pm

- Fix a bug with
PRE_SPAWN_ENTITY that caused
replacements to persist
between runs

- Make compatible with
multi-room Basement Renovator
tests

- Add GetValidRoomsForLayout
and GetDoorsForRoom

- Fix bug where missing door
weights were unused

Update: Oct 30, 2019 @ 5:53am

- Update BR scripts for Basement
Renovator xml format and add setup
script

- Improve accuracy of floor anm2 to
match with the base game

- Add hook for custom boss portrait
sprite and portrait offset

- Fixed animation for trapdoors
overridden with PRE_SELECT_NEXT_STAGE

- Add setter functions for
IsSecondStage and StageNumber

Update: Jun 22, 2019 @ 8:22am

- Pitfalls and eternal flies are now persistent

- Separated room type requiring
for sin rooms and special rooms,
so that you do not need
secret / shop sin rooms

- Added DoLayoutDoorsMatch for
convenience

Update: Jun 20, 2019 @ 8:41pm

- Extra rooms can now use
default or boss room types
from the current floor
as a base for their backdrop
and music

- Upgraded streak system to allow
larger base sprites, and holding
in place for as long as needed

- Boss rooms can be set in place
for boss testing with
basement renovator

- Movable TNT and shopkeepers are
now properly persistent

- Added a triggerable grid destroyer
metadata entity that can create
bridges and destroy rocks

- Fixed bosses marked as horsemen
not taking the place of
horsemen in their floors

- Various changes to room layout
picking including a setting to pick
from all shapes, doors now more
easily associated with empty room
layouts, and boss room initialization
without loading

- Added GetDisplayName, IsNextStage,
and IsSameStage functions

- Fixed custom doors and
shading moving incorrectly
during screenshake

Update: Jun 5, 2019 @ 7:22pm

fix grids by variant graphics; all variants of a grid can have overridden gfx now

fix extra pit frames

temporary random fix for currently published revelations

Update: Jun 3, 2019 @ 9:51pm

Fix Sharp Plug

Better compatibility for functions designed for the vanilla PRE_ROOM_ENTITY_SPAWN when hooked to PRE_SPAWN_ENTITY

Multiple pit spritesheet support, utero has acid pits again

Potentially better RNG?

Update: Jun 3, 2019 @ 9:49pm

Bad Changelog, ignore this

Update: May 4, 2019 @ 8:11am

Skippable stage transitions

Custom Challenge rooms improvements

True coop spot support

other minor improvements

Update: Apr 11, 2019 @ 5:02pm

Add Basement Renovator custom stage compatibility