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Merge branch 'dev'
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JujuAdams committed Jun 23, 2020
2 parents d9aeaae + 42efe2d commit f9f2832
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Showing 7 changed files with 9 additions and 7 deletions.
3 changes: 2 additions & 1 deletion scripts/scribble_add_font/scribble_add_font.gml
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/// Scribble requires that you explicitly initialise fonts for use with Scribble. This is a three-step process:
///
/// 1. Add a normal GameMaker font resource through the IDE
/// 2. Add the font's .yy file as an Included File (found in the font's folder in the project directory)
/// 2. Click the Regenerate button in font dialogue inside the GameMaker IDE, then add the font's .yy file as an Included File (found in
/// the font's folder in the project directory)
/// 3. Call scribble_add_font() targeting the font
///
/// Scribble needs to access information that GameMaker generates. All this information is contained in a single .yy file in the font's folder
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1 change: 1 addition & 0 deletions scripts/scribble_autotype_skip/scribble_autotype_skip.gml
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Expand Up @@ -22,6 +22,7 @@ switch(_occurance_array[__SCRIBBLE_OCCURANCE.METHOD])
{
case 1: var _max = _page_array[__SCRIBBLE_PAGE.LAST_CHAR] + 2; break; //Per character
case 2: var _max = _page_array[__SCRIBBLE_PAGE.LINES ]; break; //Per line
default: exit;
}

_occurance_array[@ __SCRIBBLE_OCCURANCE.WINDOW ] = 0;
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4 changes: 2 additions & 2 deletions scripts/scribble_init/scribble_init.gml
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// @jujuadams
// With thanks to glitchroy, Mark Turner, DragoniteSpam, sp202, Rob van Saaze, soVes, and @stoozey_
#macro __SCRIBBLE_VERSION "6.0.6"
#macro __SCRIBBLE_DATE "2020-06-21"
#macro __SCRIBBLE_VERSION "6.0.6b"
#macro __SCRIBBLE_DATE "2020-06-23"
#macro __SCRIBBLE_DEBUG false

//You'll usually only want to modify SCRIBBLE_GLYPH.X_OFFSET, SCRIBBLE_GLYPH.Y_OFFSET, and SCRIBBLE_GLYPH.SEPARATION
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2 changes: 1 addition & 1 deletion shaders/shd_scribble/shd_scribble.fsh
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// @jujuadams v6.0.6 2020-06-20
// @jujuadams v6.0.6b 2020-06-23

varying vec2 v_vTexcoord;
varying vec4 v_vColour;
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2 changes: 1 addition & 1 deletion shaders/shd_scribble/shd_scribble.vsh
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// @jujuadams v6.0.6 2020-06-20
// @jujuadams v6.0.6b 2020-06-23

const int MAX_EFFECTS = 7;
//By default, the effect indexes are:
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// @jujuadams v6.0.6 2020-06-20
// @jujuadams v6.0.6b 2020-06-23

const float PI = 3.14159265359;

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// @jujuadams v6.0.6 2020-06-20
// @jujuadams v6.0.6b 2020-06-23

attribute vec3 in_Position;
attribute vec4 in_Colour;
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