cellos51
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52fa45e426
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Refactor joker selection logic in game shop
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2025-07-18 20:38:34 -04:00 |
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cellos51
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c06b179764
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really bad purchasing system for jokers
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2025-07-18 20:25:12 -04:00 |
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cellos51
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176910c483
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Jokers appear in the shop but don't do anything yet
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2025-07-18 19:29:17 -04:00 |
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cellos51
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4a5644eddb
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Defining a basic system for jokers
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2025-07-17 21:47:50 -04:00 |
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cellos51
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ea2e503222
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Ante up on boss defeat
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2025-07-17 18:02:46 -04:00 |
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cellos51
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54d8aa2ec6
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Applied most refactors from previous merge by @MeirGavish
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2025-07-16 21:31:05 -04:00 |
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cellos51
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a37ba18386
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Fixed palette issue
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2025-07-16 15:57:07 -04:00 |
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cellos51
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ed484d6557
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temporary overwrite of previous merge. I've been working on this for 10 hours today and really do not have the patience to resolve the conflicts right now. I'll do it later 😭
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2025-07-16 01:20:50 -04:00 |
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cellos51
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309ebf281a
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Major refactor, too much else to list, check the git changes.
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2025-07-16 00:55:27 -04:00 |
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MeirGavish
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5d5a8a2d4b
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Fixed an error in previous hand background commit
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2025-07-13 23:42:03 +03:00 |
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MeirGavish
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8cbfa70590
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Switched hand background playing/selecting switch to use small moves instead of big copies
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2025-07-13 23:17:37 +03:00 |
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MeirGavish
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e7589f27dc
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Added move version (...)se_move_rect_1_tile_vert(), switched to use it in down pop-out animations, updated copy version, and removed my POP_MENU_ANIM_RECT UP/DOWN hack
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2025-07-13 21:20:57 +03:00 |
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MeirGavish
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f34444b3db
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Fixed main_bg_se_copy_rect(), exposed it, and used it in a few places
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2025-07-13 20:41:40 +03:00 |
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cellos51
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e7a8e669ca
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Forgot to include boss blind functionality into background
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2025-07-12 23:40:14 -04:00 |
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cellos51
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847f602c9e
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Changed the way the selecting/played background works and added logic for changing the background depending on blind type
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2025-07-12 23:39:13 -04:00 |
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cellos51
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191c1a7264
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Made blind tokens visible in GAME_BLIND_SELECT state
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2025-07-12 19:47:49 -04:00 |
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cellos51
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1fc194448e
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fixed blind descend animation
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2025-07-11 18:56:52 -04:00 |
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cellos51
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6266ea9fa5
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Unified timer default value to be 0
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2025-07-11 18:32:17 -04:00 |
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cellos51
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beaf365e0c
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Fixed compilation issue and changed default background
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2025-07-11 13:52:33 -04:00 |
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MeirGavish
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43a32f5a99
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Merge branch 'main' into start_at_blind_selection
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2025-07-11 19:42:52 +03:00 |
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MeirGavish
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8d721b77e1
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Fixed issue where pop menu panels overrode joker and consumable panels
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2025-07-11 18:58:06 +03:00 |
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MeirGavish
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a9a49e0884
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Avoid non-small blind selection because it currently crashes the game
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2025-07-11 18:42:53 +03:00 |
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MeirGavish
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4e5e1f340e
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Changed game to start at blind selection - added game_round_init() and game_set_state() etc to try and make easier state transmissions
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2025-07-11 18:22:45 +03:00 |
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Gordie
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ebb6177d0d
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Merge pull request #22 from MeirGavish/refactors
Refactor - used main_bg_se_copy_rect_1_tile_vert() for current blind raising
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2025-07-10 21:44:36 -04:00 |
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cellos51
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be08cb79be
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Added some comments into the game_round_end() function
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2025-07-10 21:33:38 -04:00 |
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MeirGavish
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3741f6f3bd
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Used main_bg_se_copy_rect_1_tile_vert for current blind raising
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2025-07-11 04:06:04 +03:00 |
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MeirGavish
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05f4cc2abb
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Fixed generic main_bg_se_copy_rect_1_tile_vert() function and replaced some code with it
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2025-07-10 23:20:44 +03:00 |
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MeirGavish
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6ef1f51c55
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Merged "main"into "refactors" (manual conflict resolution)
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2025-07-10 16:47:53 +03:00 |
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MeirGavish
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fb7b60431c
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Extracted pop menu animation to a rect copying function for shop
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2025-07-10 16:37:43 +03:00 |
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cellos51
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f027c7bea0
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Added the ability to skip blinds in the blind select state
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2025-07-09 22:06:49 -04:00 |
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cellos51
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e1c1d68694
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basic implementation of blind select screen
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2025-07-09 21:37:49 -04:00 |
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cellos51
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b246249be7
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Updated shop state to have rough functionality to switch to the next state
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2025-07-09 20:00:03 -04:00 |
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MeirGavish
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83af67c3ed
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Merged "main" into "refactors" (manually)
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2025-07-09 22:27:21 +03:00 |
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MeirGavish
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d787a918b6
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Refactored so only set_hand() sets the global variable and not hand_get_type() so as to conform to set/get semantics
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2025-07-09 22:17:16 +03:00 |
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MeirGavish
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83aa422f3e
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Refactor - replaced (almost) all magic numbers for TTE rects with rect definitions
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2025-07-09 17:12:00 +03:00 |
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MeirGavish
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b822d2b365
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Moved code to new graphic_utils.c/.h header and added Rect wrapper struct
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2025-07-09 04:59:19 +03:00 |
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MeirGavish
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2aaee73bac
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Replaced round end menu hack with clear rect function
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2025-07-09 04:11:55 +03:00 |
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MeirGavish
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de3e75928d
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Merge branch 'main' into refactors
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2025-07-09 00:45:07 +03:00 |
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MeirGavish
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2a92b3ecaa
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Added SBB and CBB defines for SE/tile bases to remove their magic numbers
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2025-07-09 00:40:59 +03:00 |
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MeirGavish
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ef973f54fe
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Another indent fix
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2025-07-08 19:19:16 +03:00 |
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MeirGavish
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f392237b68
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Fixed indent error from previous commit
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2025-07-08 19:15:12 +03:00 |
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MeirGavish
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e65b43e966
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Fixed five of a kind bug
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2025-07-08 19:11:48 +03:00 |
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cellos51
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a56bba2c0e
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implemented shop screen after round end
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2025-07-05 19:34:48 -04:00 |
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cellos51
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8f7f093290
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i keep accidentally pushing the game state
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2025-07-05 14:32:08 -04:00 |
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cellos51
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6435b92378
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Slight update to graphics and added shop background image
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2025-07-03 21:49:29 -04:00 |
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cellos51
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4a8c7d62aa
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Set game state back to GAME_PLAYING from GAME_ROUND_END
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2025-07-01 17:32:02 -04:00 |
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cellos51
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bbd66f2b58
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Pretty much finished the round end screen
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2025-07-01 17:31:25 -04:00 |
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cellos51
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d7ad34af92
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Fixed some oversights
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2025-06-30 21:29:35 -04:00 |
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cellos51
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67b917fc7c
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Yandere dev style code for the almost finished round end screen
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2025-06-30 21:20:51 -04:00 |
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cellos51
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26d6665e6e
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Fixed tiles on round end screen
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2025-06-30 12:38:26 -04:00 |
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