StepMania 5.0.8; release notes compiled and Markdown formatted by @kyzentun:
Items are roughly grouped into the general part of StepMania they fit into.
Cmake is now the only method supported for compiling Stepmania. Read Build/README.md for instructions.
Some Linux users may need to pass -DWITH_LIBVA=ON
and/or -DWITH_CRYSTALHD_DISABLED=ON
to cmake when compiling.
There is a binary package for Linux which was built on amd64 debian. If it doesn't work, compile from the source instead.
Entries in service menu rearranged to hopefully organize them better.
Test Input
, Input Options
, and Calibrate Machine Sync
are now under Input Options
.
Appearance Options
, Set BG Fit Mode
, and UI Options
are now under Display Options
.
Allow Multiple Toasties
preference controls whether it is playedScreenOptionsInputSub and ScreenOptionsDisplaySub added. Updating a theme
to show the options for the new screens should be a simple matter of
changing the LineNames entry for ScreenOptionsService to include
"InputOptions" and "SoundGraphics".
Added handling for diffuse to make rainbow and related effects work.
Stream, Voltage, Air, Freeze, and Chaos are no longer capped at 1. Stream
and Voltage no longer count hold heads twice. RadarCategory_Notes added,
which counts all notes.
The NoteField board is now underneath everything except the backgound. This
means underneath any custom actors on the underlay or overlay or decoration
layers, and also underneath the combo/judgment even when the ComboUnderField
metric is true.
The parameter table broadcast with this message has changed it is now as follows:
{
PlayerNumber= pn, -- the player number of the player that earned the
toasty
ToastyCombo= number, -- the current number of W2/W1 in a row the player has
Level= number, -- the number of toasties earned in a row
}
Adding the Level parameter allows the themer to easily set off a different
effect based on how long the player has gone without breaking their toasty
combo.
See Docs/Themerdocs/Examples/Example_Actors/Toasty.lua
for an example of
BGAnimations/ScreenGameplay toasty.lua
that uses these parameters.
The Gameplay::ToastyTriggersAt metric can be a function now, or a number.
If the metric is a function, the function is passed the player number, and the player's current
toasty level, and the number it returns is the number of additional steps to
earn the next toasty.
If the metric is a number, it is the number of additional steps to
earn the next toasty.
This means that ToastyTriggersAt=250
and
ToastyTriggersAt=function(pn, level) return 250 end
have the same
effect: Toasties will be awared at 250, 500, 750, and so on.
The Gameplay::ToastyMinTNS metric has been added for controlling the minimum
TapNoteScore needed to maintain toasty combo.
A converter has been added that takes care of the simple grunt work of converting an xml bg/fg file to lua for
SM5. Read Docs/Themerdocs/XmlToLua.txt
for details.
A toasty is a special award for achieving a certain number of W2 or W1 steps
in a row. In the default theme, this is 250 steps in a row, and W2 is known
as Perfect, and W1 is called Flawless. The number of toasties earned is
stored in the profile. Some themes show a special animation and play a
sound when a toasty is earned.
The current toasty combo is the progress towards this goal. Each note on a
row counts as one point in the toasty combo, thus jumps are two, and hands
are 3 or more.
Hitting a step with a judgment worse than W2 breaks the toasty combo,
resetting it to 0.
For many years, achieving 250 W2/W1 in a row, then 1 W3, then 250 more W2/W1
in a row would increment the toasty counter in the profile by 2, but only show the animation once. Earning 500 W2/W1 in a row was still only 1 toasty.
This behavior has been changed so that 500 W2/W1 in a row will increment the
toasty counter twice, and show the animation twice.