--Rusted Moss Spring cleaning Emlise todo-- 
Spring cleaning, even though it's june. The game has had a lof of issues that should be adressed, and I guess  I'm doing that today.
Made it so you can backtrack from the first part of Tundra easier. -Checked
Made it so if flying is enabled in accesebility third interlude timers are far more lenient. -Checked
rm_mount_top_left_2 respawn in wall fix-Checked
Any enemy in rext_c44 that has a y-postion less than 18 will now just die instantly. -Checked kinda
Attacks can no longer deal more than 999 damage. - I think it's fixed
added anti-repsawn code added to rm_temple_10 to prevent soft-lock -Checked
Fixed some things not being visible when playing as ameli, All I had to do was comment out a single line of code lmao
credits missing bug fixed
menu select bug fix


--Rusted Moss Winter Update Emlise todo-- 


This is a todo list/dev-log diary For the Rusted Moss winter update written by Emlise( hi ). If you happen to find this file while digging trough the folders,
I'll let you know there isn't anything special here. If you wish to read trough it anyways as maybe a peak behind the curtain
of this update's development, feel free to do so. I hope you have a nice day. 

( As to why I've put this in the datafiles, it lets me read/write to the file both via gmedit and nano )
(Neither of which are too good at handing todo-lists with, too bad )( You can't make me use trello >:3 )
( I didn't start dating changes before dec 23 so it's a bit unorganiced.



###
### Ideas
###
-- Visual Ideas --

-Cast light - Tested but looks bad, plus not sure how to handle depthsorting. 24.12.24: Changed code and now looks good. add to rooms and enemies
-Room fog - Probably fine without
-Fern breath in the cold-Added
-Backgrounds - For first area try clouds - Looks fine
-moon shine clouds - Tried, took many hours so will leave as is to not sink too much into it.
-Redo enemy charge warning from warning sign to something diagetic - Done, a bit better?
-Fix tall puppet charge to scale corretly - It's fine as is
-BG blood and expotion paint-Added
-General audiovisual objects somehow could be neat - Done
-Lutmaps -Added and implemented to all relevant configs


####
#### General todo
####



###
### Done dump
###
List of all new dialogue:

lore_note_winter_1          -> rvt_e2
lore_note_winter_1_after    -> rvt_e2

lore_note_winter_2          -> rvt_q0

lore_note_winter_3          -> rvt_q1
lore_note_winter_3_after    -> rvt_q1



temple_lore_1 -> rm_temple_1
temple_lore_2 -> rm_temple_8
temple_lore_3 -> rm_temple_hidden_2


diana_boss_fight            -> revt_h1
diana_boss_fight_after      -> revt_h1
diana_boss_fight_after_2    -> revt_h1

elicia_boss_fight_start      -> rm_temple_15
elicia_boss_fight_after_anim -> rm_temple_15
diana_boss_fight_phase_1_end -> rm_temple_15
diana_boss_fight_phase_2_end -> rm_temple_15
elicia_boss_fight_after_1    -> rm_temple_15 ( after defeating Elicia )
elicia_boss_fight_after_2    -> rm_temple_15 ( after defeating Elicia )


void_wretch_hidden       -> revt_f0
void_wretch_hidden_after -> revt_f0


lore_note_winter_4  -> rvt_q2
unpowered_puppet    -> rm_temple_2_intro
lore_note_winter_5  -> revt_h2

temple_lore_4       -> rm_temple_hidden_0
temple_lore_4_after -> rm_temple_hidden_0

winter_door_locked          -> rm_temple_intro_0 ( if Elicia hasn't been fought )
winter_door_locked_after    -> rm_temple_intro_0 ( if Elicia hasn't been fought )

temple_lore_5       -> rm_temple_0 ( Hidden in small split in the middle of the room )
temple_lore_6       -> rm_temple_12
temple_sword_lore   -> rm_temple_large



24.02.25:
Wow it's been so long. I have worked a little on the update since last log, but didn't feel like writing it here. 
Since it's a bit hard to organize final fixes, I figured I'd return here to help keep track of it. I also just missed logging my work on RM.

Not added, not checked(duh):


Added, not checked:

Added, checked:
-Diana new music code 
-Puppet flute sound
-Elicia new cutscene sound
-extra sound for voidwretch
New music for first elicia fight
-Pestilence invis fix
-Spirrella shield fix
Ameli turn off fly with on
Ameli custom input
Softlock respawn with moving boxes
Ending crash
Jp localization line 3432
Ameli visual bug in tundra



05.01.25:
Cleanup day I think, going over final todos
-Voidwretch bullets now stop when coliding with walls
-Voidwretch bullets now spawn closer to the enemy but are a bit faster
-Tutorial text explaining how to beat voidwretch if people get stuck to long added
-Arena reset in temple area added
-Hard version of Diana now called "Triple Goddess"
-Polished up hard-mode Diana room
-Fixed spawned in puppet enemies not attacking
-Fixed some lighting configs not using correct luts
-Fixed puppet enemies not giving tell on melee attack
-made explotion decals more visible for rockets
-arena reset text fix

--At this point just leave the build as is until next playtesting round
--Spent the rest of the day working on a future project, might be case for following days too

04.01.25:
I'm thinking I might not bother with the AO and re-rendering everyting, stuff looks good enough at this point hah.
-Added aditional audio to lore boxes
-Did some audio balanced for lore boxes
-Sound design for elicia
-Elicia sword throw sound
-Elicia extra sounds added
-Sound work for chains
-Sound design for gates
-Fixed audio issues for lore boxes
-Extra polish for gates

-- It's like not even that late and I'm too tired to work any more on more on the update today.
-- Maybe I just don't have the attention span to make actually polished content hah.

03.01.25:
Since update seems to be mostly in a good place, I'll just polish whatever I feel like.
-Added a lot more audio to lore notes
-Lore notes now change visuals to indicate if you've read them.
-Even more polish on lore boxes wow
-Fixed box caret alignment

-Tried backporting the project to lts
-Oh god it's not working
-Running a previous runtime on the updated build doesn't work
-Running the game in old lts doesn't work
-oh no oh no oh no

-Importing files into lts also isn't working uuuh
-OH NO OH NO OH NO OH NO

-Aparently there's something called project tool, I will try that.
-It works, yaaay. I have to re-do all the steam sdk stuff for some reason though :l
-Also this stuff ended up taking the entire day. eh.

-Steamworks works too!!!
-It's all good. Nothing to worry about. yaaay

-Fixed up a lot porting bugs when bringing it back to lts. ( that I'll have to re-port for release )


02.01.25:
The vacation bug might have bit me, didn't feel like working the whole day.
-Added some light instances to the game
-Reworked some room visuals in tundra
-Polished up unfinished tundra rooms
-Added some extra assets to tundra rooms
-Fixed up some room rendering code
-Fixed blinking light code
-exported and tweaked rooms and there previously changed but not commited
-rewrote castlight code to be less extreme with culling
-Tweaked light blink visuals and sound

01.01.25:
Happy new year, wonder what 2025 will bring. I ended up spending all of yesterday actually going outside, ops...
... And most of today running around to. I'm sure it's fine.
-Made so light doesn't render over instances
-Made light power depricate on screen depth, do give a better 3d feel.
-made changes to how light intensity calculates
-Made a copy of app surf get held before final draw in case it's needed for some kind of render code
-Added blinking light with sound for decorating tundra

12.31.24:
It's the final day of 2024, can you belive it? What to do with my final precious hours of this year? (Write diary, Learn some more music theory and fix bugs for winter update probably)



12.30.24:
I've become obbsesed with adding sheep to rm. Can you imagine? Sheep? in RM? I mean... wow, sheep...
-Started working on crows for tundra
-Found and implemented some extra sound files For the game
-Created code to run specific code in specific rooms
-Created a crow spawner
-Added the crows in
-Luts are saved by index which is volatile, visuals are bugged now aaah
-Fixed lut saving/loading, re-applied lut data
-Fixed birds jumping off cliffs to their death
-Fixed some audio issues for birds
-Made crows not spawn on top of players
-Fixed more crow behaviour
-Fixed some collision init infrastructure
-Fixed some objects fecthing wrong tile-layers
-Crow final for now
-Added sheeps around the stages
-Tweaked sheep behaviour and added sheep sound

-Made a small melody for small puppet enemies to sing
-Made Puppet play small melody on flute when idle
-Made sheep react to puppet playing melody.
-Made sheep react to guns and explotions
-Change level design a bit for puppet enemies and sheep to meet more often
-Changed hitboxes for grass on moving boxes
-Fixed sheep sometimes not reacting to explotions etc
-Changed how moving boxes calculate being grappled
-Fixed sheep spawning in the air




12.29.24:
I've been waking up with harrowing feelings, Hopefully it fixes itself with time. Working on gamedev makes it easy to focus on something positive in the meanwhile. Finally get to add some final polish ideas.
-Reworked paint code for better performance
-Added support for instances adding sprites to paint surface
-Made puppet enemies add colour to paint surface when they take damage and get destroyed
-Made rockets and grenades leave an explotion trail after exploding

-Mossy wings now trigger on heal rather than heal start
-Mossy wings polish

-Made munny_pwr trinket actually work
-Did polishing work for munny_pwr
-Munny pwr cannot be carried into bossrush or climb hardmode
(There's a whole can of worms with farming money before challenges, since it's the final trinket you get it probably doesn't matter too much )
-Diana generators no longer interactable when re-entering arena
-Added sheep to the temple area
-Sheep look kinda bad, will give another round of polish or scrap otherwise ( Then again everything seems mostly done, so why not have fun with this as a treat? )
-Worked a bit on finging sound for the temple area

12.28.24:
January is approaching fast aah, hopefully there is enough time to put in the polish I want.

-Added lut support
-Added tools to edit luts
-Added lut effect slider
-Added and tweaked lutmap values to all used lighting configs
-Made some extra lutmap configs
-Fixed luts for diana
-Polished up Diana boss-fight arena
-Fixed bug where inactive parts of Diana could still take damage

-Fixed phy-dot dlc compatability
-Fixed and Polished up Fern breathing effect
-Fixed up bossrush select rooms
-Double checked and played trough most rooms
-Added paralax layer support for winter update area
-Made moon-cloud background for void tundra
-Fixed some lighting compatability issues
-Changed some assets to read more as background assets
-polished some tundra rooms

-Changed some level designs to hopefully lead people to shortcuts more
12.27.24:
Same as 26th, Not much time to work, and what little I had was spent messing around in lovely composer.
I'll have to get back to full work tommorow.
-Fixed the camera crashing the game under certain sequensing cases.
-Added some extra sounds and visuals for the big puppet enemy
-Added white smoke effect when Fern breaths in cold areas.
-Updated localization files and added some extra tutorials.

12.26.24:
No work done due to winter holiday celebration. What little time I had was spent on messing with lovely composer

12.25.24:
I got a portable monitor for my little stationary pc, spent the day working with it. My builds like a weird desktop-laptop hybrid now.

-Fixed lighting code on instances
-Looked trough gameplay of playtester 5, identefied pain-points.
-Loosened up a lot of temple challenges slightly.
-Reworked some of the harder temple rooms to be easier.
-Added hints to previous savepoints to hopefully prevent skipping
-Added a new section to the temple to give players more time to adjust to the new mechanics(and because they're fun to make)
-Buffed Elicia as she was still easier than some parts of the temple
-Fixed up some Elicia visuals
-Room visual polish
-Changed some temple room sequencing



12.24.24:
Happy winter holidays. I didn't get much time to work today because of family gatherings, but maybe that's fine.

-Fixed cast-light code.
-Read over final playtest info
-Tweaked some room design
-Wrote up potential changes
-wrote up ideas for potential ways of handling rendering
-Added cast light code to some instances
-Added Random seeding handling to room gen
-Worked on Elicia Room transition

12.23.24:
Working on this update feels like being wrapped in a cozy blanket. The winter season makes me melancholic, but finding time to work on this makes it stomachable.

-Bossrush 
    Funcionality- Fixed
    Elicia hard- Done
    Diana hard- Done
    
-Cleanup a lot of rooms visuals
-went over playtesters 4 feedback
-Tried cast-light code
-Polished up audio on puppet enemies
-reworked puppet enemy windup
-Reworked second phase Elicia room
-Finished final daily sketch for advent calendar
-Reworked elicia hard behaviour
-Fixed some room collisons

12.22.24:
IIRC Boss rush work

Before: 
#Gameplay:
-Elicia
 - Phase 1 attacks - Done 
 - later phase balancing - Done
 
-Diana
 - Like everything - Done
 -Story     -Done
 -Dialogue  -Done
 -Visuals   -Done



#Visuals:
--ENVO---

-Prerender
 -AO implementation test
 -Fix chain angle gen
 -Add greenery gen
 -Add boxes gen ( Looks really bad should redo )
 -Snow add ( Looks really bad )


-Runtime
 -Seperate out grass colours - Done
 -Improve fog calculations - ( Perhaps offload all calculations to GPU )

-Room specific
 -Add paints - Done
 -More moving greenery
 -Figure out animals
 
-Assets
 Cuppoards and boxes in stack mode
 Special paints


--Enemies
sound design

-General
 -Figure out bgs
 -Figure out Lutmaps
 


--Audio--


####
############### Playtest dump ####################
####


########### Playtester 5 test: ###################
#Bugs:
   -Seemingly no bugs yay

#Suggestions:
 -Big difficulty issues, needs some easier rooms added. other tweaked to 
   be simpler.-Fixed

 -Further looking info a section or two seems to be the issue 
   Seems to be skipping save-points and a couple rooms-Fixed
 -Hardest rooms were made easier-Fixed
 -Added new section for onboarding mechanics-Fixed

################ Playtester 1 test: ###################
#Bugs:
    -saw collison in final plat room - Fixed
    -arena wall visibility issues/bugs - Fixed
    -Void mech shots don't hit close - Fixed
    -Bookshelf text renders wrong - Fixed
    Jump pad moves when cam in corner - Fixed

    -Collision in the first void tundra room - Fixed
    -Roof side tile collision - Fixed
    -Particle offset issue - Fixed
    -Teleporting crashes game - fixed
    -Combat arena fix        - Fixed
    -Respawn in spikes issue - fixed


#Suggestions:
-Elicia phase 2 add more
-Diana should be slower - in dark:  movespeed 0.28 -> 0.27 in light: ground 1.1 -> 1, air .05 -> .045
-Elicia sword throw too easy - Hitbox size 1.6 -> 1.85
-Wretches are too fast - 0.28 -> 0.26 
-Void mech turns head too fast - while shooting 1.5 -> 1.2, else 3 -> 2.7 with los

########### Playtester 2 test: ###################
#Bugs: 
    -Heal input clipping - Fixed
    -Room transition on void tundra start not enough-Fixed
    -Platform walls - Fixed
    -platform visibility - fixed?
    -rm_temple_1_2 squish - Fixed
    -Contracted wall collision - Fixed
    -No death pit in save room - Fixed
    -Memory leak aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa
    A lot more tile switcher bugs - Fixed
    movememnt rectangle fix - Fixed

#Suggestions:
    -Wretch walk sound change - When new sound comes
    -Add tutorial to pull enemies
    -Spike visibility
    -Heal pad visibility - Fixed
    -rm_temple_upper_1 difficulty - Fixed
    -Fall damage lower than enemy damamge: 1 -> 2 normally and 1 -> 3 in Elicia battle
    -Ledge visibility - Fixed



