Support movie AD playback
Workaround blank backgrounds for now
Implement fade type 12
Work around SPECIAL subop 0xF8
Description on character name screen
Support voiced dialog in FFNx compat plugin
Support TryLoad on audio streams
Fix MENU opcode returning too quickly
Implement SPECIAL 0xFD sub-op
Make unrecognised text characters a warning in renderer rather than an error
Add a few more characters to font
Recognise avatar tag characters in text decoder (don't do anything with them yet)
More 7H support - map folders properly
Cope with Steam data file paths
Set explicit culture, since FF7 files have text data in EN format that needs parsing
On crash report error visually as well as logging
More logging around music errors
Add focus item to fields
Improve UISysten plugin to allow better tracking of initial load vs. change of selection
Make debug options more accessible, layout labels more accessible
Update Tolk plugin to support focus tracking
Add music volume option
Deal with volume and pan better in audio output
Don't default plugins to being enabled
Rework plugins so each plugin has its own folder and can load data based on plugin type
Add field location plugin interface
Add footstep sounds to Tolk plugin
Add debughost command line parameters to make it easier to launch multiple copies for network debugging
Add descriptions to screens
Add UI plugins and hook up to screen descriptions, layout components, field dialog
Add first go at Tolk plugin
Start adding very bare bones GUI config/launcher app
Set default collide distance on models
Actually use talk vs. collide distance properly in fields
Improve line collision checks, hopefully
VM priority improvements
Start implementing battle animation script decoder
First parts of battle animation executor/renderer
Implement charge effect
Fix bugs reading LGP files with paths in them (i.e. magic.lgp)
Fix indices of battle animations being incorrect
-Works when player starts or teleports to be within a line/gateway
-Takes account of Z height for both
-Proper priority of line scripts when multiple events trigger
Fix LADER opcode when it provides an invalid triangle ID (urgh!)
Fix restoring nonexistant previous animation on field model, probably
Implement ADPAL, MMBud, PLUS_, MPJPO, ANIMB, XYI, MOVA, TURNW, MHMMX, GOLDu
Implement SPECIAL subop 0xF5
Fix model coordinates being read back from memory as unsigned incorrectly; round them when storing
Fix ladders ignoring player input enabled flag
Fix dialogs with choices on pages other than the first
Fix crash when walking exactly onto triangle edge
Make background model animation cancel any in progress animations on the same model
Record AnimPlaying state against entity, not fiber - e.g. tin_1 relies talk script seeing if another script is animating
Implement channel volume transitions
Field
Fix SPLIT including characters that aren't actually in the party
Clamp BG scroll events that specifically track entities/player to the viewport
(explicit scrolls clearly want to go beyond the viewport - but these ones shouldn't)
Field models render using transparency / lighting based on render state - corrects save point appearance
Implement independent and support materia
Remove Braver newgame.xml, read new game data from FF7 kernel
Allow not setting player destination on field load, use when starting a new game
Init MenuLocked properly - apparently the game script doesn't?
Upgrade Monogame, NVorbis; correct usings for new Monogame
Fix character naming screen
Set game icon
Field
Increase walk speed, looks a bit more correct now...?!
Tweak walk algorithm again to take disabled walkmesh tris into account properly
Fix worldmap avatar to work again, given all the fixes to HRC/field model rendering
Field
Rewrite walk code again. Closer to something reasonable now!
Implement PLUS, MINUS opcodes
Allow some opcodes to force fiber to continue next frame. LDPAL at least seems like that's how it must be intended to work.
Fix MPPAL
Add field debugger screen showing state of all entity fibers
Fix closing window via script not triggering callbacks
Fix field crash when initial player position is off walkmesh (e.g. cargoin)
Implement field background blanking to explicitly hide things outside of background bounds
Remove background scrolling clamp to viewport option - no longer needed
Auto size/position dialog window when script doesn't specify values