EIREXE aca3886113
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Rework input buffer to match HDR closer (#79)
## Summary

- Preserve distinct same-action bindings in rollback input frames.
- Add independent command lifetimes with tap and state-scoped hold buffering.
- Detect second shield bindings and consume shield commands for air dodge.
- Fix duplicate keyboard mappings being overwritten.

Reviewed-on: #79
Co-authored-by: Álex Román Núñez <eirexe@eirteam.moe>
2026-10-03 09:20:56 +00:00
2026-09-15 20:21:15 +00:00
2026-09-24 10:30:02 +00:00
2026-09-13 23:25:52 +02:00
2026-08-06 18:53:46 +02:00
2026-09-24 10:30:02 +00:00
2026-09-14 16:16:48 +00:00

Shinespark

Fancy heavily advanced platform fighting game

Debugging fixed-point values with lldb

If using CodeLLDB:

"preRunCommands": [
    "command script import ${workspaceFolder}/tools/lldb_fixed.py"
]

Direct P2P Debugging

# Process 1 owns player 0 and listens on 7000.
cargo run -- --debug-match --players 2 --local-port 7000 \
  --net-player 0=local --net-player 1=127.0.0.1:7001

# Process 2 owns player 1 and listens on 7001.
cargo run -- --debug-match --players 2 --local-port 7001 \
  --net-player 0=127.0.0.1:7000 --net-player 1=local

Production Build

cargo run --locked \
  --bin process-assets --no-default-features --features debug_features
cargo build --locked \
  --profile production --no-default-features --features debug_features

Assets

Game assets are managed in Lore rather than Git. Install the Lore CLI, then bootstrap or update the local checkout with:

scripts/install-lore.sh
scripts/update-assets.sh

The default Lore branch is main; pass another branch explicitly when testing coordinated code and asset changes:

scripts/update-assets.sh my-feature-branch
S
Description
Next-gen platform fighter
Readme
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