isaacscript 2.9.7 → 2.9.10

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
@@ -1,6 +1,14 @@
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  <!-- cspell:ignore lowp mediump -->
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  <shaders>
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- <shader name="IsaacScriptEmptyShader">
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+ <!--
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+ Empty shader; only used as a workaround for rendering sprites on top of the HUD.
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+
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+ Even though the shader does nothing, all of the code is mandatory, because the vertex shader has
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+ to return the correct position and the fragment shader has to return the correct color.
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+
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+ This is originally taken from StageAPI.
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+ -->
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+ <shader name="IsaacScript-RenderAboveHUD">
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  <parameters />
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  <vertex><![CDATA[
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  attribute vec3 Position;
@@ -8,15 +16,18 @@
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  attribute vec2 TexCoord;
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  attribute vec4 RenderData;
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  attribute float Scale;
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- varying vec4 Color0;
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- varying vec2 TexCoord0;
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- varying vec4 RenderDataOut;
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- varying float ScaleOut;
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+
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+ varying lowp vec4 Color0;
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+ varying mediump vec2 TexCoord0;
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+ varying lowp vec4 RenderDataOut;
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+ varying lowp float ScaleOut;
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+ uniform sampler2D Texture0;
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+
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  uniform mat4 Transform;
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  void main(void)
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  {
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  RenderDataOut = RenderData;
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- ScaleOut = Scale; // Passing data to fragment shader
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+ ScaleOut = Scale;
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  Color0 = Color;
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  TexCoord0 = TexCoord;
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  gl_Position = Transform * vec4(Position.xyz, 1.0);
@@ -27,9 +38,7 @@
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  varying mediump vec2 TexCoord0;
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  varying lowp vec4 RenderDataOut;
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  varying lowp float ScaleOut;
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-
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  uniform sampler2D Texture0;
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-
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  void main(void)
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  {
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  vec4 Color = Color0 * texture2D(Texture0, TexCoord0);
package/package.json CHANGED
@@ -1,6 +1,6 @@
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  {
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  "name": "isaacscript",
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- "version": "2.9.7",
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+ "version": "2.9.10",
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  "description": "A command line tool for managing Isaac mods written in TypeScript.",
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  "keywords": [
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  "isaac",
@@ -2,6 +2,38 @@
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  "$ref": "#/definitions/IsaacScriptTSConfig",
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  "$schema": "http://json-schema.org/draft-07/schema#",
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  "definitions": {
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+ "CustomStageShadow": {
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+ "additionalProperties": false,
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+ "description": "A description of a custom stage shadow. (In this context, \"shadows\" are the outlines from things on the roof. For example, in Basement, a shadow of a sideways V is used, among others.)",
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+ "properties": {
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+ "color": {
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+ "additionalProperties": false,
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+ "description": "Optional. An object representing the color used for the shadow.\n\nIf not specified, an object of `{ r: 0, g: 0, b: 0, a: 0.25 }` will be used (which corresponds to 75% faded black).",
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+ "properties": {
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+ "a": {
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+ "type": "number"
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+ },
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+ "b": {
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+ "type": "number"
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+ },
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+ "g": {
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+ "type": "number"
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+ },
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+ "r": {
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+ "type": "number"
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+ }
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+ },
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+ "required": ["r", "g", "b", "a"],
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+ "type": "object"
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+ },
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+ "pngPath": {
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+ "description": "The full path to the shadow overlay PNG file.\n\nFor an example of a vanilla shadow overlay, see: `C:\\Program Files (x86)\\Steam\\steamapps\\common\\The Binding of Isaac Rebirth\\resources\\gfx\\overlays\\basement\\1x1_overlay_1.png`",
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+ "type": "string"
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+ }
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+ },
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+ "required": ["pngPath"],
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+ "type": "object"
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+ },
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  "CustomStageTSConfig": {
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  "additionalProperties": false,
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  "description": "This is the format of a custom stage in the \"isaacscript\" section of the \"tsconfig.json\" file.\n\nThe contents of this interface are used to create a \"tsconfig-isaacscript-section-schema.json\" schema with the \"ts-json-schema-generator\" library.\n\nThe contents of this interface are validated at run-time against the schema using the Ajv library.\n\nThe `CustomStageLua` interface extends this, adding room metadata.",
@@ -125,35 +157,35 @@
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  "description": "An arbitrarily chosen prefix in the range of 101-999. Mandatory.",
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  "type": "number"
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  },
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- "shadowPNGPaths": {
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+ "shadows": {
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  "additionalProperties": false,
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- "description": "Optional. A collection of paths that contain graphics for the custom shadows of the floor. (In this context, \"shadows\" are the outlines from things on the roof. For example, in Basement, a shadow of a sideways V is used.) If not specified, no extra shadows will be drawn.",
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+ "description": "Optional. An array of shadow objects that describe the graphics for the custom shadows of the floor. (In this context, \"shadows\" are the outlines from things on the roof. For example, in Basement, a shadow of a sideways V is used, among others.) If not specified, no extra shadows will be drawn.",
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  "properties": {
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  "1x1": {
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- "description": "An array containing the full paths to the shadows that are used in rooms of shape `RoomShape.SHAPE_1x1` (1), `RoomShape.IH` (2), and `RoomShape.IV` (3).\n\nIf more than one shadow is specified, one will be randomly chosen for each room.\n\nIf not specified, no extra shadows will be drawn in these room shapes.",
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+ "description": "Optional. An array containing the shadows that will be used in rooms of shape `RoomShape.SHAPE_1x1` (1), `RoomShape.IH` (2), and `RoomShape.IV` (3).\n\nIf more than one shadow is specified, one will be randomly chosen for each room.\n\nIf not specified, no extra shadows will be drawn in these room shapes.",
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  "items": {
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- "type": "string"
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+ "$ref": "#/definitions/CustomStageShadow"
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  },
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  "type": "array"
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  },
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  "1x2": {
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- "description": "An array containing the full paths to the shadows that are used in rooms of shape `RoomShape.SHAPE_1x2` (4) and `RoomShape.IIV` (5).\n\nIf more than one shadow is specified, one will be randomly chosen for each room.\n\nIf not specified, no extra shadows will be drawn in these room shapes.",
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+ "description": "Optional. An array containing the shadows that will be used in rooms of shape `RoomShape.SHAPE_1x2` (4) and `RoomShape.IIV` (5).\n\nIf more than one shadow is specified, one will be randomly chosen for each room.\n\nIf not specified, no extra shadows will be drawn in these room shapes.",
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  "items": {
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- "type": "string"
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+ "$ref": "#/definitions/CustomStageShadow"
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  },
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  "type": "array"
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  },
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  "2x1": {
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- "description": "An array containing the full paths to the shadows that are used in rooms of shape `RoomShape.SHAPE_2x1` (6) and `RoomShape.IIH` (7).\n\nIf more than one shadow is specified, one will be randomly chosen for each room.\n\nIf not specified, no extra shadows will be drawn in these room shapes.",
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+ "description": "Optional. An array containing the shadows that will be used in rooms of shape `RoomShape.SHAPE_2x1` (6) and `RoomShape.IIH` (7).\n\nIf more than one shadow is specified, one will be randomly chosen for each room.\n\nIf not specified, no extra shadows will be drawn in these room shapes.",
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  "items": {
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- "type": "string"
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+ "$ref": "#/definitions/CustomStageShadow"
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  },
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  "type": "array"
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  },
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  "2x2": {
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- "description": "An array containing the full paths to the shadows that are used in rooms of shape `RoomShape.SHAPE_2x2` (8), `RoomShape.LTL` (9), `RoomShape.LTR` (10), `RoomShape.LBL` (11), and `RoomShape.LBR` (12).\n\nIf more than one shadow is specified, one will be randomly chosen for each room.\n\nIf not specified, no extra shadows will be drawn in these room shapes.",
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+ "description": "Optional. An array containing the shadows that will be used in rooms of shape `RoomShape.SHAPE_2x2` (8), `RoomShape.LTL` (9), `RoomShape.LTR` (10), `RoomShape.LBL` (11), and `RoomShape.LBR` (12).\n\nIf more than one shadow is specified, one will be randomly chosen for each room.\n\nIf not specified, no extra shadows will be drawn in these room shapes.",
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  "items": {
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- "type": "string"
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+ "$ref": "#/definitions/CustomStageShadow"
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  },
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  "type": "array"
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  }
@@ -168,6 +200,9 @@
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  "additionalProperties": false,
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  "description": "Optional. An object representing the color to use for the background of the boss \"versus\" screen. If not specified, the color for Basement 1 will be used.\n\nFor a list of the colors that correspond to the vanilla stages, see `versusScreenBackgroundColors.ts`.",
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  "properties": {
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+ "a": {
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+ "type": "number"
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+ },
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  "b": {
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  "type": "number"
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  },
@@ -178,13 +213,16 @@
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  "type": "number"
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  }
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  },
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- "required": ["r", "g", "b"],
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+ "required": ["r", "g", "b", "a"],
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  "type": "object"
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  },
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  "dirtSpotColor": {
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  "additionalProperties": false,
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  "description": "Optional. An object representing the color to use for the dirt spots in the boss \"versus\" screen. (There are two dirt spots; one for the player and one for the boss.) If not specified, the color for Basement 1 will be used.\n\nFor a list of the colors that correspond to the vanilla stages, see `versusScreenDirtSpotColors.ts`.",
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  "properties": {
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+ "a": {
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+ "type": "number"
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+ },
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  "b": {
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  "type": "number"
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  },
@@ -195,7 +233,7 @@
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  "type": "number"
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  }
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  },
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- "required": ["r", "g", "b"],
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+ "required": ["r", "g", "b", "a"],
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  "type": "object"
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  }
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  },
@@ -102,9 +102,6 @@ function spawnModDirectorySyncer(config) {
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  // If the "main.lua" file was successfully copied over, we also have to tell isaacscript-watcher
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  // to reload the mod. Look for something like: "File synced: \main.lua"
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  if (msg === `${constants_1.FILE_SYNCED_MESSAGE} ${path_1.default.sep}${constants_1.MAIN_LUA}`) {
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- // Needed to prevent crashes with mods that have custom shaders. This has to be before the
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- // "luamod" command.
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- notifyGame.command("reloadshaders");
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  notifyGame.command(`luamod ${modTargetName}`);
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  notifyGame.command("restart");
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  notifyGame.msg("Reloaded the mod.");
@@ -1 +1 @@
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- 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1
+ 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