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| 1 | +# CelesteTAS v3.45.0, Studio v3.9.2 |
| 2 | + |
| 3 | +## Multiple Savestate Slots |
| 4 | + |
| 5 | +With the release of multiple savestate slots for Speedrun Tool, by Lozen, CelesteTAS follows with exposing that functionally to regular TASes. |
| 6 | +Simply use as many savestate-breakpoints as you desire, and it'll use the most appropriate when restarting the TAS. |
| 7 | + |
| 8 | +While there is no hard upper limit, for your own computers sake, try to keep the amount reasonable and only in the area you're currently working in. |
| 9 | + |
| 10 | +**NOTE:** For backwards compatibility reasons, the minimum required SpeedrunTool version is _not_ v3.25.0. However, you will need it (or later), to be able to use multiple savestates at once, so make sure it's up-to-date. |
| 11 | + |
| 12 | +--- |
| 13 | + |
| 14 | +## Frame Step Back |
| 15 | + |
| 16 | +Previously a feature of TAS Helper, this now has been moved over to CelesteTAS itself. |
| 17 | +By pressing the hotkey (`Ctrl+I` by default), you'll be able to step in time to previously executed inputs. |
| 18 | + |
| 19 | +This an accumulative action, allowing you to specify the amount of frames by repeatedly pressing the hotkey (and hotkeys which would usually forward to TAS), before the action is performed. |
| 20 | +Since the game does not support going back in time, it has to play back to the target frame from a breakpoint before or the start if none is available. Since that is an expensive operation, it is best to specify the desired frame count once, to avoid re-running the TAS multiple times. |
| 21 | + |
| 22 | +--- |
| 23 | + |
| 24 | +## Force-Stop Breakpoints |
| 25 | + |
| 26 | +By placing a breakpoint after a breakpoint (`***!`), it will **always** cause the TAS to be stopped at the desired location. |
| 27 | +This can be useful when wanting to go back without having to comment-out / delete all breakpoints after it. |
| 28 | + |
| 29 | +--- |
| 30 | + |
| 31 | +## Improved Runtime Validation |
| 32 | + |
| 33 | +While playing a TAS back, the current level and room will be validated, based on available information such as a `console load` command or room labels. |
| 34 | +This is useful to identify desyncs in the TAS early. |
| 35 | + |
| 36 | +**NOTE:** Since some projects currently have incorrect room labels, it's only a warning right now. However, it is intended to become an error later on. |
| 37 | + |
| 38 | +--- |
| 39 | + |
| 40 | +- Feature: Multiple Savestate Slots support |
| 41 | +- Feature: Migrate Frame Step Back from TAS Helper |
| 42 | +- Feature: Force-Stop Breakpoints |
| 43 | +- Feature: Live-update simplified spinner color when changing the setting |
| 44 | +- Feature: Validate active level and room labels |
| 45 | +- Fix: Crashes / Desyncs caused by attempting to fix desyncs caused by SkinMods |
| 46 | +- Fix: Custom Info Template displaying instance instead of value for arrays |
| 47 | +- Fix: Specifying a `@ModName` suffix on target-queries returning duplicate results |
| 48 | +- Fix: Command separator placeholder not being replaced when inserted from command menu in Studio |
| 49 | +- Fix: Not being able to undo past implicit formatting changes |
| 50 | +- Fix: Studio auto-installer having wrong checksum hardcoded on Linux |
| 51 | +- Fix: Desync caused by Simplified Graphics with some custom FrostHelper spinners |
| 52 | +- Fix: Info HUD not accounting delta-time for frame count calculations |
| 53 | +- Fix: Debug Console commands not allowing same separators, like respective TAS commands |
| 54 | +- Fix: Crash when launching Studio v3 for the first time |
| 55 | +- Tweak: Display popup-message for various actions during TAS playback |
| 56 | + |
1 | 57 | # CelesteTAS v3.44.1, Studio v3.9.1 |
2 | 58 |
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3 | 59 | - Fix: Crash on first start-up on Windows |
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