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https://github.com/AquariaOSE/Aquaria.git
synced 2024-12-24 13:45:47 +00:00
Restore & correct collision radius rendering. Enabled toggling the debug console on Mac.
Collision rendering is now mapped to Ctrl+Shift+Return instead of capslock. Also fixed one float->int truncation in script interface, and removed useless debug message when particle effect "" was supposed to be spawned (but does never exist).
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3 changed files with 13 additions and 11 deletions
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@ -1981,7 +1981,8 @@ void DSQ::setInputMode(InputMode mode)
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void DSQ::toggleRenderCollisionShapes()
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{
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RenderObject::renderCollisionShape = !RenderObject::renderCollisionShape;
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if (core->getCtrlState() && core->getShiftState())
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RenderObject::renderCollisionShape = !RenderObject::renderCollisionShape;
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}
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void DSQ::takeScreenshot()
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@ -4137,13 +4138,11 @@ void DSQ::bindInput()
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#endif
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if (isDeveloperKeys())
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{
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#if defined(BBGE_BUILD_WINDOWS) || defined(BBGE_BUILD_UNIX)
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addAction(MakeFunctionEvent(DSQ, instantQuit), KEY_Q, 1);
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#ifdef AQUARIA_BUILD_CONSOLE
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addAction(MakeFunctionEvent(DSQ, toggleConsole), KEY_TILDE, 0);
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#endif
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#endif
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addAction(MakeFunctionEvent(DSQ, toggleRenderCollisionShapes), KEY_CAPSLOCK, 0);
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addAction(MakeFunctionEvent(DSQ, instantQuit), KEY_Q, 1);
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addAction(MakeFunctionEvent(DSQ, toggleRenderCollisionShapes), KEY_RETURN, 0);
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}
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addAction(MakeFunctionEvent(DSQ, debugMenu), KEY_BACKSPACE, 0);
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#if BBGE_BUILD_SDL
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@ -4879,6 +4878,8 @@ std::string DSQ::getSaveDirectory()
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ParticleEffect *DSQ::spawnParticleEffect(const std::string &name, Vector position, float rotz, float t, int layer, float follow)
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{
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if (name.empty())
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return NULL;
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if (t!=0)
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{
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PECue p(name, position, rotz, t);
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@ -5672,7 +5672,7 @@ luaFunc(entity_pullEntities)
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if (e)
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{
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Vector pos(lua_tonumber(L, 2), lua_tonumber(L, 3));
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int range = lua_tonumber(L, 4);
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float range = lua_tonumber(L, 4);
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float len = lua_tonumber(L, 5);
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float dt = lua_tonumber(L, 6);
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FOR_ENTITIES(i)
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@ -965,13 +965,15 @@ void RenderObject::renderCollision()
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}
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else if (collideRadius > 0)
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{
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/*
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glPushMatrix();
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glLoadIdentity();
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core->setupRenderPositionAndScale();
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glBindTexture(GL_TEXTURE_2D, 0);
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//glScalef(-scale.x, -scale.y, 0);
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glTranslatef(-offset.x, -offset.y,0);
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glTranslatef(position.x+offset.x, position.y+offset.y, 0);
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//glScalef(scale.x, scale.y, 0);
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glTranslatef(internalOffset.x, internalOffset.y, 0);
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glEnable(GL_BLEND);
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glTranslatef(collidePosition.x, collidePosition.y,0);
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//glTranslatef(collidePosition.x, collidePosition.y,0);
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//glEnable(GL_ALPHA_TEST);
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//glAlphaFunc(GL_GREATER, 0);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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@ -980,7 +982,6 @@ void RenderObject::renderCollision()
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glDisable(GL_BLEND);
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glTranslatef(offset.x, offset.y,0);
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glPopMatrix();
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*/
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}
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}
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