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Fix ScriptInterface developer mode settings not applying.
Minor changes: - clean out some Lua functions registered twice - Correct bool cast in quad_setSegs() - Show nested mains in debug console - One less //HACK comment
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212a680541
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4 changed files with 5 additions and 10 deletions
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@ -4557,6 +4557,7 @@ void DSQ::onUpdate(float dt)
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dsq->sound->getStats(&ca, &ma);
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os << " ca: " << ca << " ma: " << ma << std::endl;
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os << dsq->sound->getVolumeString() << std::endl;
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os << "runInBG: " << core->settings.runInBackground << " nested: " << core->getNestedMains() << std::endl;
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os << core->globalResolutionScale.x << ", " << core->globalResolutionScale.y << std::endl;
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os << "Lua mem: " << scriptInterface.gcGetStats() << " KB" << std::endl;
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@ -1580,7 +1580,7 @@ luaFunc(quad_setSegs)
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{
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Quad *b = getQuad(L);
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if (b)
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b->setSegs(lua_tointeger(L, 2), lua_tointeger(L, 3), lua_tonumber(L, 4), lua_tonumber(L, 5), lua_tonumber(L, 6), lua_tonumber(L, 7), lua_tonumber(L, 8), lua_tointeger(L, 9));
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b->setSegs(lua_tointeger(L, 2), lua_tointeger(L, 3), lua_tonumber(L, 4), lua_tonumber(L, 5), lua_tonumber(L, 6), lua_tonumber(L, 7), lua_tonumber(L, 8), getBool(L, 9));
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luaReturnNil();
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}
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@ -9079,7 +9079,6 @@ static const struct {
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luaRegister(entity_setCull),
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luaRegister(entity_setTexture),
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luaRegister(entity_setFillGrid),
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luaRegister(entity_isFillGrid),
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@ -9111,8 +9110,6 @@ static const struct {
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luaRegister(entity_warpLastPosition),
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luaRegister(entity_x),
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luaRegister(entity_y),
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luaRegister(entity_setVel),
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luaRegister(entity_setVelLen),
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luaRegister(entity_getVelLen),
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@ -9938,9 +9935,9 @@ void ScriptInterface::init()
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bool devmode = dsq->isDeveloperKeys();
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// Everything on in dev mode, everything off otherwise.
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bool loudScriptErrors = devmode;
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bool complainOnGlobalVar = devmode;
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bool complainOnUndefLocal = devmode;
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loudScriptErrors = devmode;
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complainOnGlobalVar = devmode;
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complainOnUndefLocal = devmode;
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if (!baseState)
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baseState = createLuaVM();
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@ -2746,8 +2746,6 @@ void Core::setMousePosition(const Vector &p)
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// used to update all render objects either uniformly or as part of a time sliced update process
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void Core::updateRenderObjects(float dt)
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{
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//HACK: we may not always be assuming virtual 800x600
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Vector cameraC = core->cameraPos + Vector(400,300);
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for (int c = 0; c < renderObjectLayers.size(); c++)
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{
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@ -483,7 +483,6 @@ std::string SoundManager::getVolumeString()
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musicChannel2->getVolume(&musicChannel2Vol);
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os << "curMusVol (c1/c2/g): " << musicChannelVol << " " << musicChannel2Vol << " " << musicGroupVol << std::endl;
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os << "runInBG: " << core->settings.runInBackground << std::endl;
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return os.str();
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}
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