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1135 commits

Author SHA1 Message Date
fgenesis
49ffcf227b FrameBuffer: change glTexImage2D to use more a compatible format
reported by pbarzena -- apparently causes problems with newer nvidia gpus on win11
but i'm not sure if this is really the problem
2024-01-11 00:06:42 +01:00
fgenesis
56169b7001 fix Li's head missing. broke in cf2dc71a34
rq=0 used to hide the base head gfx to only show frames.
but rq=0 is not what we want after consolidating those extra quads into the base quad.
so in order to keep backwards compat, unhide a bone if it has frame tiles.
2023-12-29 22:44:23 +01:00
fgenesis
66968836bc yet another attempt to unfuck build and make sure assertions are enabled properly 2023-12-21 06:05:18 +01:00
fgenesis
f2219ef50b attempt to allow some more input chars in DSQ::getUserInputString() 2023-12-21 06:04:51 +01:00
fgenesis
cf2dc71a34 add AC_SET_FH bone command; rework bone frames; some skel cleanups
- bone frames are no longer separate quads. this is probably a leftover
  from when crossfading was planned, but this was never implemented.
  now it's a simple texture swap.
- remove anim resetPassOnEnd attrib
- instead, add resetOnEnd that applies to everything that was changed via bone command
- resetOnEnd=true is the new default
2023-12-21 06:04:09 +01:00
fgenesis
cd91ee51ef attempt to fix ttvfs crashes on osx
it's time to kick out the darn thing, but alas, not quite yet
2023-11-19 20:00:01 +01:00
fgenesis
6d70204847 fixes for osx 2023-11-19 19:59:06 +01:00
fgenesis
4dc374c367 forgot to make a method const 2023-11-17 01:39:46 +01:00
fgenesis
04c7d84b2e fix possible crash when leaving waterbubble while underwater 2023-11-17 01:39:31 +01:00
fgenesis
ec5f50e41e fix jittering when moving the camera around in map editor mode.
This is related to a494a3f411 and should hopefully
fix the last issues with this for good.
Seems fine with SDL versions from 2022 and 2023 on windows;
untested on linux.

(The second window->handleInput() that got removed broke the sing circle
if it was there. It was previously added as a mitigation and is no longer
needed.)
2023-10-28 06:08:19 +02:00
fgenesis
fc38d375bb fix long-standing editor bug that would cause entities to be moved around
This was caused by early deletion of entities.
If new ones were spawned upon further editing of a map, it could re-use
entity IDs and cause both new and old entities to be spawned in the position
of the new entity (due to EntitySaveData of the old one still intact).

This is now prevented by not touching the ID range of map entities.

Should probably make an offline tool to recompress entity IDs...
2023-10-27 14:20:19 +02:00
fgenesis
9fd024dadd Support h-flipping hair, minor hair cleanup, add Lua functions:
+ entity_exertHairSegmentForce
+ entity_setHairTextureFlip
+ entity_setHairWidth

Sadly obj_fh() doesn't work on hairs for some reason and it just turns invisible
2023-10-24 23:05:33 +02:00
fgenesis
83e3739340 AnimationEditor: support copy absolute bone scale to clipboard 2023-10-24 22:58:13 +02:00
fgenesis
a1037091ad another int that should be float 2023-10-18 02:16:37 +02:00
fgenesis
56b3439d12 support scaling bones in anim editor 2023-10-18 02:16:14 +02:00
fgenesis
7cd8f51b47 Fix typo in 5a9025a2a7 that caused crashing 2023-09-24 18:04:40 +02:00
fgenesis
60e3c4d7ad Fix Lua entityDied() never getting called; botched in bf58fe91c6 2023-09-14 01:52:44 +02:00
fgenesis
e253069509 stfu dumb msvc analyzer 2023-09-14 01:17:11 +02:00
fgenesis
960bd90fc8 kill ARRAYSIZE(), there's the safer Countof() 2023-09-14 01:14:22 +02:00
fgenesis
67149a5b35 Make all LR_* and ACTION_* enum values available to Lua 2023-09-14 01:13:43 +02:00
fgenesis
fc920b3040 Add obj_getRenderPass() Lua func 2023-09-14 00:23:55 +02:00
fgenesis
5a9025a2a7 cleanup legacy entity targets; don't allocate 10 slots up front since barely any entity uses even slot 0
Also fix probably wrong target check in entity_hurtTarget()
2023-09-14 00:19:08 +02:00
fgenesis
ed5cd03a06 tiny cleanup 2023-09-14 00:02:13 +02:00
fgenesis
bf58fe91c6 fix some rare crashes with dangling pointers
- Always handle entity death ie. do pointer cleanup
- Call Lua entityDied() only when EV_ENTITYDIED is set
- EV_ENTITYDIED is now meaningless for non-scripted entities
2023-09-13 23:56:11 +02:00
fgenesis
c1084a022d forgot a virtual dtor 2023-08-25 20:14:30 +02:00
fgenesis
6a7aa66bab splinegrid: allow changing point size to better acommodate very large or very small textures 2023-08-22 21:28:05 +02:00
fgenesis
dacfde0416 more params to refreshElements*Callback() callback functions
params now:
idx, tex, active, layer, tag, x, y, scalex, scaley, rot, fh, fv, repeatscalex, repeatscaley
2023-08-01 22:43:25 +02:00
fgenesis
ff035a37fa fix some asserts 2023-08-01 22:39:48 +02:00
fgenesis
e27a031229 Get rid of GL functions with double precision that were accidentally used
# Conflicts:
#	BBGE/OpenGLStubs.h
2023-08-01 22:39:34 +02:00
fgenesis
fa72328d5c Fix missing textures in ingredient pickup effect and new recipe notification 2023-08-01 20:47:13 +02:00
fgenesis
defaa60850 don't quadruple overdraw points in grid debug render 2023-08-01 20:46:55 +02:00
fgenesis
2993145f2a "3" is not a valid internalformat for glTexImage2D() 2023-08-01 20:46:35 +02:00
fgenesis
e8c405cd9e more drafting for tile redering optimization
This is the last commit before the old Element class gets ripped
2023-07-11 22:30:28 +02:00
fgenesis
0818fbcdb4 fix worldmap selected tile not rendering properly 2023-07-11 04:39:55 +02:00
fgenesis
ff3ae5a0c4 fix tile effects 5 & 6 (wavy when passing by)
This only used to work because grid updates via tile effect wavy did
not set the update flag, so the grid didn't update itself afterward,
resetting the prev. written walues
2023-07-11 03:52:22 +02:00
fgenesis
6686080ddb invert two x,y loops for more efficient grid updating 2023-07-11 03:49:49 +02:00
fgenesis
d94219e91c restore water surface wobbling 2023-07-10 17:24:02 +02:00
fgenesis
976ce8ff3e split grid rendering off from Quad, to a new RenderGrid class 2023-07-10 17:23:19 +02:00
fgenesis
0f0f3e9023 fix typo that never loaded tileset idx 0 2023-07-10 16:28:04 +02:00
fgenesis
ca14476514 implement editor function to move everything on a map 2023-07-10 02:30:19 +02:00
fgenesis
c09098e13c wip towards Element draw refactor; still using old render path 2023-07-10 02:29:21 +02:00
fgenesis
578c8ecc45 remove parallax settings from config
there's no reason for this to exist, at all
2023-07-05 03:59:41 +02:00
fgenesis
1b02efc96d Fix wrong tile rotation due to fix in 4b52730be2
I'm very, VERY sorry for this but can't think of anything better
that is transparent and also preserves backwards compat.
2023-07-03 19:51:33 +02:00
fgenesis
4b52730be2 Fix parallax horizontal flip rotation bug, but now maps are wrong
Unfortunatelx maps were designed with this bug present,
and now tile rotation on parallax layers is wrong for flipped tiles.
This also affected background fish swarms and anything that
was on a parallax layer and flipped horizontally.
Need to fix maps next...

See also: commit 76ba2b1211
2023-07-03 19:00:12 +02:00
fgenesis
9d7dbe5435 Remove unused maxZoom attrib and related code 2023-07-03 18:37:57 +02:00
fgenesis
69ffb75746 Remove unused Quad, Element tags from map, and worldMapIndex attrib 2023-07-03 18:34:59 +02:00
fgenesis
27f7e2f014 Remove support for unused map bg, bg2, bgRepeat, backdrop and related code
In the map XML file, also <Level ...> attribs of the same name.
Some old maps had those, but either the maps were unused,
or the respective graphics never visible.
2023-07-03 18:28:15 +02:00
fgenesis
aaed341569 Cleanup underwater checks, fix rectangular water bubbles
Long/thin rectangular nodes were not handled correctly,
because it would only check the nearest waterbubble node
for overlap, not all on the map.

+ Lua func: isUnderWater(x, y, radius)
2023-06-23 15:05:05 +02:00
fgenesis
5e75bc486c fixup core resource (un/re)load 2023-06-23 14:27:41 +02:00
fgenesis
825670f651 More fixes for breakage introduced in 70b8dcdc3a:
- fix typo that broke repeat-scale loading
- fix broken tile effects loading
- fix randomly shuffled world map tiles (as textures were loaded in a random order)
- reload tileset on editor reload (because we want to edit textures duh)
2023-06-02 01:32:37 +02:00