fgenesis
777de27dce
declutter main. AQconfig.exe is gone, did not produce a proper config anymore anyway
...
plus it was never open sourced, so there's no reason to keep support for it around
2022-06-20 04:26:42 +02:00
fgenesis
f01db61292
show better errors when we fail to start up
2022-06-20 04:25:18 +02:00
fgenesis
af6c6a31aa
fix crash when usersettings fail to load
2022-06-20 04:24:01 +02:00
fgenesis
60dd1d7bc7
fix build on osx?
2022-06-19 03:59:54 +02:00
fgenesis
6ee59762e7
Add Lua func: refreshElementsOnLayerCallback()
2022-06-14 23:57:19 +02:00
fgenesis
e960b238be
revert part of 72f2b44620
, now rendering of entities that are just simple quads is ok again
2022-06-10 03:51:26 +02:00
fgenesis
609a13d03d
fix shot hitEntity() interface function
2022-06-10 02:03:28 +02:00
fgenesis
01b7d51834
Make Avatar::render() actually const
2022-06-09 02:32:46 +02:00
fgenesis
72f2b44620
Tiny simplification in render pass logic
2022-06-09 02:32:19 +02:00
fgenesis
4732d10d78
Add "default" and "none" mod compat scripts
2022-06-09 02:30:31 +02:00
fgenesis
a2e7e4a670
undo prev. commit and fix this properly. i'm just blind.
2022-06-06 01:41:50 +02:00
fgenesis
8b3c00dc76
fix quad coloring when overridden by parent (eg. entity damage flash)
2022-06-05 23:40:26 +02:00
fgenesis
b4ae208886
remove now unused constant OVERRIDE_NONE
2022-05-25 21:19:14 +02:00
fgenesis
4e9e0acb4a
correct rendering entities that have no skel
2022-05-25 21:18:55 +02:00
fgenesis
f91d66a0e0
bind texture only when we're really about to render
2022-05-25 01:05:52 +02:00
fgenesis
f466e1e7c8
remove overrideRenderPass completely
...
Also removes Lua functions:
- obj_setOverrideRenderPass()
* entity_setRenderPass() is now the same as obj_setRenderPass(),
without the special case alternate name in Lua
2022-05-25 00:40:47 +02:00
fgenesis
1a90625979
refactor rendering logic to be a lot less wasteful
...
Observations:
- Entity::renderPass was never set to RENDER_ALL -> can simplify some things
- The initial pass check in RenderObject::render() was constant for each pass
-> All logic that is per-pass-constant can be moved to a renderability pre-check
- Core::overrideStartLayer, Core::overrideEndLayer, Core::rlayer were never used
- Should be possible eventually to prepare & render layers in parallel
I am not sure if the changes in this commit are 100% correct, but layer passes
are still working and the hug looks like it should.
Thinking about it, the overrideRenderPass functionality should never have existed.
The game scripts don't actually use entity_setRenderPass
(which in turn calls Entity::setOverrideRenderPass())
so I might remove that function in a future commit,
together with the rest of the "override" functionality.
2022-05-22 17:26:16 +02:00
fgenesis
4b044a7e3b
remove old color hack in Avatar::render(), looks better without it
2022-05-21 19:02:38 +02:00
fgenesis
70562f103d
Fix newly introduced crash, wtf how why
2022-05-21 18:56:58 +02:00
fgenesis
da23098692
remove PostProcessingFX
...
It was broken on modern graphics cards anyway and should rather be re-introduced
in a cleaner way once the renderer is ready for it
2022-05-21 18:56:27 +02:00
fgenesis
693223552d
remove Quad::createStrip(), related members, and cleanup Bone strip handling
...
Saves some work when rendering EVERY SINGLE QUAD in the game
2022-05-21 17:31:50 +02:00
fgenesis
80d23900de
Don't cache blend type while glBlendFunc() is still called elsewhere
2022-05-21 16:31:38 +02:00
fgenesis
5c558c122f
Remove RenderObject::setColorMult() hack and related members
2022-05-21 16:31:10 +02:00
fgenesis
cec6bc5ebf
Remove Quad::repeatingTextureToFill
2022-05-20 04:05:54 +02:00
fgenesis
5c419efd79
Remove RenderObject::updateAfterParent; simplify + clarify ParentManaged logic
...
SkeletalSprite was the only thing using it.
Instead of PM_STATIC it's now added to its Entity as PM_NONE.
PM_NONE is not auto-updated so SkeletalSprite::update() is now called
at the end of Entity::onUpdate()
(There's now a bug that during spirit form the screen stays black,
probably added that in an earlier commit. Will fix.)
(On second tought, maybe ParentManaged should be boolean.
Instead add a noAutoUpdate flag. But i'll save that for another time when i get around
to move all RenderObject bools into a bitmask.)
2022-05-20 03:27:15 +02:00
fgenesis
68b3c61852
Add RenderState to be passed through the scene graph
...
This will eventually handle all mutable state during rendering
2022-05-20 01:04:19 +02:00
fgenesis
b6c5d90d3a
delete unused files + add missing headers to cmake
2022-05-19 05:17:49 +02:00
fgenesis
b6fb6944f6
first step towards making the render process const
2022-05-19 05:17:00 +02:00
fgenesis
46010244f5
remove RenderObject::blendEnabled and cleanup the blend code a bit
2022-05-19 01:34:31 +02:00
fgenesis
06270eaac0
remove RenderObject::childGarbage
2022-05-19 00:01:27 +02:00
fgenesis
140f750d00
More RenderObject slimming; reorder members, split out motion blur data + collideRadius, add new CollideQuad type
...
CollideQuad is now base class for Shot, Entity, Bone
2022-05-18 19:44:42 +02:00
fgenesis
ac80b3461a
simplify RenderObject::renderCall() a bit
2022-05-18 04:04:44 +02:00
fgenesis
4db7990ac2
remove displaylist support
...
i'd rather trim all possible fat off the renderer and then modularize it
into multiple backends. gotta start somewhere.
2022-05-18 03:39:33 +02:00
fgenesis
c528a6186f
track sizes of core objects to motivate the numbers to go down
2022-05-18 03:37:29 +02:00
fgenesis
c82aab1e51
Move RenderObject::positionSnapTo to PauseQuad
...
And another RenderObject member less...
2022-05-18 02:52:30 +02:00
fgenesis
046b98c725
delete some unused code
2022-05-18 02:38:53 +02:00
fgenesis
111cd43805
Move members related to collision mask from RenderObject to Bone
2022-05-18 02:15:19 +02:00
fgenesis
e33bde0a89
Small extension to bone:
...
+ attrib c="0" in the anim XML to turn off all collision for a bone
even if collide radius or collision mask is set
+ Lua func: bone_toggleCollision() to change the above setting at runtime
+ Lua func: bone_spawnParticlesFromCollisionMask()
- Fix int truncation in entity_collideSkeletalVsLine()
2022-05-18 01:18:27 +02:00
fgenesis
bdd422bd59
oops, forgot deleted file
2022-05-14 23:38:23 +02:00
fgenesis
00883143d7
SceneEditor/node-edit: don't display "si[giganticnumberblaaargh]" anymore
...
That was a leftover from ages ago when selectedIdx was changed from int to size_t
2022-05-14 05:16:19 +02:00
fgenesis
f890d35676
Enable edit+continue debug builds by default
2022-05-14 05:14:35 +02:00
fgenesis
e1f78aaca7
QuadGrid now working
2022-05-14 05:14:08 +02:00
fgenesis
fa35ee41bd
some work on quadgrid, still untested
2022-05-13 17:13:27 +02:00
fgenesis
ad36f6cf99
remove unused QuadTrail
2022-05-12 17:35:39 +02:00
fgenesis
ca4d56b620
remove frame recording (Demo.cpp) and related code
2022-05-12 17:28:12 +02:00
fgenesis
9bcb34c984
remove some unused stuff
2022-05-12 17:20:40 +02:00
fgenesis
a29ed11f98
fix vs2008 build
2022-05-12 17:04:21 +02:00
fgenesis
e357a22784
another temp commit
2022-05-07 02:47:59 +02:00
fgenesis
ce4ca7f794
Temp commit, some WIP things:
...
- QuadGrid draft
- Fix minimap_setHealthBarTex accidentally calling MiniMapRender::setAvatarTex
- don't trunkcate to int in entity_rotateTo*() functions
2022-05-06 19:14:47 +02:00
fgenesis
c81d880b41
Don't crop screenshots for save file icons. Fixes borked save icons.
2022-05-04 20:41:59 +02:00