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617 commits

Author SHA1 Message Date
fgenesis
bb515842a8 Create screenshots dir on startup, if necessary 2013-11-17 02:24:13 +01:00
fgenesis
373ccff7e4 Fix build on linux 2013-11-14 20:37:50 +01:00
fgenesis
ab752e1156 replace CreateDirA() and mkdir() scattered everywhere by createDir() with some more error checking. 2013-11-14 20:07:39 +01:00
fgenesis
7de589e275 Add custom upper<->lowercase translation tables for better localization support.
Translation tables by Henrik Holst.
2013-11-14 17:58:33 +01:00
fgenesis
7a9df46830 Replace some leftover luaReturnNum(0) with luaReturnNil() 2013-11-14 15:20:52 +01:00
fgenesis
cccd42227f Merge branch 'experimental' 2013-11-05 16:51:26 +01:00
fgenesis
1701c9a67d More Lua functions:
- entity_hasSkeletal()
- entity_getNumAnimLayers()
- filterNearestEntities() to fill an internal filter buffer
- getNextFilteredEntity() to iterate over the filter buffer
2013-11-02 15:22:55 +01:00
cuddlyogre
1f6887fcb0 Now Visual Studio 2010 Compatible
Removed a "using namepsace std;" to stop an ambiguous symbol error
regarding the "hash" datatype when compiling with Visual Studio 2010. As
a result, I had to add a "std::" to an ostringstream.

Duplicated, upgraded, and reworked the existing Visual Studio 2008
project so that it now compiles successfully with Visual Studio 2010.
Both debug and release work without a hitch on Windows 7. The original
Visual Studio 2008 solution is still there if it is needed.
2013-10-31 18:44:02 -05:00
fgenesis
8d444a3327 Get rid of a few unnecessary continueity resets.
Continuity resets load a bunch of small files from disk;
this speeds up the startup precess very slightly if the files
are not in the OS's file cache yet.
2013-10-28 04:29:46 +01:00
fgenesis
9377b6edb9 Add Lua function isShuttingDownGameState() 2013-10-28 04:28:05 +01:00
fgenesis
c312572ff7 Do not allow rolling when riding.
Rolling while riding does not make sense, is not handled/animated at all,
and it looks strange. I wonder why nobody has fixed this in all this time.
2013-10-28 04:27:44 +01:00
fgenesis
3fe9ffc2cd Fix setGemPosition(), add more Lua functions:
- isShader()
- isParticleEffect()
- pe_start()
- pe_stop()
- pe_isRunning()
- isMiniMapCursorOkay()
2013-10-25 01:47:24 +02:00
fgenesis
fa6ca8d60a Add 2 Lua functions:
+ obj_getWorldScale()
+ obj_getParent()
2013-10-21 02:34:57 +02:00
fgenesis
b0c098bbcd Compile fix for prev. commit 2013-10-21 02:34:30 +02:00
fgenesis
d97bb25b9e Add some Lua functions, changes to hair.
+ beam_getEndPos()
+ entity_setCurrentHealth()
+ entity_setMaxHealth()
+ beam_getEndPos()
+ entity_hasAnimation()

- Add 3 new parameters to entity_damage: shot, hitX, hitY
- entity_getAnimationLength() supports string as 2nd parameter now.
  This will lookup an animation's length via name.
  Passing an ANIMLAYER_* constant works as it used to.
2013-10-19 17:30:42 +02:00
fgenesis
84f1b12c67 Add riding related Lua functions:
- entity_getRidingPosition()
- entity_getRidingRotation()
- entity_getRidingFlip()
2013-09-29 01:27:36 +02:00
fgenesis
36c409e1d4 Little things:
- Make ACTION_LOOK and ACTION_ROLL available to handle via nodes
- Add entity_getPushVec()
- Fix typo in beam_setFirer()
- Add pull param to addInfluence()
- Add entity_getPushDamage()
- Add getMouseWheelChange()
2013-09-28 17:21:11 +02:00
fgenesis
358b8d139d Display build date in version string. 2013-09-24 17:25:33 +02:00
fgenesis
0df586874d Script interface:
- Add entity_doElementInteraction()
- Add avatar_setElementEffectMult()
- Change entity_isUnderWater(): Can now supply an override position.
2013-09-24 17:02:06 +02:00
fgenesis
6f9063ce6d Map element code refactoring. Allow other entities to influence map elements (EFX_WAVY).
Reduce Element memory; as most elements do not have any effect set,
this saves more than 50 bytes per element.
2013-09-24 17:00:06 +02:00
fgenesis
ab74abe903 Fix some SceneEditor crashes/quirks and remove some dead code in the process. 2013-09-24 16:54:43 +02:00
fgenesis
4d7af56b95 Animation editor: Add D, Shift+D, Ctrl+Shift+D key combos to flip bone rotation. 2013-09-24 16:05:05 +02:00
fgenesis
fdae0fe9a4 New action: ACTION_PLACE_AVATAR. Add Lua functions:
- entity_getBoneLockData()
- entity_getWeight()
2013-09-04 16:09:58 +02:00
fgenesis
a91a22f463 Cleaning out some dead code.
This adds a small compile error, to be fixed in next commit.
2013-09-04 16:07:46 +02:00
fgenesis
31ab72334b Fix copy-paste oops. 2013-08-31 16:49:22 +02:00
fgenesis
396f091c85 Add Lua functions:
- quad_isRenderBeforeParent()
- quad_setRenderBorder()
- quad_isRenderBorder()
- quad_setRenderCenter()
- quad_isRenderCenter()
- quad_borderAlpha()
- quad_getBorderAlpha()
- node_getShape()
- text_setAlign()

Constants: ALIGN_CENTER, ALIGN_LEFT, PATHSHAPE_RECT, PATHSHAPE_CIRCLE
2013-08-31 16:14:05 +02:00
fgenesis
4f6447b58e Script interface extensions:
- shot_setTargetPoint()
- shot_getTargetPoint()
- entity_getTargetPriority()
- fix oversight in entity_doEntityAvoidance()
- entity_getTargetRange()
- getJoystickAxisLeft()
- getJoystickAxisRight()
2013-08-29 03:58:50 +02:00
fgenesis
18a19ca115 Disable path finding debug spam. 2013-08-28 04:33:12 +02:00
fgenesis
01d9211a34 Little script interface changes:
- Add avatar_isSwimming()
- toggleInput() does now parse bools correctly
- pickupGem() returns gem ID
- Change in entity_doCollisionAvoidance():
  * Add support for ignore obs
  * One arg was shifted, this is now fixed but not sure if it adds a problem somewhere.
2013-08-28 04:20:36 +02:00
fgenesis
a7447cc599 Allow nodes to catch ACTION_SECONDARY. 2013-08-27 01:42:31 +02:00
fgenesis
69890093bd Add special memory allocator for Lua that should take some memory stress away from heavy scripting. 2013-08-26 21:02:46 +02:00
fgenesis
c857722213 Minor things. Most importantly: Game receives ACTION_SWIMLEFT and ACTION_SWIMLEFT now, for use in nodes' action() callback. 2013-08-26 20:57:38 +02:00
fgenesis
fefb30a7b3 Allow entities and nodes to update while the game is paused.
Added Lua functions:
- node_setPauseFreeze()
- entity_setPauseFreeze()
- getFPS()

Also fixed possible crash in entity_setStateTime().
2013-08-26 20:56:34 +02:00
fgenesis
41929955d3 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
2013-08-03 22:37:10 +02:00
fgenesis
212a680541 Close singing interface + abort any song when avatar_setBlockSinging(true) is called 2013-07-29 16:32:18 +02:00
fgenesis
d107503d71 modselector: Clean out some old code, add support to open URL via webbrowser. 2013-07-27 00:41:15 +02:00
fgenesis
5c7401b877 Gfx changes for mod selector 2013-07-26 23:33:27 +02:00
fgenesis
cf6556b94d Implement stereo to mono mixing for proper L/R separation even for stereo samples.
This mixes only those sounds that are supposed to be played positional.
All centered (default) sounds are played in stereo, as usual.
2013-07-24 19:57:13 +02:00
fgenesis
f5da61fe78 Horrible hack to attenuate stereo sources properly.
OpenAL refuses to pan stereo sources, so apparently
it needs to be done this way.
2013-07-22 05:35:50 +02:00
fgenesis
e6680da428 Implemenet proper positional audio, one issue still.
With this patch, entities can serve as a sound source whose position
updates relative to the listener. This implements the last missing
feature of my previous positional audio patch, which is moving sound sources.
Previously, all sounds were relative to the listener with the listener
centered at (0, 0, 0), and once a sound started playing, the position could
not be changed. Volume was set as an estimation of the distance to the listener.

These restrictions are now gone; OpenAL will handle the volume & panning
based on the distance.

The remaining problem is that stereo sounds are not attenuated, at all.

Lua additions:
- playSfx() takes an additional parameter now.
- entity_setStopSoundsOnDeath()
2013-07-22 03:29:57 +02:00
fgenesis
49b6234ac8 Some new Lua functions for shots. Shots will now respect the prov. unused BouncePrt property.
- shot_setDamageType()
- shot_setCheckDamageTarget()
- shot_isCheckDamageTarget()
- shot_setTrailPrt()
2013-07-21 17:09:47 +02:00
fgenesis
c6ae568ed8 More Lua functions; allow specifying ingredient type by ID
- avatar_setBlockBackflip()
- avatar_isBlockBackflip()
- inv_getNumItems()
- inv_getItemName()
- getIngredientDataSize()
- getIngredientDataName()
2013-07-21 04:28:45 +02:00
fgenesis
08821f5156 Oops, copypaste typo 2013-07-20 23:25:00 +02:00
fgenesis
06e0be0856 Fix (harmless?) division by zero, show gamespeed in console 2013-07-20 22:49:28 +02:00
fgenesis
c2506d5bb2 Make some ints floats. 2013-07-20 20:17:57 +02:00
fgenesis
9f4c55c177 More new Lua functions.
- shot_getMaxSpeed()
- shot_setMaxSpeed()
- shot_getHomingness()
- shot_setHomingness()
- shot_getLifeTime()
- shot_setLifeTime()
- getScreenVirtualSize()
2013-07-20 20:16:26 +02:00
fgenesis
7fb9204e97 Minor changes & simplifications to Lua interface. 5 new functions.
This changes all typical vector interpolation functions that get
value, time, loopType, pingPong, ease as args from the Lua state;
use unified functions for all value type occurances.
This fixes the slightly annoying problem that it was not possible to
pass a boolean true to pingPong or ease, because lua_tonumber() would
always return 0 in that case.

Also changed:
- obj_getWorldPosition() now takes optional x,y-vector

New:
- obj_getWorldPositionAndRotation() is a more efficient shortcut,
	as often both position and rotation are retrieved together,
	and the underlying matrix chain operation is rather expensive.
- entity_getEmitter()
- entity_getNumEmitters()
- setSceneColor2()
- getSceneColor2()
2013-07-20 17:44:27 +02:00
fgenesis
34fbbae71a Add Lua function rumble() to script force feedback 2013-07-20 04:03:15 +02:00
fgenesis
b945343326 Fix compile on win32. 2013-07-20 03:51:13 +02:00
fgenesis
f4ea746497 Merge branch 'master' into sdl2
Conflicts:
	CMakeLists.txt
2013-07-20 03:43:58 +02:00