fgenesis
074e92c553
Small refactor, add Scrtipable base, add node_v() Lua function
2021-01-12 19:00:05 +01:00
fgenesis
04c557f5e8
Refactor Window functionality out of Core. Minor cleanups.
...
SDL2 impl seems to work, SDL1 impl finalization pending.
2019-01-29 00:36:48 +01:00
fgenesis
ce4f6a7d3e
move StringBank to BBGE
2018-01-02 17:00:27 +01:00
fgenesis
291848f39b
Add Release-SDL1.2 config for VS2008
2017-04-04 19:28:34 +02:00
fgenesis
fc17c6edaf
Compile fix
2017-02-27 01:25:18 +01:00
fgenesis
eccadf5bd7
Turns out using IDs was a bad idea, reverting to KEY_* strings
2017-02-18 22:09:43 +01:00
fgenesis
3dda97d32a
Hopefully fix build against SDL 1.2. Does not yet run!
...
Also: Recently introduced key names in usersettings.xml will no longer work.
But this should automatically detect key names as they used to be,
and convert automatically. Needs testing.
2017-02-15 04:41:52 +01:00
fgenesis
4095fde219
Move GL headers to ExternalLibs
2017-02-15 01:03:43 +01:00
James Le Cuirot
0dd19f9cb3
Add option to use system copy of GLPNG
2017-02-10 10:01:35 +00:00
James Le Cuirot
4d1fa75545
Put tinyxml2 in subdir so that system header is respected
2017-02-10 10:01:24 +00:00
James Le Cuirot
f19011e3dd
Delete duplicate GL headers
...
Nothing was pointing at BBGE/glext.
Only the VS project was pointing at ExternalLibs/GL. I have pointed it
at the headers under BBGE/GL instead.
I have also adjusted the includes to use the GL prefix as is standard
practise. These will still work as BBGE is in the include path. This
allows users to build against their system GL headers simply by
deleting the BBGE/GL directory.
2017-02-09 21:08:57 +00:00
fgenesis
1472c71bfe
Merge branch 'experimental' into controllerfixup
2017-02-08 21:55:52 +01:00
fgenesis
5ba014640c
Fix compile with VS2008, disable XMLDocument::LoadFile()
2017-02-08 21:53:59 +01:00
fgenesis
40e5385636
Merge branch 'experimental' into controllerfixup
...
# Conflicts:
# CMakeLists.txt
# win/vc90/Aquaria.vcproj
# win/vc90/BBGE.vcproj
# win/vc90/external.vcproj
2017-01-13 13:17:47 +01:00
fgenesis
bb7cb7df71
update libogg, libvorbis, minihttp + enable /MP for vs2008 debug builds.
2017-01-13 13:09:16 +01:00
fgenesis
717132a723
vs2008: Enable multicore compiles
2016-11-28 23:16:16 +01:00
fgenesis
b4c001edb6
Update zlib to 1.2.8, libpng to 1.6.25, and move out of glpng subdir
2016-09-26 03:40:35 +02:00
fgenesis
c943759ce1
Getting closer to mutliple inputs actually working
...
Split logic and state from ActionMapper into another class,
of which one exists per input set.
2016-07-17 22:25:24 +02:00
fgenesis
8472718fb7
Major include refactor; changes to pretty much everything
...
This untangles some of the gigantic kitchen sink headers
in an attempt to split things into smaller files.
Also don't include gl.h, glext.h, windows.h,
and other such nonsense *everywhere*.
Lots of cleanups on the way too. More dead/unused code removal.
Remove incrFlag(), decrFlag() Lua functions.
2016-07-09 04:18:40 +02:00
fgenesis
34a1bcb70f
Really use scancode names + little more cleanup
2016-07-03 15:48:40 +02:00
fgenesis
9414be864a
Huge Game.cpp refactor and various other things
...
Started working on a tiny input/ActionMapper refactor,
then everything fell apart and i ended up doing this.
I'm sorry.
Pretty much untested because input mapping is broken right now,
will fix that next.
2016-06-30 02:58:55 +02:00
fgenesis
a7c2d054a2
Begin joystick code refactor; some related cleanups and unused code removal
2016-06-25 23:59:34 +02:00
fgenesis
d6dc3a8a09
Merge branch 'experimental' into moreclean
...
Conflicts:
Aquaria/Avatar.cpp
Aquaria/BoxElement.cpp
Aquaria/BubbleRender.cpp
Aquaria/FFTNotes.cpp
Aquaria/StarRenderer.cpp
Aquaria/WaterFont.cpp
Aquaria/resource.h
BBGE/AnimatedSprite.cpp
BBGE/AnimatedSprite.h
BBGE/BloomEffect.cpp
BBGE/CShim.cpp
BBGE/Collision.cpp
BBGE/Collision.h
BBGE/Core.cpp
BBGE/Core.h
BBGE/Cube.cpp
BBGE/Cutscene.cpp
BBGE/DFSprite.cpp
BBGE/DFSprite.h
BBGE/Datafile.cpp
BBGE/Datafile.h
BBGE/Flags.h
BBGE/Interpolator.cpp
BBGE/Light.cpp
BBGE/Light.h
BBGE/LightCone.cpp
BBGE/Model.cpp
BBGE/Model.h
BBGE/OggStream.cpp
BBGE/PackRead.cpp
BBGE/PointSprites.cpp
BBGE/RenderObject.cpp
BBGE/SkeletalSprite.cpp
2016-05-10 18:40:01 +02:00
fgenesis
51baa76816
Remove unused files
2016-05-05 20:09:39 +02:00
fgenesis
903d222f65
Minor update to vc90 project files
2016-05-05 03:53:51 +02:00
fgenesis
3ebf99acfa
Fix msvc2008 project files
2015-11-11 23:28:23 +01:00
fgenesis
fd2d076052
Fix vcproj
2015-09-30 23:57:22 +02:00
fgenesis
9faa503f32
Use glm for matrix math instead of the OpenGL stack
...
Should cause less GL pipeline stalling / driver spinlocking if enabled.
Disable AQUARIA_USE_GLM (default: true) in CMake to use the old GL pipeline version.
Based on the implementation by Matt Bierner:
https://bitbucket.org/mattbierner/ios-aquaria
2015-07-12 22:16:55 +02:00
fgenesis
f0d580d873
Refactor texture loading code; should fix a crash that started appearing recently.
2015-03-24 00:06:51 +01:00
fgenesis
f2a8060a55
vcproj update
2014-06-09 22:21:33 +02:00
fgenesis
6203bc7ce4
Update Aquaria/BBGE/External sources to comply with the new ttvfs API
2014-04-07 02:10:05 +02:00
fgenesis
9d3aa5160f
vcproj update
2013-12-11 01:57:11 +01:00
fgenesis
f85d6c213e
vcproj update
2013-08-26 21:03:02 +02:00
fgenesis
416cebd6bc
vcproj fix for "Debug" config
2013-07-20 00:23:03 +02:00
fgenesis
f7a49c471e
vcproj update
2013-07-18 23:30:31 +02:00
fgenesis
6666787f6d
vcproj update
2013-05-12 00:06:38 +02:00
fgenesis
8712657e75
vcproj update
2013-01-03 00:36:33 +01:00
fgenesis
ac6ca117aa
vcproj update
2012-09-24 02:32:21 +02:00
fgenesis
82000b14ca
Little annoyances that ease debugging with MSVC
2012-07-13 21:09:30 +02:00
fgenesis
37654f4c8c
vcproj update. This enables fast SSE2 float math.
2012-07-10 22:25:12 +02:00
fgenesis
b30d124d50
vcproj update
2012-06-01 18:05:06 +02:00
fgenesis
77c9b86235
vcproj update
2012-05-25 17:39:07 +02:00
fgenesis
8b80af432a
MSVC9 project files + missed icon & rc file
2012-04-15 15:20:48 +02:00