fgenesis
209ad526c6
Add canShotHit() interface function
...
Let entity decide if it wants to collide with shot or not.
2014-04-01 18:16:33 +02:00
fgenesis
84ffb703e1
Fix pathfinding crash
2014-04-01 01:47:41 +02:00
fgenesis
664b2bd5f2
Lua functions:
...
- Change entity_handleShotCollisionsHair(): Allow setting hair collision width percent
- Change entity_collideSkeletalVsCircle(): Allow colliding with any RenderObject
- Add entity_collideSkeletalVsCirclePos(): Allow specifying (x,y,radius)
2014-03-28 03:54:58 +01:00
fgenesis
b8af382bd9
SceneEditor: Hack for german keyboard layout
2014-03-28 03:52:24 +01:00
fgenesis
3741c6c9f7
oops
2014-03-10 17:42:29 +01:00
fgenesis
65e457423c
Add option for particles to inherit alpha/color from their ParticleEffect
2014-03-10 17:28:41 +01:00
fgenesis
af463e63b2
Make mouse constraint circle scriptable. New Lua functions:
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- setMouseConstraintCircle()
- setMouseConstraint()
2014-03-10 02:26:01 +01:00
fgenesis
071ca187e6
Fix dead object accumulation when hitting note in song circle
2014-03-10 01:56:49 +01:00
fgenesis
04ce34afa2
Add new setting for shots: DieOnKill (default: off)
2014-03-08 02:17:55 +01:00
fgenesis
b95dfee4c6
Add Lua functions: getZoom(), setMaxLookDistance()
2014-03-08 02:17:20 +01:00
fgenesis
2cec85fd05
Improve camera zooming behavior + camera related cleanups
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- Now, the camera will now no longer be pulled towards the upper left
or lower rigtht corner.
- cameraPos was never used as an interpolating vector, cleaned up related code.
- Core::invGlobalScale is now updated whenever Core::globalScale is changed
(Not a nice solution but it does work)
- Increase cull radius by 10%, should prevent tiles from disappearing when
zoomed in a lot.
2014-03-07 17:59:36 +01:00
fgenesis
b501ba67e3
Respect more nodes' active status: PATH_STEAM, PATH_WARP, PATH_RADARHIDE, PATH_WATERBUBBLE, PATH_ZOOM.
...
These nodes will no longer do their thing if active is set to false.
node_[is|set]EffectOn() is now an alias for the node_[is|set]Active() functions.
Also add getMaxCameraValues() Lua function.
2014-03-06 22:31:22 +01:00
fgenesis
429f612065
Get rid of some unnecessary float<->int casts + some new Lua functions:
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- filterNearestEntitiesAdd()
- getEntityToActivate()
- setEntityToActivate()
- hasThingToActivate()
2014-02-23 18:27:42 +01:00
fgenesis
00ab9a38b6
Add fileExists() Lua function
2014-02-12 16:59:14 +01:00
fgenesis
a9712944ed
Fix animation editor problems: Undo buffer memory hoarding, add warning if saving failed.
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Thanks to Peri for finally making me fix this.
2013-12-28 04:42:02 +01:00
fgenesis
624744ca99
Lua API: Setter/getter for gravity
2013-12-17 18:49:03 +01:00
fgenesis
900b481f99
Reload stringbank on map editor map reload
2013-12-12 23:14:37 +01:00
fgenesis
201b3a76bc
Add Lua functions (+ related text class changes):
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- text_getHeight()
- getUserInputString()
2013-12-12 23:14:17 +01:00
fgenesis
5336c8d350
Fix linux build, once more, now for real
2013-12-11 03:36:44 +01:00
fgenesis
82ab3fa60c
Fix OSX build with SDL1.2 (nasty, nasty)
2013-12-11 03:06:59 +01:00
fgenesis
47b8c75dcb
Fix linux/osx build
2013-12-11 03:06:38 +01:00
fgenesis
9d3aa5160f
vcproj update
2013-12-11 01:57:11 +01:00
fgenesis
cf73567650
Lua API stuff:
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+ isScriptedEntity()
+ findPath()
+ castLine()
- fix off by one in isObstructedBlock() (lower+rightmost row/col missing)
2013-12-11 01:57:00 +01:00
fgenesis
9041197ea7
Should actually upload the file in question...
2013-12-10 03:52:17 +01:00
fgenesis
204152a783
Little optimization for molestPath()
2013-12-10 03:48:40 +01:00
fgenesis
70286954a0
Replace A* pathfinding with much faster jump point search.
...
This also fixes entities glithing through walls, as diagonal cracks
were assumed walkable.
2013-12-10 03:47:58 +01:00
fgenesis
890ca90bd4
Add option to hideInGameMenu() to cancel the options menu if it's active.
2013-11-17 04:36:13 +01:00
fgenesis
711db4467f
Display error if mod downloader failed to rename temp file
2013-11-17 04:34:34 +01:00
fgenesis
bb515842a8
Create screenshots dir on startup, if necessary
2013-11-17 02:24:13 +01:00
fgenesis
ca9ed11680
Update README
2013-11-17 02:23:53 +01:00
fgenesis
96195219e8
Move scripts to files, to make automated overriding easier
2013-11-17 02:23:39 +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.
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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
c60e2c3757
Merge branch 'vfsfix'
2013-11-05 16:47:24 +01:00
fgenesis
8e1be3a5d2
Attempt to fix some VFS problems
2013-11-05 14:55:37 +01:00
fgenesis
e8b9261004
Attempt to fix some VFS problems
2013-11-05 14:53:57 +01:00
fgenesis
18a6475236
Merge pull request #2 from cuddlyogre/master
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Now Visual Studio 2010 Compatible
2013-11-03 08:49:38 -08:00
fgenesis
1701c9a67d
More Lua functions:
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- 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
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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.
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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:
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- isShader()
- isParticleEffect()
- pe_start()
- pe_stop()
- pe_isRunning()
- isMiniMapCursorOkay()
2013-10-25 01:47:24 +02:00
fgenesis
69e25640fb
Reload shaders on resolution change.
2013-10-25 01:44:34 +02:00
fgenesis
fa6ca8d60a
Add 2 Lua functions:
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+ 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.
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+ 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