fgenesis
21d4b43c29
Fix more opengl linkage problems on windows
2016-08-06 21:00:48 +02:00
fgenesis
93ac73179f
Support vs15
2016-08-06 19:50:07 +02:00
fgenesis
cd17e34094
Fix typo that broke bone lock orientation
2016-08-02 03:36:06 +02:00
fgenesis
00900a9dfb
Fix bone particles broken in 8472718fb7
2016-08-02 02:44:50 +02:00
fgenesis
3de004262b
Attempt to fix joystick enabled/disabled state
2016-07-19 02:45:56 +02:00
fgenesis
bff072039a
Addition to prev. commit: Fix this in a better way.
...
This also gets rid of a 1-frame delay in DSQ action handling.
Hope this doesn't cause any problems, as i'm not sure.
2016-07-18 23:22:42 +02:00
fgenesis
335b26d1e0
Fix resuming paused cutscene
2016-07-18 23:14:20 +02:00
fgenesis
e8f1129c24
Fix startup crash and linking error in release mode
2016-07-18 03:21:24 +02:00
fgenesis
619d3d531b
Remove some now unused/unneeded leftovers
2016-07-18 01:34:43 +02:00
fgenesis
ab959bc6d6
Use sentinel that captures most of the input for sourceID -1
2016-07-18 01:27:58 +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
dcf09343b5
Correctly distinguish between action sources when evaluating ActionMapper
...
I'm not quite happy with the hackishness of this change;
hope it doesn't incur too much runtime overhead with all these checks...
2016-07-17 17:50:27 +02:00
fgenesis
77e4bfd292
Various improvements and fixes
2016-07-17 05:54:09 +02:00
fgenesis
671d0ace1b
Fix some regressions + improvements:
...
- ACTION_MENU* not sent
- allow using the game UI with keyboard only
- allow mapping ACTION_MENU to controller inputs
- fix joystick axis (-) not working due to typo
2016-07-17 02:34:34 +02:00
fgenesis
bf94d541cd
More WIP towards multiple input sets
2016-07-16 22:08:39 +02:00
fgenesis
b438064517
Continue implementing support for multiple ActionSets
2016-07-16 03:09:44 +02:00
fgenesis
2fd181913e
Preparations for multiple ActionSets support
2016-07-15 03:22:27 +02:00
fgenesis
881226fe43
Minor cosmetic fixes + prevent heap overflow after on taking more than 99999999 screenshots
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Gotta be correct!!11
2016-07-14 05:01:30 +02:00
fgenesis
a043dd852f
Major input handling improvements ( #28 ):
...
- Support joystick hotplugging
- Support axes as buttons (means xbox360 shoulder triggers can be used as buttons)
- Show pretty joystick axis & button names if possible
- Tabify input actions UI
- Add 'mouse' column to input actions UI
- Allow to configure form hotkeys
- Allow ALL keys, get rid of internal key remapping
- SDL2: Use scancodes instead of keycodes since they are layout independent
- Allow extra mouse buttons (if present)
- Remove "lmbd" & "lmbu" actions in favor of "PrimaryAction" & "SecondaryAction"
Makes the configuration less redundant and doesn't send each action twice,
which happened if both were set to the same key.
- Fix Regressions from prev commits (menu not opening on Esc)
Still has a few minor bugs/issues that need to be fixed,
but pushing this now before the commit gets too large again.
2016-07-13 05:00:19 +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
d1778a97b8
wip, temp commit
2016-07-03 18:07:13 +02:00
fgenesis
4e37abd0f5
whoops forgot a file
2016-07-03 18:06:35 +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
e2e7753226
Remove some more unused cruft
2016-06-26 00:39:48 +02:00
fgenesis
7494529bd0
Remove old pre-SDL2 rumble code for Linux
...
SDL2 is now ubiquitous on linux, and there is no reason to keep this around
2016-06-26 00:03:10 +02:00
fgenesis
a7c2d054a2
Begin joystick code refactor; some related cleanups and unused code removal
2016-06-25 23:59:34 +02:00
fgenesis
4534b68fc5
Remove instant quit on Ctrl+Alt+Q, allow Alt+Enter for fullscreen switch on OSX
2016-06-25 19:43:20 +02:00
fgenesis
548da72632
Merge branch 'master' into experimental
...
Conflicts:
BBGE/SoundManager.cpp
BBGE/SoundManager.h
2016-06-20 02:05:42 +02:00
fgenesis
84366ad533
hopefully fix build on gcc6, tiny cleanup
...
... in fact i forgot that much more cleanup was already done
on the experimental branch. whatever.
2016-06-20 01:56:27 +02:00
fgenesis
96206dd82a
Fix yet another oopsie RenderObject::setTexture()
...
Didn't apply empty ("") texture when another texture was already set.
2016-06-19 00:42:13 +02:00
fgenesis
15c7776763
Remove TimeUpdateType enum and related code. Dynamic timestep was used all the time anyway.
2016-05-14 17:23:48 +02:00
fgenesis
9bb4226626
Remove RenderObjectLayer::sort() and related
2016-05-14 17:20:13 +02:00
fgenesis
65179870a9
Fix possible crash when loading applying a skeletal twice in one frame.
...
Possibly a regression from 300f326777
.
2016-05-12 00:25:00 +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
False.Genesis
0ced7c1d50
Merge pull request #27 from nbraud/unifdef
...
More cleanups
2016-05-10 10:20:36 +02:00
fgenesis
2f0940f1df
Fix yet another oopsie RenderObject::setTexture()
...
Didn't apply empty ("") texture when another texture was already set.
2016-05-09 08:15:41 +02:00
fgenesis
e7791c5ddc
Remove RenderObject::collisionRects.
...
Another vector that was always empty, optionally filled when specified
by a skeletal file, but none actually did this. Should be safe to remove.
Also small related optimization in Game::collideSkeletalVsCircle().
2016-05-07 01:00:16 +02:00
fgenesis
35a3888c94
Remove RenderObject::collidePosition and related code
...
This was always (0, 0) and optionally used for bones if defined in skeletal files.
None of the official skeletal files used this, so this should be safe to remove.
2016-05-07 00:47:45 +02:00
Nicolas Braud-Santoni
fb8732e97d
Eradicate remnents of BBGE_BUILD_GFLW & SDL
2016-05-05 20:24:42 +02:00
Nicolas Braud-Santoni
bb50895595
Removing Z2D_J2K texture option
...
Given that j2k-codec/ is nowhere to be found,
this cannot possibly build.
2016-05-05 20:15:11 +02:00
fgenesis
51baa76816
Remove unused files
2016-05-05 20:09:39 +02:00
Nicolas Braud-Santoni
eb128e65a4
Remove commented-out code
2016-05-05 19:57:50 +02:00
Nicolas Braud-Santoni
0f39b825e1
Remove BBGE_BUILD_FMODEX option (always defined)
2016-05-05 15:45:31 +02:00
Nicolas Braud-Santoni
91c493344d
Removing obsolete build options
...
The game cannot work with those anyhow...
```c
#undef BBGE_BUILD_IRRKLANG
#undef BBGE_BUILD_OPENALOGG
#undef BBGE_BUILD_XINPUT
#undef BBGE_BUILD_DELAYXINPUT
```
2016-05-05 15:37:25 +02:00
Nicolas Braud-Santoni
9617bde3ec
Cleaning up RLT_* macros
...
```c
#define RLT_FIXED 1
#undef RLT_DYNAMIC
#undef RLT_MAP
```
2016-05-05 15:21:44 +02:00
Nicolas Braud-Santoni
921e4ba101
Removing more commented-out, #if cruft
2016-05-05 04:52:51 +02:00
Nicolas Braud-Santoni
6bcee6a034
More cleanups.
...
```c
#undef BBGE_BUILD_X360
#undef BBGE_BUILD_GLFW
#undef BBGE_BUILD_SDLMIXER
#undef BBGE_BUILD_BASS20
```
2016-05-05 04:45:42 +02:00
Nicolas Braud-Santoni
276265be1d
Eliminating obsolete #ifdefs and friends ( #26 )
...
The following options have been applied globally, using unifdef(1):
```c
#undef BBGE_BUILD_DIRECTX
#define BBGE_BUILD_OPENGL 1
#define GL_GLEXT_LEGACY 1
#define HAVE_PUTENV 1
#define TIXML_USE_STL 1
#define BBGE_BUILD_SDL 1
```
2016-05-05 03:49:41 +02:00
fgenesis
6c56bc94a9
Add selectable flag for bones.
...
Setting sel="0" in an anim's XML file prevents accidental modification
in the anim editor.
2016-04-18 22:08:36 +02:00