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68 commits

Author SHA1 Message Date
Jan Beich
2a31f932f9 build: add -DNDEBUG for Clang builds 2015-09-18 08:26:38 +03:00
Jan Beich
451d27a1d5 build: make tinyxml2 export multiple include dirs like advertised 2015-09-18 08:26:38 +03:00
Jan Beich
a888a44623 build: drop redundant check for bundled tinyxml2 2015-09-18 08:26:38 +03:00
Jan Beich
3bcbc30697 build: tinyxml2 needs module path set (like sdl2) 2015-09-18 08:25:59 +03:00
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
2ddaa0d100 linking against openalsoft; system AL isn't necessary anymore iirc 2015-01-28 01:28:39 +00:00
fgenesis
4bafcb3e18 Merge branch 'tinyxml2' into experimental. Thanks to James Le Cuirot for this.
Conflicts:
	Aquaria/UserSettings.cpp
	CMakeLists.txt
2014-06-09 22:31:39 +02:00
fgenesis
1c67b5479b Include tinyxml2, update cmake to use this optionally 2014-06-09 22:21:24 +02:00
James Le Cuirot
4d04c9cb94 Suppress some annoying warnings about offsetof. 2014-06-08 21:42:27 +01:00
James Le Cuirot
43d41feeb8 Migrate from TinyXML v1 to v2. Not bundled (yet). 2014-06-08 21:11:23 +01:00
fgenesis
8b0ccb2ee4 Fix cmake build + disable "unsafe" Lua package table 2014-05-30 22:51:12 +02:00
fgenesis
471aca067a Fix build on OSX with SDL 1.2 2014-04-15 20:32:31 +02:00
C.W. Betts
33ad610b96 Remove removed files from the CMake file. 2014-04-06 23:07:31 -06:00
C.W. Betts
5d9f7c2c18 Use SDL2's MessageBox API. 2014-04-06 19:28:56 -06:00
fgenesis
6203bc7ce4 Update Aquaria/BBGE/External sources to comply with the new ttvfs API 2014-04-07 02:10:05 +02:00
fgenesis
9041197ea7 Should actually upload the file in question... 2013-12-10 03:52:17 +01:00
fgenesis
d4038c1ad9 Fix build on Linux/OSX 2013-08-26 22:25:36 +02:00
fgenesis
ffd425892f Oops, typo in last commit 2013-07-27 04:41:45 +02:00
fgenesis
7aca65f47e Let's better keep SDL 1.2 the default until everything settles and mac bins are up. 2013-07-27 00:44:55 +02:00
fgenesis
f4ea746497 Merge branch 'master' into sdl2
Conflicts:
	CMakeLists.txt
2013-07-20 03:43:58 +02:00
Sam S
4ef6786886 Port FindSDL2.cmake to actually find SDL2 rather than SDL, and include it in CMakeLists.txt
(following instructions at http://www.cmake.org/Wiki/CMake:How_To_Find_Libraries)
2013-07-20 03:11:53 +02:00
fgenesis
45ba35ca4b Get rid of AQUARIA_FULL define and move the setting to usersettings.xml. Some changes regarding AQUARIA_DEMO.
This means there are no longer two builds necessary (one normal,
one dev), and all mod deveopment can be done using one build,
by setting

Demo builds now allow browsing the online mod list, but neither
downloading nor starting mods or applying patches.
2013-07-20 02:27:53 +02:00
fgenesis
03f99058c3 Apply SDL2 patch by ryan, with some adjustments to apply properly.
The fix as suggested by Jonas Kulla on the mailing list is also in.
There hasn't been any extensive testing, and it may not yet compile
on platforms other than win32.
2013-07-18 23:29:55 +02:00
fgenesis
d485c11480 Lost commit? 2013-06-26 15:15:00 +02:00
fgenesis
9b658cb531 Allow overriding title screen version nuber completely. 2013-06-24 03:09:58 +02:00
fgenesis
93abd03c27 Merge branch 'experimental'
Conflicts:
	BBGE/Shader.cpp
2013-06-24 02:48:17 +02:00
fgenesis
98399f6bc3 More win32 cmake fixes, should now hopefully compile out of the box 2013-06-19 18:35:06 +02:00
fgenesis
f8bdac10a2 Use more sane defaults for CMake 2013-06-19 17:44:37 +02:00
fgenesis
13eca9785f Intial support for package paths (as suggested by smls).
This commit is mainly intended to ease packaging for linux.
Unless environment variable AQUARIA_DATA_PATH is set, there are two
directories which are checked by the game:
If AQUARIA_DEFAULT_DATA_DIR is defined, it will chdir there for main
operation. If it's not defined, it chdirs into the directory where
the executable is located.
Then, if AQUARIA_EXTRA_DATA_DIR is defined, it will mount this directory
and all contents into the working path, so that the files present there
will override those from the working directory when accessed by the game.

Setting the environment variable AQUARIA_DATA_PATH will disable this
behavior altogether and use *only* AQUARIA_DATA_PATH as working dir.
2013-06-19 02:08:24 +02:00
fgenesis
5717149234 Enable shaders for CMake build 2013-05-16 01:55:10 +02:00
fgenesis
0f13f08357 Remove unused stuff
- entity group IDs
- entity node groups (?!)
- WaterFont.[cpp|h]
2012-12-13 19:57:30 +01:00
fgenesis
b242d80c75 Some fixes (...)
- Get colliding hair segment
- drop AnimatedSprite & Interpolator classes
- repair entity_setAutoSkeletalUpdate()
- remove some old code
2012-12-13 18:45:07 +01:00
fgenesis
cd6d9ae2c5 Update libvorbis to 1.1.3 2012-09-24 02:27:51 +02:00
fgenesis
8ac5cf69ab Initial Haiku support 2012-09-23 05:31:29 +02:00
fgenesis
0caed714fb Forgot CMake update 2012-07-11 16:19:22 +02:00
fgenesis
6dc1c1e8d1 [vfs, #3] All file reading code goes through the VFS now, new mod downloader & mod selector in place. Also a bunch of other stuff. (...)
- HTTP networking support, mods can be downloaded via the builtin downloader.
  All network activity runs in a seperate thread, which is started
  as soon as any network activity is requested.
- The master server is hard-coded to fg.wzff.de/aqmods/ if not specified otherwise;
  this setting can be overridden in the config file.
- The mod selector screen is now a grid-view for much better navigation;
  also works with joystick.
- VFS code is functionally similar to the old molebox-packed release
  for win32. The game could also have its data shipped in a Zip file
  or any other kind of archive.
- It is still possible to build without VFS support, but then the mod
  downloader and soft-patching will not be available.

The full commit history can be found here:
https://github.com/fgenesis/Aquaria_clean/compare/master...vfs

The most important commit messages follow:
[...]
    This replaces all std::ifstream with InStream, and fopen(), ... with vfopen(), ...
    Some code is #ifdef'd for better performance and less memory-copying.
    VFILE is defined to whatever type of file is in use:
    - FILE if BBGE_BUILD_VFS is not defined
    - tttvfs::VFSFile if it is.

    Other changes:
    - [un]packFile() is now unused and obsolete. That code has not been adjusted to use VFILE.
    - glpng can now load from a memory buffer.
    - TinyXML uses the VFS for reading operations now.
    - The rather clunky binary stream loading of glfont2 got replaced with ByteBuffer,
      which gets its data in one block (necessary to use the VFS without implementing
      a somewhat STL-compliant std::ifstream replacement.)
-------------
Implement loading mods from zip files.
-------------
Implement soft-patching game data files. (Replacing textures/audio/... on the fly)
-------------
Misc bits:
- Extended GUI focus handling a bit
- Fixed weirdness in texture loading... not sure but this seems more correct to me.
  Actually, considering that the texture will have its native size after restarting the game,
  the lines removed with this commit seem pretty useless.
2012-06-01 17:52:19 +02:00
fgenesis
f953f2b5ab Do all sound decoding in *one* background thread, instead of one thread per decoder. 2012-05-25 17:38:59 +02:00
fgenesis
273b608214 Misc fixes and cleanups; fixed variadic Lua calls to self.
Script interface:
- entity_msg() will no longer corrupt the Lua stack if sending messages to itself.
- added more info to non-critical Lua errors ("attempt to call a nil value", etc)
- replaced many lua_tostring() with getString(), which does never return NULL.
  This prevents possible crashes when a non-string parameter is passed to functions
  expecting a string.

Misc:
- Removed classes BoxElement, DFSprite, Datafile, and related references.
  They were essentially unused.
- Removed unused Element class member variables.
- Show more lines in the in-game console.
2012-03-14 00:58:59 +01:00
fgenesis
9b63b400d5 Misc code cleanups, little SkeletalSprite loading improvement.
- Removed some unused member variables.

- The BBGE_BUILD_WIDESCREEN define is now gone.

- Added an TiXMLDocument cache to prevent parsing the same file
once for each entity on the map with the same skeletal.

- Removed Lua func entity_warpToPathStart, which was essentially a no-op
because Entity::followingPath was always NULL. Removed related code.

- Set texture wrap only when required.

(Some changes taken from https://bitbucket.org/mattbierner/ios-aquaria,
special thanks for changeset 72d6460d9e60)
2012-02-19 04:57:04 +01:00
fgenesis
0cd0971671 Revert "Add a thread pool for background job processing, and use it for OggDecoder."
This reverts commit 010f44d264.

Conflicts:

	BBGE/MT.cpp
	BBGE/MT.h
2012-02-12 03:27:54 +00:00
fgenesis
9b2c18ecaa Build fixes for clang; little CMake config update 2012-02-10 20:28:35 +01:00
fgenesis
88a62567ed Fix some bugs introduced in my prev. commits:
- Game::reconstructEntityGrid() now really clears only entity grid,
and not the tile grid as well
(Added OT_INVISIBLEENT do further distinguish entity from tile obstruction)

- Invalid script pointers should not pop up message boxes

- Lost an include and CMakeLists changes
2012-02-10 01:06:44 +01:00
fgenesis
010f44d264 Add a thread pool for background job processing, and use it for OggDecoder.
The pool adjusts to the amount of required threads.
The implementation is as simple as possible, but should be enough
for future extensions.

This brings down decoder thread creation/destruction even more.

Also fix OpenALSystem::release() to close channels properly on shutdown,
otherwise it would deadlock with the pool, because it waits until all
threads have died off, which did not necessarily happen.
2012-02-09 16:08:35 +01:00
fgenesis
7ff0caaed8 Script interface improvements & extensions.
- Pointer typechecks are now enabled by default.

- enabled all script warnings for non-FULL or DEMO builds by default

- Added generic obj_* functions that operate on any type of RenderObject.
  These give quite low-level control about the renderer, and are quite
  dangerous too.
  Subsequently, many functions sharing the same code (*_setPosition, for example)
  could be removed, and simply call the generic functions after a type check.

- Added interface function deathNotify(). The original logic of death
  notifiers was never used, so i thought i'd make use of it.
  This is useful in scripts to safely drop dangling pointers.

- removed sendEntityMessage, entity_setCollideWithAvatar, entity_setTouchDamage,
  which were essentially no-ops.

- Replaced all unnecessary luaReturnNum(0) and luaReturnInt(0),
  now it does only push a return value on the stack if the function
  is actually supposed to have a retun value.

- Allow variadic calling of entity_msg(). Now any parameters can be passed
  to the function, and the target entity will receive all of them.
  Any values returned from the entity's msg() callback will be returned
  by entity_msg() to the original caller. This allows nice RPC-like
  entity communication.

- fixed possible crash in debugLog, bone_update, entity_debugText

- added an override function for loadfile() that is case-insensitive like dofile()

- entity_createEntity returns the created entity now

- spawnParticleEffect returns the associated RenderObject

- Added some text rendering functions

- Added beam_setFirer()

- removed the underflow check in avatar_decrLeaches() I added earlier

- added a panic function for Lua.

- added the Lua debug library

- fixed a stupid typo in ScriptObject::isType() that made the type checks a lot less accurate

- misc stuff I forgot
2012-02-05 20:22:54 +01:00
fgenesis
1ab32b585f Fixes for Linux
- fixed warning about PlaySfx::handle
- fixed displaying subtitles - if the path was not full lowercase it didn't find its txt files.
- CMake: removed SDLMAIN_FOUND, which is seemingly only defined on windows and does more harm than good.
- glpng: always use new libpng API (fixes windows build)
2012-01-10 19:34:31 +01:00
fgenesis
2d795b5bf7 Update libpng, libogg, libvorbis to newest versions
This also fixes a sneaky divide by zero in glpng, because some PNG's width was read incorrectly by the old libpng. (I wonder why it worked anyway...)
2012-01-10 18:43:28 +00:00
fg
b2517ec38b missed this one 2012-01-10 18:09:44 +00:00
fgenesis
4320b8296b Add a safe pointer model to ScriptInterface, additional bug/crash fixes.
This commit introduces pointer checks to various functions;
so that entity_* will no longer crash or produce weird results
if passed a Node pointer, etc.
The checks are disabled by default, but can be enabled in
ScriptInterface.cpp.

Fixed possible crashes in a few more functions due to missing NULL-checks.

There was a "feature" in the single Lua state that it would keep globals
intact until the game was quit. That made any globals from mods "leak"
into the game or other mods. Now it resets the Lua state when a mod
is loaded or closed.
2012-01-03 04:38:28 +01:00
fgenesis
d4282221fc Revert "Revert "move around some files to keep the size of the next commit down""
This reverts commit b2abcff02d.
2011-09-15 20:17:23 +02:00