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22 commits

Author SHA1 Message Date
fgenesis
af463e63b2 Make mouse constraint circle scriptable. New Lua functions:
- setMouseConstraintCircle()
- setMouseConstraint()
2014-03-10 02:26:01 +01:00
fgenesis
2cec85fd05 Improve camera zooming behavior + camera related cleanups
- 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
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
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
93c59fdb28 Minor extensions to script interface:
- quad_setRepeatTexture()
- quad_setRepeatScale()
- quad_isRepeatTexture()

(bone, entity, ... as well)

- getOldDT() - return unmodified dt
- getDT() - as passed to update(), for complicated edge cases
            where dt is unavailable but required.
2013-07-15 03:22:41 +02:00
fgenesis
1897329071 Allow downloading data while the game is minimized.
With this change, downloads should no longer abort when the game is
minimized for more than a few seconds.
2013-06-24 03:39:48 +02:00
fgenesis
93abd03c27 Merge branch 'experimental'
Conflicts:
	BBGE/Shader.cpp
2013-06-24 02:48:17 +02:00
fgenesis
26d056d924 Slightly more sensible error/msgbox handling 2013-06-23 18:50:10 +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
cba3535487 Keep track of total number of GL render calls 2013-04-22 23:36:31 +02:00
fgenesis
9eb5b9828a clean out some dead code and some old commented out code 2012-12-19 06:23:51 +01:00
fgenesis
7b2fa39428 Move localisation code to BBGE, and allow textures to be localised. 2012-07-10 22:16:48 +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
c02ea1ce83 Re-implement (optionally) pre-decoding audio to reduce disk seek/decoding time.
This was removed in HG changeset 7ec478d993b7, and is now implemented
in a way that is better than before: voice overs and music
no longer cause decoding lag, as they are always decoded on-the-fly.
The additional memory use (~40 MB) should be no problem for anyone.
The default is still to decode everything on the fly.
2012-05-27 04:46:36 +02:00
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
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
d903e74bf6 Core: tgaSave() should free memory passed in. SceneEditor: Add support for grid map dumping (in TGA format).
This allows reconstructing the map templates, which were never shipped with the game.
This patch also fixes insane memory leaking when taking screenshots, or dumping screen frames.
2011-11-20 22:58:36 +01:00
fgenesis
56c6833220 Revert "added partial VFS support - enough to read static data from any source"
This reverts commit fa3e9e7329.
2011-09-15 19:18:53 +02:00
fgenesis
fa3e9e7329 added partial VFS support - enough to read static data from any source 2011-09-15 18:33:13 +02:00
fgenesis
2e4e2941db log to console in debug mode; close log properly; really #define _DEBUG for gcc debug builds + gcc _DEBUG compatibility 2011-08-11 02:26:46 +02:00
fgenesis
3096eaf5e2 initial commit. This is icculus version 5542b94cae02a6333845854bbbd1abe0a259f1a4 2011-08-03 22:05:33 +02:00