rq=0 used to hide the base head gfx to only show frames.
but rq=0 is not what we want after consolidating those extra quads into the base quad.
so in order to keep backwards compat, unhide a bone if it has frame tiles.
- bone frames are no longer separate quads. this is probably a leftover
from when crossfading was planned, but this was never implemented.
now it's a simple texture swap.
- remove anim resetPassOnEnd attrib
- instead, add resetOnEnd that applies to everything that was changed via bone command
- resetOnEnd=true is the new default
This is related to a494a3f411 and should hopefully
fix the last issues with this for good.
Seems fine with SDL versions from 2022 and 2023 on windows;
untested on linux.
(The second window->handleInput() that got removed broke the sing circle
if it was there. It was previously added as a mitigation and is no longer
needed.)
Unfortunatelx maps were designed with this bug present,
and now tile rotation on parallax layers is wrong for flipped tiles.
This also affected background fish swarms and anything that
was on a parallax layer and flipped horizontally.
Need to fix maps next...
See also: commit 76ba2b1211
Long/thin rectangular nodes were not handled correctly,
because it would only check the nearest waterbubble node
for overlap, not all on the map.
+ Lua func: isUnderWater(x, y, radius)
- fix typo that broke repeat-scale loading
- fix broken tile effects loading
- fix randomly shuffled world map tiles (as textures were loaded in a random order)
- reload tileset on editor reload (because we want to edit textures duh)
Textures used to be unloaded as soon as they were unreferenced.
The TextureMgr cache keeps an active reference to prevent load-unload-load
cycles so it only unloads things when explicitly asked.
This does require some more peak VRAM during map/tileset transitions
especially, since old textures are unloaded only after the next map
has been loaded, but the shortened load times should be worth it.
Major code/logic cleanups + it has a multithreaded batch mode now.
The VFS code doesn't like multiple threads at all,
so for now there's a big lock in front of where it matters.
Changed precacher, map/tileset, and worldmap loading to batched mode.
Still TODO:
- fix broken mod preview images
- reloading resources on debug key
- make mod recache entirely unnecessary
- actually drop resources when no longer needed
- does no longer depend on collision mask
- remove global Game::lastCollideMaskIndex
- remove the horribly convoluted and now unused RenderObject::getInvRotPosition()
+ Lua func entity_getBoneLockDelay()
+ Lua func entity_setBoneLockDelay()
This takes out the last of the RenderObject mutables.
This also fixes the long-standing editor bug that map tiles
that are once moved to parallax layers and then back to a
normal layer keep their scroll factor until the tile is deleted
or the map saved and reloaded.