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1353 commits

Author SHA1 Message Date
fgenesis
7e51dc55b7 remove unused code from BitmapFont 2025-04-02 00:29:52 +02:00
fgenesis
5fab8f4d81 update mojoAL to current git 2025-04-01 23:34:06 +02:00
fgenesis
689d38ff10 make steam flow rate FPS independent
Adjusted to look the same speed at 60 FPS.
2025-04-01 23:33:41 +02:00
fgenesis
7dda47101e deduplicate CurrentRender and SteamRender into QuadSegmentRender 2025-04-01 23:26:02 +02:00
fgenesis
ecc03ca14b Fix edge case where particles would not be spawned when the emitter was started in every frame.
Broken in 68c29a3fc9.
2025-04-01 06:50:11 +02:00
fgenesis
d2a7f9f6ee Fix shots moving when paused. Partial revert of broken commit 854afdda3f 2025-04-01 06:09:42 +02:00
fgenesis
a477c6d59b Implement scripts to send msg() to shots
+ Lua func shot_msg()
2025-04-01 05:56:34 +02:00
fgenesis
65248a274f Fix particle rendering bug introduced in 947f55f10b 2025-04-01 05:53:49 +02:00
fgenesis
e6063c16a3 forgot strings for object types 2025-03-22 06:13:20 +01:00
fgenesis
db5fcfa632 rework QuadGrid and some anim editor internal things to use VBOs 2025-03-15 04:15:19 +01:00
fgenesis
7b7681ffb6 rework ScreenTransition to use VBO 2025-03-12 03:35:56 +01:00
fgenesis
854afdda3f drawCircle() writes out vertices now instead of directly rendering. Rework related code to use VBO. 2025-03-12 03:20:35 +01:00
fgenesis
5f9d26c360 Fix issues with empty VBO upload and vbo size desync 2025-03-12 02:42:41 +01:00
fgenesis
e89dd41be6 rework PathRender to use VBO 2025-03-12 02:41:27 +01:00
fgenesis
d73c7e741f rework Gradient to use VBO 2025-03-12 02:39:23 +01:00
fgenesis
e255e5333d attempt to fix a super rarely failing assertion
something to do with keyframe rollover
2025-03-05 03:33:14 +01:00
fgenesis
c993b49293 rework Web to use VBO 2025-03-05 03:31:46 +01:00
fgenesis
b3d67d286a rework SongLineRender to use VBOs 2025-03-05 02:37:57 +01:00
fgenesis
e960000aa6 fix linux build for good 2025-03-05 01:04:02 +01:00
fgenesis
db2f6c85d9 fix build on linux 2025-03-05 00:44:01 +01:00
fgenesis
da8a7a533f rework RoundedRect to use VBOs, remove unused move function, remove unused RoundButton 2025-03-04 06:06:01 +01:00
fgenesis
c2b72fd9dd make window + GL context creation more robust in the presence of weird graphics drivers 2025-03-04 04:05:25 +01:00
fgenesis
59706456ce kill some now unused/unnecessary legacy GL functions 2025-03-04 04:05:25 +01:00
fgenesis
cf90556430 some gl debug stuff 2025-03-04 04:05:25 +01:00
fgenesis
4d6c62b6cd FTGL: Don't change blending
See also https://github.com/frankheckenbach/ftgl/blob/master/README-LegacyOpenGLState
2025-03-04 04:05:25 +01:00
fgenesis
586a94325e remove every part of FTGL that isn't necessary for Aquaria 2025-03-04 04:05:25 +01:00
fgenesis
36826bfec5 rework DarkLayer to use a VBO 2025-03-04 04:05:25 +01:00
fgenesis
477293bb5a rework CurrentRender to use VBOs 2025-03-04 04:05:25 +01:00
fgenesis
5eecf2d84c fixes to VertexBuffer
- only reallocate if size changes
- fix logic error in the rare case of glUnmapBufferARB() failing
2025-03-04 04:05:25 +01:00
fgenesis
3a55777d63 rework Beam to use VBOs 2025-03-04 04:05:25 +01:00
fgenesis
ce310c2ae8 move Strand to BBGE 2025-03-04 04:05:25 +01:00
fgenesis
6f8bc8647a split Strand from Segmented; don't waste an entire RenderObject to store a single position 2025-03-04 04:05:25 +01:00
fgenesis
33567d323e Don't render before update()ing first. Fixes map load crash in prev. commit 2025-03-04 04:05:25 +01:00
fgenesis
9cc323b501 rework Strand to use VBOs 2025-03-04 04:05:25 +01:00
fgenesis
f167ce7167 oops 2025-02-13 22:54:55 +01:00
fgenesis
83fe458595 forgot a file 2025-02-12 13:56:12 +01:00
fgenesis
947f55f10b simplify particle render
Less special cases for non-rotated and non-flipped particles,
but since these are rare and the rest of the quad rendering code
has already gotten improvements there's not really any reason to keep
the specialized modes around.
The gains in GL calls were negligible and the new quad render code avoids
glVertex3f() entirely, which is a much better gain imho.
2025-02-05 05:30:46 +01:00
fgenesis
68c29a3fc9 Improve particle spawning behavior; small cleanup
Apparently there was an interpolation scheme in place to spawn
quickly-spawning (ie more than 1 per frame) particles along a line
interpolated between the previous and current position,
but the math was incorrect and it always ended up spawning all
particles on the same spot.
2025-02-05 04:55:06 +01:00
fgenesis
7b442174c8 Particle RandomScale is now cumulative and doesn't break interpolated scaling
Don't allocate interpolation data for RandomRotationRange when not needed

Hope this commit doesn't break some visuals; i'm not 100% sure.
Some particle files may rely on this behavior to look as intended.
2025-02-01 19:35:55 +01:00
fgenesis
3a40506ddb cleanup the partcile system a bit, and use new randomness 2025-02-01 07:32:54 +01:00
fgenesis
26e1da131d unused code begone 2025-02-01 06:10:21 +01:00
fgenesis
8a5f8d2ac7 Base functions use the new randomness now.
- randRange() is no longer broken.
- Lua randRange() uses the same function now and is no longer off-by-1
  (exclusive; right end never reached)
2025-02-01 06:09:37 +01:00
fgenesis
9664352a11 Add new randomness subsystem 2025-02-01 05:51:54 +01:00
fgenesis
c9365a3266 anim editor: only allow selecting bones from currently active sprite & keyframe
fixes crashing and weird behavior
2025-02-01 05:06:51 +01:00
fgenesis
51cf2f75f5 add support for Bone to inherit renderpass from parent 2025-01-22 05:36:21 +01:00
fgenesis
6bffa3a3f9 fix animations possibly going nuts in the anim editor due to timer overflow handling 2025-01-21 23:51:16 +01:00
fgenesis
dd403d7d55 fix possible crash when playing transition animation 2025-01-21 23:28:56 +01:00
fgenesis
3e16ddb89e anim editor: Put flipH on T key, like in the rest of the editor 2025-01-21 23:28:38 +01:00
fgenesis
7d7d4856d4 that was dumb 2025-01-18 05:41:59 +01:00
fgenesis
533cd94a57 Add worldmap_forgetMap() Lua function 2025-01-17 05:38:46 +01:00