- 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.
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.
- 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)
- 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
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.
- 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
- 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)
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.