fgenesis
8d444a3327
Get rid of a few unnecessary continueity resets.
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Continuity resets load a bunch of small files from disk;
this speeds up the startup precess very slightly if the files
are not in the OS's file cache yet.
2013-10-28 04:29:46 +01:00
fgenesis
9377b6edb9
Add Lua function isShuttingDownGameState()
2013-10-28 04:28:05 +01:00
fgenesis
c312572ff7
Do not allow rolling when riding.
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Rolling while riding does not make sense, is not handled/animated at all,
and it looks strange. I wonder why nobody has fixed this in all this time.
2013-10-28 04:27:44 +01:00
fgenesis
3fe9ffc2cd
Fix setGemPosition(), add more Lua functions:
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- isShader()
- isParticleEffect()
- pe_start()
- pe_stop()
- pe_isRunning()
- isMiniMapCursorOkay()
2013-10-25 01:47:24 +02:00
fgenesis
69e25640fb
Reload shaders on resolution change.
2013-10-25 01:44:34 +02:00
fgenesis
fa6ca8d60a
Add 2 Lua functions:
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+ obj_getWorldScale()
+ obj_getParent()
2013-10-21 02:34:57 +02:00
fgenesis
b0c098bbcd
Compile fix for prev. commit
2013-10-21 02:34:30 +02:00
fgenesis
d97bb25b9e
Add some Lua functions, changes to hair.
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+ beam_getEndPos()
+ entity_setCurrentHealth()
+ entity_setMaxHealth()
+ beam_getEndPos()
+ entity_hasAnimation()
- Add 3 new parameters to entity_damage: shot, hitX, hitY
- entity_getAnimationLength() supports string as 2nd parameter now.
This will lookup an animation's length via name.
Passing an ANIMLAYER_* constant works as it used to.
2013-10-19 17:30:42 +02:00
fgenesis
84f1b12c67
Add riding related Lua functions:
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- entity_getRidingPosition()
- entity_getRidingRotation()
- entity_getRidingFlip()
2013-09-29 01:27:36 +02:00
fgenesis
36c409e1d4
Little things:
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- Make ACTION_LOOK and ACTION_ROLL available to handle via nodes
- Add entity_getPushVec()
- Fix typo in beam_setFirer()
- Add pull param to addInfluence()
- Add entity_getPushDamage()
- Add getMouseWheelChange()
2013-09-28 17:21:11 +02:00
fgenesis
358b8d139d
Display build date in version string.
2013-09-24 17:25:33 +02:00
fgenesis
0df586874d
Script interface:
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- Add entity_doElementInteraction()
- Add avatar_setElementEffectMult()
- Change entity_isUnderWater(): Can now supply an override position.
2013-09-24 17:02:06 +02:00
fgenesis
6f9063ce6d
Map element code refactoring. Allow other entities to influence map elements (EFX_WAVY).
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Reduce Element memory; as most elements do not have any effect set,
this saves more than 50 bytes per element.
2013-09-24 17:00:06 +02:00
fgenesis
ab74abe903
Fix some SceneEditor crashes/quirks and remove some dead code in the process.
2013-09-24 16:54:43 +02:00
fgenesis
4d7af56b95
Animation editor: Add D, Shift+D, Ctrl+Shift+D key combos to flip bone rotation.
2013-09-24 16:05:05 +02:00
fgenesis
fdae0fe9a4
New action: ACTION_PLACE_AVATAR. Add Lua functions:
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- entity_getBoneLockData()
- entity_getWeight()
2013-09-04 16:09:58 +02:00
fgenesis
a91a22f463
Cleaning out some dead code.
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This adds a small compile error, to be fixed in next commit.
2013-09-04 16:07:46 +02:00
fgenesis
31ab72334b
Fix copy-paste oops.
2013-08-31 16:49:22 +02:00
fgenesis
396f091c85
Add Lua functions:
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- quad_isRenderBeforeParent()
- quad_setRenderBorder()
- quad_isRenderBorder()
- quad_setRenderCenter()
- quad_isRenderCenter()
- quad_borderAlpha()
- quad_getBorderAlpha()
- node_getShape()
- text_setAlign()
Constants: ALIGN_CENTER, ALIGN_LEFT, PATHSHAPE_RECT, PATHSHAPE_CIRCLE
2013-08-31 16:14:05 +02:00
fgenesis
4f6447b58e
Script interface extensions:
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- shot_setTargetPoint()
- shot_getTargetPoint()
- entity_getTargetPriority()
- fix oversight in entity_doEntityAvoidance()
- entity_getTargetRange()
- getJoystickAxisLeft()
- getJoystickAxisRight()
2013-08-29 03:58:50 +02:00
fgenesis
18a19ca115
Disable path finding debug spam.
2013-08-28 04:33:12 +02:00
fgenesis
01d9211a34
Little script interface changes:
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- Add avatar_isSwimming()
- toggleInput() does now parse bools correctly
- pickupGem() returns gem ID
- Change in entity_doCollisionAvoidance():
* Add support for ignore obs
* One arg was shifted, this is now fixed but not sure if it adds a problem somewhere.
2013-08-28 04:20:36 +02:00
fgenesis
a7447cc599
Allow nodes to catch ACTION_SECONDARY.
2013-08-27 01:42:31 +02:00
fgenesis
d4038c1ad9
Fix build on Linux/OSX
2013-08-26 22:25:36 +02:00
fgenesis
f85d6c213e
vcproj update
2013-08-26 21:03:02 +02:00
fgenesis
69890093bd
Add special memory allocator for Lua that should take some memory stress away from heavy scripting.
2013-08-26 21:02:46 +02:00
fgenesis
c857722213
Minor things. Most importantly: Game receives ACTION_SWIMLEFT and ACTION_SWIMLEFT now, for use in nodes' action() callback.
2013-08-26 20:57:38 +02:00
fgenesis
fefb30a7b3
Allow entities and nodes to update while the game is paused.
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Added Lua functions:
- node_setPauseFreeze()
- entity_setPauseFreeze()
- getFPS()
Also fixed possible crash in entity_setStateTime().
2013-08-26 20:56:34 +02:00
fgenesis
41929955d3
Fix ScriptInterface developer mode settings not applying.
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Minor changes:
- clean out some Lua functions registered twice
- Correct bool cast in quad_setSegs()
- Show nested mains in debug console
- One less //HACK comment
2013-08-03 22:37:10 +02:00
fgenesis
212a680541
Close singing interface + abort any song when avatar_setBlockSinging(true) is called
2013-07-29 16:32:18 +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
3c0de8227c
Merge branch 'modsel-cleanup'
2013-07-27 00:43:07 +02:00
fgenesis
d107503d71
modselector: Clean out some old code, add support to open URL via webbrowser.
2013-07-27 00:41:15 +02:00
fgenesis
86acaf84e1
Replace modselector gfx, part 1
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Icons made by Frances Fawcett. Download button based on work By EntiteFred.
(Via http://www.bit-blot.com/forum/index.php?topic=931.msg10207#msg10207 )
2013-07-26 23:38:37 +02:00
fgenesis
9e1e4264ee
Merge branch 'posaudio'
2013-07-26 23:34:02 +02:00
fgenesis
26f183b2d4
Merge branch 'sdl2'
2013-07-26 23:33:53 +02:00
fgenesis
5c7401b877
Gfx changes for mod selector
2013-07-26 23:33:27 +02:00
fgenesis
f825ad9fb7
Fix crash on minimize + reactivate
2013-07-26 02:15:40 +02:00
fgenesis
cf6556b94d
Implement stereo to mono mixing for proper L/R separation even for stereo samples.
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This mixes only those sounds that are supposed to be played positional.
All centered (default) sounds are played in stereo, as usual.
2013-07-24 19:57:13 +02:00
fgenesis
66802e1935
Change AL distance model to AL_NONE, and implement a custom distance attenuation model.
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This avoid the problems with AL_INVERSE_DISTANCE_CLAMPED (doesn't reach 0),
and sounds way better than AL_LINEAR_DISTANCE_CLAMPED, which has an
all-too-sudden decay when a sound goes out of audible range.
2013-07-24 04:36:36 +02:00
fgenesis
6e8cc8cecd
Remove FMOD::Channel::setPan(), which is now defunct.
2013-07-22 13:35:45 +02:00
fgenesis
55bc002cc5
Leftover win32 junk
2013-07-22 05:36:01 +02:00
fgenesis
f5da61fe78
Horrible hack to attenuate stereo sources properly.
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OpenAL refuses to pan stereo sources, so apparently
it needs to be done this way.
2013-07-22 05:35:50 +02:00
fgenesis
e6680da428
Implemenet proper positional audio, one issue still.
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With this patch, entities can serve as a sound source whose position
updates relative to the listener. This implements the last missing
feature of my previous positional audio patch, which is moving sound sources.
Previously, all sounds were relative to the listener with the listener
centered at (0, 0, 0), and once a sound started playing, the position could
not be changed. Volume was set as an estimation of the distance to the listener.
These restrictions are now gone; OpenAL will handle the volume & panning
based on the distance.
The remaining problem is that stereo sounds are not attenuated, at all.
Lua additions:
- playSfx() takes an additional parameter now.
- entity_setStopSoundsOnDeath()
2013-07-22 03:29:57 +02:00
fgenesis
49b6234ac8
Some new Lua functions for shots. Shots will now respect the prov. unused BouncePrt property.
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- shot_setDamageType()
- shot_setCheckDamageTarget()
- shot_isCheckDamageTarget()
- shot_setTrailPrt()
2013-07-21 17:09:47 +02:00
fgenesis
c6ae568ed8
More Lua functions; allow specifying ingredient type by ID
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- avatar_setBlockBackflip()
- avatar_isBlockBackflip()
- inv_getNumItems()
- inv_getItemName()
- getIngredientDataSize()
- getIngredientDataName()
2013-07-21 04:28:45 +02:00
fgenesis
08821f5156
Oops, copypaste typo
2013-07-20 23:25:00 +02:00
fgenesis
06e0be0856
Fix (harmless?) division by zero, show gamespeed in console
2013-07-20 22:49:28 +02:00
fgenesis
c2506d5bb2
Make some ints floats.
2013-07-20 20:17:57 +02:00