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79 commits

Author SHA1 Message Date
fgenesis
36aaa77436 bspline point gen is now properly integrated and only called while in the editor.
the remaining code uses the same old basic control points as it previously did.
2024-07-07 03:30:54 +02:00
fgenesis
fc3580ca64 new tbsp version; working spline control point generation prototype 2024-07-04 21:40:31 +02:00
fgenesis
0326800940 fix broken scrolling in mod selector in vertical mode 2024-04-28 13:15:41 +02:00
fgenesis
063c270e6a fix bone with spline deform not deforming (forgot tp update VBO)
also fix SplineGrid to actually deform own texture
(note to self: GRID_WAVY resets deform in update(). oops)
2024-02-06 01:36:38 +01:00
fgenesis
70b8e69402 remove last traces of GL_BLEND/glBlendFunc() manipulation
everything goes through RenderState now
some calls are left in FTGL but properly invalidated afterwards
2024-01-11 23:05:47 +01:00
fgenesis
9faee6cf79 fix Li's head missing. broke in cf2dc71a34
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.
2023-12-29 22:43:05 +01:00
fgenesis
f641764765 Merge branch 'experimental' into tile-optimization 2023-12-21 14:20:22 +01:00
fgenesis
cf2dc71a34 add AC_SET_FH bone command; rework bone frames; some skel cleanups
- 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
2023-12-21 06:04:09 +01:00
fgenesis
368271c40e More work on tile rendering:
- Use indexed triangle rendering, no more GL_QUADS for tiles
- Fix aquarian text on maps
- Tile tex repeat mode works again

Known broken:
- Editor
- Tile repeat with grid effects
2023-08-09 02:41:04 +02:00
fgenesis
ff035a37fa fix some asserts 2023-08-01 22:39:48 +02:00
fgenesis
976ce8ff3e split grid rendering off from Quad, to a new RenderGrid class 2023-07-10 17:23:19 +02:00
fgenesis
1100e286a6 don't spam log when bone not found 2023-05-30 00:41:16 +02:00
fgenesis
74ad8f7804 Build fixes for Linux, some warnings and compatibility fixes for C++17 and up 2023-05-25 16:58:08 +02:00
fgenesis
d2c0e3e241 Add Lua func bone_getCollisionMaskNormal()
This repurposes the (now, after the prev commit) unused Bone::getCollisionMaskNormal()
2023-04-18 01:54:12 +02:00
fgenesis
ed98a3328e anim editor: allow to select anim by name (no more hammering PgUp/PgDown!) 2022-11-18 01:52:46 +01:00
fgenesis
92ab459736 Improve some skel anim edge cases; warning fixes. Also new Lua function.
+ entity_setAnimationTime()
2022-11-16 22:46:56 +01:00
fgenesis
96f28702e4 fix anim editor not generating keyframes for newly inserted bones.
broke this during my recent anim editor work, oops
2022-11-13 12:29:11 +01:00
fgenesis
288fb6b7fa fix crash when saving skel after bones were removed 2022-10-12 18:59:25 +02:00
fgenesis
58e9ba340e Add skel/bone gridDrawOrder attrib to control the way the gris is drawn
Also ignore grid.z (used as worldmap alpha) by default because it's really
only needed for the world map and ignoring it results in less GL calls.
2022-09-25 04:30:38 +02:00
fgenesis
575a83abd6 Initial implementation of bspline support in the animation editor 2022-09-23 18:10:44 +02:00
fgenesis
a1005dafe2 Make Bone::ANIM_* a bitmask. This also changes Lua constant ANIM_ALL from 10 to 3. 2022-09-14 05:20:37 +02:00
fgenesis
8e979e0e05 simplify Quad::drawGrid 2022-09-14 05:11:56 +02:00
fgenesis
29fd4ec44e clean up interpolators; WIP towards bspline support in anim editor 2022-09-13 18:38:44 +02:00
fgenesis
0afd09dc75 bspline wip more 2022-09-05 17:19:34 +02:00
fgenesis
9e2c640b51 attempt to fix crash when loading a saved game on a map with an already collected health upgrade
This problem might have been introduced in 06270eaac0 but not sure.
The crash could happen due to a use-after-free memory access:
When deleting an entity with skel in postInit(), deletion would be
delayed by 1 frame because that is how entity_delete() works.
During deletion, RenderObject::children were removed and deleted
but SkeletalSprite::bones still had those pointers.
Additionally an object would delete its children in onUpdate() after
safeKill(), and still proceed to run scripts, which would then possibly
access freed memory too.
This fix causes children to not be deleted until we're out of the update()
cycle, and instead delete children together with the root object.
2022-07-18 23:00:22 +02:00
fgenesis
693223552d remove Quad::createStrip(), related members, and cleanup Bone strip handling
Saves some work when rendering EVERY SINGLE QUAD in the game
2022-05-21 17:31:50 +02:00
fgenesis
5c419efd79 Remove RenderObject::updateAfterParent; simplify + clarify ParentManaged logic
SkeletalSprite was the only thing using it.
Instead of PM_STATIC it's now added to its Entity as PM_NONE.
PM_NONE is not auto-updated so SkeletalSprite::update() is now called
at the end of Entity::onUpdate()

(There's now a bug that during spirit form the screen stays black,
probably added that in an earlier commit. Will fix.)

(On second tought, maybe ParentManaged should be boolean.
Instead add a noAutoUpdate flag. But i'll save that for another time when i get around
to move all RenderObject bools into a bitmask.)
2022-05-20 03:27:15 +02:00
fgenesis
68b3c61852 Add RenderState to be passed through the scene graph
This will eventually handle all mutable state during rendering
2022-05-20 01:04:19 +02:00
fgenesis
b6fb6944f6 first step towards making the render process const 2022-05-19 05:17:00 +02:00
fgenesis
46010244f5 remove RenderObject::blendEnabled and cleanup the blend code a bit 2022-05-19 01:34:31 +02:00
fgenesis
140f750d00 More RenderObject slimming; reorder members, split out motion blur data + collideRadius, add new CollideQuad type
CollideQuad is now base class for Shot, Entity, Bone
2022-05-18 19:44:42 +02:00
fgenesis
111cd43805 Move members related to collision mask from RenderObject to Bone 2022-05-18 02:15:19 +02:00
fgenesis
e33bde0a89 Small extension to bone:
+ attrib c="0" in the anim XML to turn off all collision for a bone
  even if collide radius or collision mask is set
+ Lua func: bone_toggleCollision() to change the above setting at runtime
+ Lua func: bone_spawnParticlesFromCollisionMask()
- Fix int truncation in entity_collideSkeletalVsLine()
2022-05-18 01:18:27 +02:00
fgenesis
1de786efc6 Fix bug that a bone's rq="0" attribute would disappear when skel was saved while visible 2019-09-06 02:56:53 +02:00
fgenesis
2bbcfa2284 Fix some ANimationEditor crashes when loading not-existing or empty anim XML 2017-04-19 02:06:34 +02:00
James Le Cuirot
4d1fa75545
Put tinyxml2 in subdir so that system header is respected 2017-02-10 10:01:24 +00:00
fgenesis
d7cdb72143 Some more warning related stuff, but changed my mind about re-enabling the remaining ones :/ 2017-01-19 23:44:30 +01:00
fgenesis
7a60f493a5 Re-enable double->float cast warning and fix all instances where this fired 2017-01-19 23:31:56 +01:00
Valentin Ochs
f9357e7fca Merge branch 'gccwarn' into controllerfixup 2017-01-17 11:15:47 +01:00
Valentin Ochs
2374c1a86b Revert ~0 to -1 2017-01-14 19:22:37 +01:00
Valentin Ochs
4dc7e27ee6 Fix some more warnings 2017-01-14 18:23:53 +01:00
Valentin Ochs
fe0ab0418b Get rid of a lot of gcc warnings
Mostly signed/unsigned comparisons. Also some bugs, but I don't remember
where :D
2017-01-14 18:10:20 +01:00
fgenesis
0dc30e668d Merge branch 'experimental' into controllerfixup
# Conflicts:
#	Aquaria/Avatar.cpp
#	Aquaria/Continuity.cpp
#	Aquaria/DSQ.cpp
#	Aquaria/DSQ.h
#	Aquaria/Game.cpp
#	Aquaria/Game.h
#	Aquaria/Main.cpp
#	Aquaria/UserSettings.cpp
#	BBGE/Base.cpp
#	BBGE/Base.h
#	BBGE/Core.cpp
#	BBGE/Core.h
#	BBGE/DebugFont.cpp
#	BBGE/Shader.cpp
#	BBGE/SoundManager.h
2017-01-13 12:19:23 +01:00
fgenesis
8af953cb63 Replace spaces with tabs (future self: i'm sorry)
In most places, that is. Left some files unchanges because they are a mess.
2017-01-12 22:51:46 +01:00
Valentin Ochs
dcd21b57bd Merge pull request #41 2017-01-12 22:14:26 +01:00
fgenesis
00900a9dfb Fix bone particles broken in 8472718fb7 2016-08-02 02:44:50 +02:00
fgenesis
8472718fb7 Major include refactor; changes to pretty much everything
This untangles some of the gigantic kitchen sink headers
in an attempt to split things into smaller files.
Also don't include gl.h, glext.h, windows.h,
and other such nonsense *everywhere*.

Lots of cleanups on the way too. More dead/unused code removal.

Remove incrFlag(), decrFlag() Lua functions.
2016-07-09 04:18:40 +02:00
fgenesis
65179870a9 Fix possible crash when loading applying a skeletal twice in one frame.
Possibly a regression from 300f326777.
2016-05-12 00:25:00 +02:00
fgenesis
d6dc3a8a09 Merge branch 'experimental' into moreclean
Conflicts:
	Aquaria/Avatar.cpp
	Aquaria/BoxElement.cpp
	Aquaria/BubbleRender.cpp
	Aquaria/FFTNotes.cpp
	Aquaria/StarRenderer.cpp
	Aquaria/WaterFont.cpp
	Aquaria/resource.h
	BBGE/AnimatedSprite.cpp
	BBGE/AnimatedSprite.h
	BBGE/BloomEffect.cpp
	BBGE/CShim.cpp
	BBGE/Collision.cpp
	BBGE/Collision.h
	BBGE/Core.cpp
	BBGE/Core.h
	BBGE/Cube.cpp
	BBGE/Cutscene.cpp
	BBGE/DFSprite.cpp
	BBGE/DFSprite.h
	BBGE/Datafile.cpp
	BBGE/Datafile.h
	BBGE/Flags.h
	BBGE/Interpolator.cpp
	BBGE/Light.cpp
	BBGE/Light.h
	BBGE/LightCone.cpp
	BBGE/Model.cpp
	BBGE/Model.h
	BBGE/OggStream.cpp
	BBGE/PackRead.cpp
	BBGE/PointSprites.cpp
	BBGE/RenderObject.cpp
	BBGE/SkeletalSprite.cpp
2016-05-10 18:40:01 +02:00
fgenesis
e7791c5ddc Remove RenderObject::collisionRects.
Another vector that was always empty, optionally filled when specified
by a skeletal file, but none actually did this. Should be safe to remove.

Also small related optimization in Game::collideSkeletalVsCircle().
2016-05-07 01:00:16 +02:00