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317 commits

Author SHA1 Message Date
fgenesis
9d2dcc2d0f Update ttvfs to current HEAD 2013-06-24 19:54:25 +02:00
fgenesis
1897329071 Allow downloading data while the game is minimized.
With this change, downloads should no longer abort when the game is
minimized for more than a few seconds.
2013-06-24 03:39:48 +02:00
fgenesis
9b658cb531 Allow overriding title screen version nuber completely. 2013-06-24 03:09:58 +02:00
fgenesis
aba216d1dd Fix little problem added in 54d609a8b5.
Respecting maxspeed lerp is not a good idea, there are nodes that set this
(normalpass, energypass, just to name two).
This causes way too fast swimming while the maxspeed lerp is > 1.
2013-06-24 02:54:57 +02:00
fgenesis
93abd03c27 Merge branch 'experimental'
Conflicts:
	BBGE/Shader.cpp
2013-06-24 02:48:17 +02:00
fgenesis
f8ed78d331 High framerate problem wasn't fully fixed, let's try this again.
Little addition to 7891a2f011.
2013-06-23 22:41:35 +02:00
fgenesis
7dca65351c Implement loading/saving some more state data.
This is the final commit for android savegame compatibility.
Thanks to Andrew Church for explaining the new attributes
and their format.
2013-06-23 22:28:46 +02:00
fgenesis
26d056d924 Slightly more sensible error/msgbox handling 2013-06-23 18:50:10 +02:00
fgenesis
7faee73f14 Android save compat: Support "ch" (current health) value, and make maxHealth float. 2013-06-23 04:43:24 +02:00
fgenesis
318811f92d Savefile: Use ingr only if ingrNames does not exist.
Using ingrNames is a lot safer for changing ingredients.txt.
2013-06-23 03:18:23 +02:00
fgenesis
2bc3882a69 Add missing map #55 to the world map: The whale. 2013-06-23 03:15:55 +02:00
fgenesis
7891a2f011 Fix naija not moving properly on machines with very high FPS.
This bug occured when standing still and attempting to move,
having high FPS and very low difftime.
With near-zero vel, it was not built up enough per frame,
therefore velLen was always < 2 and was subsequently reset back to 0,
which resulted in naija never actually moving.
This bug could be reproduced by holding Shift+F with 60 FPS, and then
holding an arrow key.

Thanks to `Nax for reporting the problem.

(Cleaned out some cruft too, the actual change is the last line of the diff)
2013-06-23 02:53:47 +02:00
fgenesis
211eb80c0a Fix typo setting ingredient rotKind default value to the opposite of what it should be 2013-06-22 23:51:29 +02:00
fgenesis
8da8b5462b Remove unnecessary exception handling. Hopefully fixes build on linux. 2013-06-21 20:35:24 +02:00
fgenesis
2c99f010a4 Fixes to scripted ingredients, now it actually works 2013-06-21 03:33:35 +02:00
fgenesis
46516eefc8 ooops 2013-06-21 00:41:07 +02:00
fgenesis
fe5f6faa46 More save data compat with android version (world map gem data) 2013-06-21 00:40:19 +02:00
fgenesis
416b521a12 Initial support for loading android save files.
Apparently there is a new map with the index 55 -- a related entry was
added to the worldmap.txt file to prevent data loss, just in case.
<StartData ch=... /> field is not yet handled missing.
Hopefully the resulting format can be loaded on android without problems,
especially because both "ingr" and "ingrNames" fields appear in the
StartData tag now.
2013-06-20 21:39:17 +02:00
fgenesis
54d609a8b5 Make avatar respect maxspeed lerp, allow changing speed multiplier via script. Some extra functions.
Add one additional not-timed speed multiplier that also ignores influence by currents.
Lua functions added:
- avatar_setSpeedMult(num, time)
- avatar_setSpeedMult2(num)
- avatar_getSpeedMult()
- avatar_getSpeedMult2()
- entity_isInCurrent(entity)
- entity_getNumTargetPoints(entity)
2013-06-20 20:01:51 +02:00
fgenesis
25727244ad Little correction to prev commit
Only handle cooking failure if the function call was successful.
Otherwise, fallback to SeaLoaf.
2013-06-20 05:15:07 +02:00
fgenesis
1bbd9e097d Initial supported for scripted ingredients, not fully tested.
This adds a few additional interface functions, to be defined in:
scripts/global/cooking.lua, or
_mods/XYZ/scripts/cooking.lua

Added functions:
cookFailure(a,b,c) - Called when no recipe could be found for ingredients a,b,c
getIngredientString() - Called by the menu. Expected to return effects description
                        for scripted ingredient..
useIngredient(name) - Called when a scripted ingredient will be eaten.
                      Return true to eat.

Use a line like this in ingredients.txt:
LuaLoaf sealoaf Loaf (script)
to enable calling useIngredient() upon eating.
2013-06-20 04:49:20 +02:00
fgenesis
0d98efadc4 Seems this line was lost... 2013-06-19 18:45:19 +02:00
fgenesis
4e1c2746ef Add support for "override" data directory (as suggested by smls).
Now it loads in this order:

AQUARIA_DEFAULT_DATA_DIR
AQUARIA_DEFAULT_DATA_DIR/override
AQUARIA_EXTRA_DATA_DIR
2013-06-19 18:44:24 +02:00
fgenesis
98399f6bc3 More win32 cmake fixes, should now hopefully compile out of the box 2013-06-19 18:35:06 +02:00
fgenesis
f8bdac10a2 Use more sane defaults for CMake 2013-06-19 17:44:37 +02:00
fgenesis
61395779a1 Do not try to load .zip files in _mods automatically.
This has been a great source of confusion and it's better to remove it.
2013-06-19 15:09:05 +02:00
fgenesis
84a73b59f9 Hopefully fixed piranha pet script warning (thx `Nax for reporting) 2013-06-19 02:26:12 +02:00
fgenesis
13eca9785f Intial support for package paths (as suggested by smls).
This commit is mainly intended to ease packaging for linux.
Unless environment variable AQUARIA_DATA_PATH is set, there are two
directories which are checked by the game:
If AQUARIA_DEFAULT_DATA_DIR is defined, it will chdir there for main
operation. If it's not defined, it chdirs into the directory where
the executable is located.
Then, if AQUARIA_EXTRA_DATA_DIR is defined, it will mount this directory
and all contents into the working path, so that the files present there
will override those from the working directory when accessed by the game.

Setting the environment variable AQUARIA_DATA_PATH will disable this
behavior altogether and use *only* AQUARIA_DATA_PATH as working dir.
2013-06-19 02:08:24 +02:00
fgenesis
6962a3e3ab Improvements to shader API; use handles instead of raw pointers. 2013-06-15 04:11:11 +02:00
fgenesis
486e8f92ad Make the dark layer affected by postprocessing shaders.
This has the side effect that elements on the dark layer will now properly
wiggle when affected by water ripples.
Before this patch, the dark layer was always drawn above the postprocessed
screen content, unaffected.
2013-06-15 03:00:20 +02:00
fgenesis
836de14093 Implement multi-pass postprocessing shader.
This allows attaching multiple shader programs, processing the entire
screen as texture. Chaining shaders works, each shader will use
the output of the previous shader as input.
2013-06-15 02:38:49 +02:00
fgenesis
3485199bec temp commit - work on shaders 2013-06-15 00:58:32 +02:00
fgenesis
c698b4128a Fix copypaste mistake in avatar_canLockToWall() & avatar_setCanLockToWall(). Add functions:
- obj_getAlphaMod()
- obj_getColor()
2013-06-11 09:02:56 +02:00
fgenesis
dcc676afbc ... AND THOU SHALL TEST YOUR CODE BEFORE PUSH 2013-06-10 01:20:50 +02:00
fgenesis
336c821eb2 Thou shall not push without compiling. 2013-06-10 01:02:47 +02:00
fgenesis
f5f890aade Make particle suck positions accessible to Lua, use suckpos 2, fix possible crash in entity_clearHair() 2013-06-10 00:59:46 +02:00
fgenesis
1ea1408ac4 Animation editor enhancement.
New key combo:
Pressing Ctrl+Shift while moving/rotating a bone will move/rotate it
globally, for all keys in all animations.
2013-05-24 03:36:50 +02:00
fgenesis
0611568d3e Add precacher for mods 2013-05-24 03:34:10 +02:00
fgenesis
f7740eb6e8 add beam_setDamageType() Lua function 2013-05-19 20:14:00 +02:00
fgenesis
8fbed64db3 Fix possible crash due to unsafe shot iteration.
Fixes regression introduced in 0784d1b9df.
With a std::list it was okay to create shots while iterating with an
iterator, but not so with a std::vector.
Now using index access, which is safe with push_back() operations.
2013-05-16 03:55:19 +02:00
fgenesis
36247593d4 Fix possible crash due to unsafe shot iteration.
Fixes regression introduced in 0784d1b9df.
With a std::list it was okay to create shots while iterating with an
iterator, but not so with a std::vector.
Now using index access, which is safe with push_back() operations.
2013-05-16 03:54:20 +02:00
fgenesis
5717149234 Enable shaders for CMake build 2013-05-16 01:55:10 +02:00
fgenesis
cfd9b0ca5b Fix bug in shader uniform assignment 2013-05-15 01:56:50 +02:00
fgenesis
6666787f6d vcproj update 2013-05-12 00:06:38 +02:00
fgenesis
8c80cf6318 Add shader interface API to Lua API 2013-05-12 00:06:26 +02:00
fgenesis
2ac3ad9fb1 Fixes & enhancements to shader interface code 2013-05-12 00:05:57 +02:00
fgenesis
c62d9f2370 Re-introduce AfterEffect shader functonality, part 1.
This repairs pixel/vertex shader code that was seemingly
experimented with during testing, but it was never used and no
shaders ever made it to the data files.
2013-05-10 22:22:35 +02:00
fgenesis
02f18daed5 Fix regression from 7ff0caaed8.
This fixes a glitch in the final boss' last form. Due to a missing
Beam::trace() call, the beam's angle was not updated,
and it always pointed into the upper left corner.
2013-05-02 23:31:27 +02:00
fgenesis
45821d15ff Fix regression from 7ff0caaed8.
This fixes a glitch in the final boss' last form. Due to a missing
Beam::trace() call, the beam's angle was not updated,
and it always pointed into the upper left corner.
2013-05-02 23:30:06 +02:00
fgenesis
12ea97f051 Disable all glEnable/glDisable() calls for GL_CULL_FACE, except one glDisable() during renderer init.
GL_CULL_FACE is effectively always disabled, except for quad strip
rendering, and keeping GL_CULL_FACE disabled there does not seem
to cause any visual artifacts.
Instead, it enhances skeletal animation possibilities
(e.g. flipping bone strips over without it disappearing)
2013-05-02 04:31:07 +02:00