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59 commits

Author SHA1 Message Date
fgenesis
273b608214 Misc fixes and cleanups; fixed variadic Lua calls to self.
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.
2012-03-14 00:58:59 +01:00
fgenesis
9b63b400d5 Misc code cleanups, little SkeletalSprite loading improvement.
- 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)
2012-02-19 04:57:04 +01:00
fgenesis
eeaa723cd7 Animation editor enhancements
Bone positioning now takes into account its parent's absolute rotation,
and compensates it. That means bones with rotated parents follow exactly
the mouse when dragged, instead of going anywhere except where they should.

Repaired selecting bones with the mouse, and made that the default
(can be switched to keyboard with M key).

The timeline grid size and timestep unit size are now variable,
and can be changed with the U, I, O, P keys or the added UI buttons.

Bone borders and joint points can be displayed with B key.

Removed the ignorebone0 button and related functionality.

Minor cosmetical things.
2012-01-31 18:02:18 +01:00
fgenesis
4320b8296b Add a safe pointer model to ScriptInterface, additional bug/crash fixes.
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.
2012-01-03 04:38:28 +01:00
fgenesis
e64fb75f84 sync with icculus repo 2011-11-20 15:44:17 +01:00
fgenesis
d4282221fc Revert "Revert "move around some files to keep the size of the next commit down""
This reverts commit b2abcff02d.
2011-09-15 20:17:23 +02:00
fgenesis
b2abcff02d Revert "move around some files to keep the size of the next commit down"
This reverts commit 0951283b31.
2011-09-15 19:19:14 +02:00
fgenesis
0951283b31 move around some files to keep the size of the next commit down 2011-08-13 14:50:47 +02:00
fgenesis
3096eaf5e2 initial commit. This is icculus version 5542b94cae02a6333845854bbbd1abe0a259f1a4 2011-08-03 22:05:33 +02:00