fgenesis
704981dd00
initial support for static vertex buffers. TileRender uses that now.
2023-07-20 23:11:18 +02:00
fgenesis
e9e81e5ef9
"3" is not a valid internalformat for glTexImage2D()
2023-07-20 22:28:20 +02:00
fgenesis
bc3dfdb9a3
don't quadruple overdraw points in grid debug render
2023-07-20 22:27:50 +02:00
fgenesis
4b2008d06b
Fix missing textures in ingredient pickup effect and new recipe notification
2023-07-20 22:26:18 +02:00
fgenesis
16235a4ad1
Get rid of GL functions with double precision that were accidentally used
2023-07-18 18:59:09 +02:00
fgenesis
7768bf3059
unnecessary file
2023-07-18 18:58:18 +02:00
fgenesis
3ac706f1b6
Fix support for vertically flipped tiles
...
Turns out there was another renderer bug that would effectively
ignore the vertical flip if a Quad had an active ElementEffect that
used a grid (effects on numpad keys 1,2,3,5,6).
2023-07-18 18:57:54 +02:00
fgenesis
1da28ec40a
fix tile repeat, works now
2023-07-14 05:21:16 +02:00
fgenesis
9b1c3bba18
rendering optimizations; work towards making the transition to VBOs eventually
2023-07-14 04:25:59 +02:00
fgenesis
ab218ceca6
tiles are now culled
2023-07-14 01:33:59 +02:00
fgenesis
bd5b2b3495
Rework + optimize map tile storage & rendering, initial working draft.
...
class Element is completely gone.
(The files are still there but no longer compiled in. Will delete later)
Broken still:
- support for vertical flip
- the editor
- culling
2023-07-14 00:19:33 +02:00
fgenesis
e8c405cd9e
more drafting for tile redering optimization
...
This is the last commit before the old Element class gets ripped
2023-07-11 22:30:28 +02:00
fgenesis
0818fbcdb4
fix worldmap selected tile not rendering properly
2023-07-11 04:39:55 +02:00
fgenesis
ff3ae5a0c4
fix tile effects 5 & 6 (wavy when passing by)
...
This only used to work because grid updates via tile effect wavy did
not set the update flag, so the grid didn't update itself afterward,
resetting the prev. written walues
2023-07-11 03:52:22 +02:00
fgenesis
6686080ddb
invert two x,y loops for more efficient grid updating
2023-07-11 03:49:49 +02:00
fgenesis
d94219e91c
restore water surface wobbling
2023-07-10 17:24:02 +02:00
fgenesis
976ce8ff3e
split grid rendering off from Quad, to a new RenderGrid class
2023-07-10 17:23:19 +02:00
fgenesis
0f0f3e9023
fix typo that never loaded tileset idx 0
2023-07-10 16:28:04 +02:00
fgenesis
ca14476514
implement editor function to move everything on a map
2023-07-10 02:30:19 +02:00
fgenesis
c09098e13c
wip towards Element draw refactor; still using old render path
2023-07-10 02:29:21 +02:00
fgenesis
578c8ecc45
remove parallax settings from config
...
there's no reason for this to exist, at all
2023-07-05 03:59:41 +02:00
fgenesis
1b02efc96d
Fix wrong tile rotation due to fix in 4b52730be2
...
I'm very, VERY sorry for this but can't think of anything better
that is transparent and also preserves backwards compat.
2023-07-03 19:51:33 +02:00
fgenesis
4b52730be2
Fix parallax horizontal flip rotation bug, but now maps are wrong
...
Unfortunatelx maps were designed with this bug present,
and now tile rotation on parallax layers is wrong for flipped tiles.
This also affected background fish swarms and anything that
was on a parallax layer and flipped horizontally.
Need to fix maps next...
See also: commit 76ba2b1211
2023-07-03 19:00:12 +02:00
fgenesis
9d7dbe5435
Remove unused maxZoom attrib and related code
2023-07-03 18:37:57 +02:00
fgenesis
69ffb75746
Remove unused Quad, Element tags from map, and worldMapIndex attrib
2023-07-03 18:34:59 +02:00
fgenesis
27f7e2f014
Remove support for unused map bg, bg2, bgRepeat, backdrop and related code
...
In the map XML file, also <Level ...> attribs of the same name.
Some old maps had those, but either the maps were unused,
or the respective graphics never visible.
2023-07-03 18:28:15 +02:00
fgenesis
aaed341569
Cleanup underwater checks, fix rectangular water bubbles
...
Long/thin rectangular nodes were not handled correctly,
because it would only check the nearest waterbubble node
for overlap, not all on the map.
+ Lua func: isUnderWater(x, y, radius)
2023-06-23 15:05:05 +02:00
fgenesis
5e75bc486c
fixup core resource (un/re)load
2023-06-23 14:27:41 +02:00
fgenesis
825670f651
More fixes for breakage introduced in 70b8dcdc3a
:
...
- fix typo that broke repeat-scale loading
- fix broken tile effects loading
- fix randomly shuffled world map tiles (as textures were loaded in a random order)
- reload tileset on editor reload (because we want to edit textures duh)
2023-06-02 01:32:37 +02:00
fgenesis
478857f149
Quad texture coords are never interpolated, make those a normal Vector
2023-06-01 20:24:14 +02:00
fgenesis
3ba31b6aa0
remove bool Element::elementActive, use _hidden instead
...
Element is always alone, never has parent or children,
and can use the normal RenderObject::_hidden logic
to determine visibility and update calls.
2023-06-01 20:23:34 +02:00
fgenesis
76b391e1fc
hide the cursor layer when taking screenshot
2023-06-01 20:20:30 +02:00
fgenesis
fc76b2de12
fix hidden checks, oops
...
Turns out any part of the hierarchy can be hidden, not just the parent.
Esp. the game menu does this.
2023-06-01 20:19:37 +02:00
fgenesis
36ea0fb8fb
oops
2023-06-01 13:49:22 +02:00
fgenesis
f15771f79b
skip an extra 1 second black-screen time on startup whenever possible
...
The transition time is still there when entering the title
from another game state where it makes sense;
especially the intro.
2023-06-01 13:04:57 +02:00
fgenesis
d740aa06e1
very slightly more verbose loading
2023-06-01 12:59:07 +02:00
fgenesis
263bff3659
update precacher.txt, file is now in the repo, and speedup loading a little bit more on slow machines
2023-06-01 12:58:00 +02:00
fgenesis
e5fad1e72e
fix harmless typo added in 70b8dcdc3a91c9; kill unused variable
2023-06-01 04:41:13 +02:00
fgenesis
e00940b2ae
better way to skip the logo; do post-load transitions in a single place now
2023-06-01 04:19:41 +02:00
fgenesis
b9798a1889
tweaks to loading screen; skip short logo entirely because even waiting 2 seconds for nothing is unnecessary
2023-06-01 03:56:26 +02:00
fgenesis
ccd22f2015
Can now quit the intro sequence on Esc (finally!)
...
Apparently this was planned, but never worked.
Also removed watch() canQuit parameter because during watch(),
input is disabled.
Moved the quitting logic to DSQ::run() and added the canQuit param there.
Game still didn't get the ACTION_ESC for some reason so an extra check for
a raw Esc keypress seems like a good solution.
Game scripts calling watch() and watchForVoice() never used the canQuit
parameter (presumably because it was broken?) so i've felt it's an ok
thing to take it out completely.
2023-06-01 02:31:50 +02:00
fgenesis
1743e1a996
script compat: entity_toggleBone() and Lua platform detection is deprecated; forgot newproxy() is a valid Lua 5.1 function
2023-05-31 18:10:55 +02:00
fgenesis
d1cbc6f783
support loading *.qoi images
...
Now png/qoi/jpg are supported, and some subset of tga
because we need that to load zga files for savegame thumbnails
2023-05-31 18:07:55 +02:00
fgenesis
1719fb5e74
eliminate DSQ::game, singe game is already a global ptr and we don't need both
2023-05-31 17:52:06 +02:00
fgenesis
73c58b3153
preparations for gems save format update; not yet sure how to best do this so i'm leaving it at that
2023-05-31 17:46:44 +02:00
fgenesis
9047e5e083
remove dsq->game-> indirection inside Game
2023-05-31 17:43:27 +02:00
fgenesis
dc5d385864
remove self-refs (core->...) in Core
2023-05-31 17:40:41 +02:00
fgenesis
fd1ac85af3
remove pointless self-refs (dsq->... and core->...) in DSQ
2023-05-31 17:37:20 +02:00
fgenesis
dbda4d0bf8
Texture loading, part 3: Drop recache property from mod XML, this is now automatic
2023-05-31 17:13:24 +02:00
fgenesis
7041143ef8
Texture loading, part 2: make TextureMgr work with special paths; some fixes
...
Ie. explicit relativs paths (./) or absolute paths that are not part of
the regular texture search dirs
Also forgot to clear a free()'d pointer.
2023-05-31 17:12:14 +02:00