fgenesis
bf94d541cd
More WIP towards multiple input sets
2016-07-16 22:08:39 +02:00
fgenesis
b438064517
Continue implementing support for multiple ActionSets
2016-07-16 03:09:44 +02:00
fgenesis
2fd181913e
Preparations for multiple ActionSets support
2016-07-15 03:22:27 +02:00
fgenesis
881226fe43
Minor cosmetic fixes + prevent heap overflow after on taking more than 99999999 screenshots
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Gotta be correct!!11
2016-07-14 05:01:30 +02:00
fgenesis
a043dd852f
Major input handling improvements ( #28 ):
...
- Support joystick hotplugging
- Support axes as buttons (means xbox360 shoulder triggers can be used as buttons)
- Show pretty joystick axis & button names if possible
- Tabify input actions UI
- Add 'mouse' column to input actions UI
- Allow to configure form hotkeys
- Allow ALL keys, get rid of internal key remapping
- SDL2: Use scancodes instead of keycodes since they are layout independent
- Allow extra mouse buttons (if present)
- Remove "lmbd" & "lmbu" actions in favor of "PrimaryAction" & "SecondaryAction"
Makes the configuration less redundant and doesn't send each action twice,
which happened if both were set to the same key.
- Fix Regressions from prev commits (menu not opening on Esc)
Still has a few minor bugs/issues that need to be fixed,
but pushing this now before the commit gets too large again.
2016-07-13 05:00:19 +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
d1778a97b8
wip, temp commit
2016-07-03 18:07:13 +02:00
fgenesis
4e37abd0f5
whoops forgot a file
2016-07-03 18:06:35 +02:00
fgenesis
34a1bcb70f
Really use scancode names + little more cleanup
2016-07-03 15:48:40 +02:00
fgenesis
9414be864a
Huge Game.cpp refactor and various other things
...
Started working on a tiny input/ActionMapper refactor,
then everything fell apart and i ended up doing this.
I'm sorry.
Pretty much untested because input mapping is broken right now,
will fix that next.
2016-06-30 02:58:55 +02:00
fgenesis
e2e7753226
Remove some more unused cruft
2016-06-26 00:39:48 +02:00
fgenesis
7494529bd0
Remove old pre-SDL2 rumble code for Linux
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SDL2 is now ubiquitous on linux, and there is no reason to keep this around
2016-06-26 00:03:10 +02:00
fgenesis
a7c2d054a2
Begin joystick code refactor; some related cleanups and unused code removal
2016-06-25 23:59:34 +02:00
fgenesis
4534b68fc5
Remove instant quit on Ctrl+Alt+Q, allow Alt+Enter for fullscreen switch on OSX
2016-06-25 19:43:20 +02:00
fgenesis
548da72632
Merge branch 'master' into experimental
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Conflicts:
BBGE/SoundManager.cpp
BBGE/SoundManager.h
2016-06-20 02:05:42 +02:00
fgenesis
84366ad533
hopefully fix build on gcc6, tiny cleanup
...
... in fact i forgot that much more cleanup was already done
on the experimental branch. whatever.
2016-06-20 01:56:27 +02:00
fgenesis
96206dd82a
Fix yet another oopsie RenderObject::setTexture()
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Didn't apply empty ("") texture when another texture was already set.
2016-06-19 00:42:13 +02:00
fgenesis
15c7776763
Remove TimeUpdateType enum and related code. Dynamic timestep was used all the time anyway.
2016-05-14 17:23:48 +02:00
fgenesis
9bb4226626
Remove RenderObjectLayer::sort() and related
2016-05-14 17:20:13 +02:00
fgenesis
65179870a9
Fix possible crash when loading applying a skeletal twice in one frame.
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Possibly a regression from 300f326777
.
2016-05-12 00:25:00 +02:00
fgenesis
d6dc3a8a09
Merge branch 'experimental' into moreclean
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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
False.Genesis
0ced7c1d50
Merge pull request #27 from nbraud/unifdef
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More cleanups
2016-05-10 10:20:36 +02:00
fgenesis
2f0940f1df
Fix yet another oopsie RenderObject::setTexture()
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Didn't apply empty ("") texture when another texture was already set.
2016-05-09 08:15:41 +02:00
fgenesis
e7791c5ddc
Remove RenderObject::collisionRects.
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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
fgenesis
35a3888c94
Remove RenderObject::collidePosition and related code
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This was always (0, 0) and optionally used for bones if defined in skeletal files.
None of the official skeletal files used this, so this should be safe to remove.
2016-05-07 00:47:45 +02:00
Nicolas Braud-Santoni
fb8732e97d
Eradicate remnents of BBGE_BUILD_GFLW & SDL
2016-05-05 20:24:42 +02:00
Nicolas Braud-Santoni
bb50895595
Removing Z2D_J2K texture option
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Given that j2k-codec/ is nowhere to be found,
this cannot possibly build.
2016-05-05 20:15:11 +02:00
fgenesis
51baa76816
Remove unused files
2016-05-05 20:09:39 +02:00
Nicolas Braud-Santoni
eb128e65a4
Remove commented-out code
2016-05-05 19:57:50 +02:00
Nicolas Braud-Santoni
0f39b825e1
Remove BBGE_BUILD_FMODEX option (always defined)
2016-05-05 15:45:31 +02:00
Nicolas Braud-Santoni
91c493344d
Removing obsolete build options
...
The game cannot work with those anyhow...
```c
#undef BBGE_BUILD_IRRKLANG
#undef BBGE_BUILD_OPENALOGG
#undef BBGE_BUILD_XINPUT
#undef BBGE_BUILD_DELAYXINPUT
```
2016-05-05 15:37:25 +02:00
Nicolas Braud-Santoni
9617bde3ec
Cleaning up RLT_* macros
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```c
#define RLT_FIXED 1
#undef RLT_DYNAMIC
#undef RLT_MAP
```
2016-05-05 15:21:44 +02:00
Nicolas Braud-Santoni
921e4ba101
Removing more commented-out, #if cruft
2016-05-05 04:52:51 +02:00
Nicolas Braud-Santoni
6bcee6a034
More cleanups.
...
```c
#undef BBGE_BUILD_X360
#undef BBGE_BUILD_GLFW
#undef BBGE_BUILD_SDLMIXER
#undef BBGE_BUILD_BASS20
```
2016-05-05 04:45:42 +02:00
Nicolas Braud-Santoni
276265be1d
Eliminating obsolete #ifdefs and friends ( #26 )
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The following options have been applied globally, using unifdef(1):
```c
#undef BBGE_BUILD_DIRECTX
#define BBGE_BUILD_OPENGL 1
#define GL_GLEXT_LEGACY 1
#define HAVE_PUTENV 1
#define TIXML_USE_STL 1
#define BBGE_BUILD_SDL 1
```
2016-05-05 03:49:41 +02:00
fgenesis
6c56bc94a9
Add selectable flag for bones.
...
Setting sel="0" in an anim's XML file prevents accidental modification
in the anim editor.
2016-04-18 22:08:36 +02:00
fgenesis
65ab23536e
Fix AnimLayer not applying bug introduced in 339490e3e9
.
2016-04-18 21:07:46 +02:00
fgenesis
b4c1b811ce
Make BoneCommand::parse() a bit more resilient and bail out when something is wrong
2016-04-17 15:16:55 +02:00
fgenesis
339490e3e9
Implemnt AC_SET_PASS and AC_RESET_PASS bone commands
2016-04-17 14:33:23 +02:00
fgenesis
361915947b
Tiny vector cleanup
2016-03-21 03:41:22 +01:00
fgenesis
36f33da9a8
Remove some old, unused code
2016-03-20 19:14:48 +01:00
fgenesis
e661743775
Be less spammy when loading textures
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Oonly print "FROM DISK" when it was really from disk, and not retrieved from cache
2016-03-15 03:38:01 +01:00
fgenesis
62c949f640
Fix rare texture loading problems introduced in 8bd40be8aa
and f0d580d873
.
2016-03-13 01:37:43 +01:00
fgenesis
d8da8576e8
Fix moveToBack/moveToFront when used on objects that have a parent
2015-11-28 23:42:39 +01:00
fgenesis
ed089f38f7
Add two more font/text related Lua functions, and some more:
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+ entity_getBoneByInternalId()
+ entity_getNumBones()
+ text_getLineHeight()
+ text_getNumLines()
2015-11-16 03:59:47 +01:00
fgenesis
4cc21619d4
Little int->float conversion
2015-11-11 23:28:10 +01:00
fgenesis
26549f84b7
Fix font bounds calculation
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BitmapFont::getActualWidth() is still a bit less than getStringWidth(),
but won't fix that now since it shouldn't cause any issues... hopefully.
2015-11-11 23:27:32 +01:00
False.Genesis
b1e3cfbcba
Merge pull request #19 from jbeich/glm095
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Unbreak build with glm-0.9.5
2015-09-30 23:24:16 +02:00
Jan Beich
5e64e66714
build: add option to use system FTGL
2015-09-18 07:17:17 +03:00
Jan Beich
b0a144c858
BBGE: use vector glm functions
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glm-0.9.5 removed scalar rotate() and translate()
2015-09-17 21:43:31 +00:00