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207 commits

Author SHA1 Message Date
fgenesis
1fe6e665e3 Improve mod selector scolling behavior (thx MOM4Evr for pointing) 2012-07-15 21:29:05 +02:00
fgenesis
927928167b Move key config strings into stringbank.txt 2012-07-14 16:54:28 +02:00
fgenesis
de69273229 Localise scripts + silene debug spam in options menu 2012-07-14 15:57:21 +02:00
fgenesis
636c069403 _mods/x/locales/y/* now works 2012-07-14 15:00:37 +02:00
fgenesis
e8872b09e5 Localise sounds, voice, and send current locale to webserver when asking for mod list 2012-07-14 14:34:46 +02:00
fgenesis
8084a4c613 Fix loading stringbank.txt form a mod when loading a saved game, and load treasures.txt from mods if it exists. 2012-07-13 16:10:07 +02:00
fgenesis
918c69d15b Some simplifications in ingredient name handling, by Henrik Holst 2012-07-11 22:00:14 +02:00
fgenesis
345ff6063b Fix locale related oversights 2012-07-11 04:50:19 +02:00
fgenesis
459a41e1f6 Fix loading world map data when loading a mod's saved game 2012-07-11 04:42:53 +02:00
fgenesis
84c49e5ce0 Fix wrongly adding shield song when loading a savegame. Also add obj_getTexture() function. 2012-07-10 22:50:31 +02:00
fgenesis
7b2fa39428 Move localisation code to BBGE, and allow textures to be localised. 2012-07-10 22:16:48 +02:00
fgenesis
b22ceb2aa0 Fix a problem that prevented loading a saved game of a mod in a zip file, which occured when no patches were loaded. 2012-06-30 00:58:06 +02:00
fgenesis
9f244e90b2 Little correction to last patch - really override entity_delete(). 2012-06-27 22:11:30 +02:00
fgenesis
dff86833ef Fix regression from "Script interface improvements & extensions."
This caused a crash due to an already freed point in Avatar.cpp pull target update.
Thanks to Red Skull for reporting.
2012-06-27 21:57:10 +02:00
fgenesis
e924a164c9 Also load localized font files 2012-06-18 18:54:56 +02:00
fgenesis
98c5cefed7 Ingredient name localisation somewhat works, not fully tested yet 2012-06-18 18:54:41 +02:00
fgenesis
6bd5caf4fa Little stringbank localization improvement 2012-06-15 18:29:17 +02:00
fgenesis
b719b8fd60 Removed textureMemoryMultiplier again; a bit more debug output for differing texture sizes 2012-06-15 17:58:18 +02:00
fgenesis
063b1c0dfc Moved most uses of glGetTexImage() into a single function with better error checking.
Also small config addition to optionally increase memory allocation size
for temporary texture pixel data; the nouveau drivers seem notoriously
awkward and keep writing over the buffer.
2012-06-15 04:12:20 +02:00
fgenesis
6d92cd24c8 Fixed more weirdness in functions using glGetTexImage(), add proper bounds checking 2012-06-14 17:40:01 +02:00
fgenesis
a6fc88d885 Two little localzation patch additions, by Henrik Holst. 2012-06-13 23:37:21 +02:00
fgenesis
67bdd77a9f Attempting to fix weirdness from a bug report (thx!).
This might speed up obstruction calculation a bit.
Also fixed crash when attempting to autosave on an invalid map.
2012-06-13 23:28:24 +02:00
fgenesis
af30e508f5 Another correction, the prev. patch used the keyboard layout code, not country code.
Misnamed APIs are awful.
2012-06-02 23:06:53 +02:00
fgenesis
b71dc80516 Correct OSX locale detection.
(For me this returns en_de, not sure why, but i can see some german strings
in my OSX installation here and there so this might be feasible.)

Also fix typo in Network.cpp.
2012-06-02 22:33:45 +02:00
fgenesis
1f3e472551 Attempt to fix locale detection on OSX. By Henrik Holst. 2012-06-02 19:05:44 +02:00
fgenesis
b5518c28cd Move hardcoded UI strings to stringbank.txt. Patch by Henrik Holst. 2012-06-02 18:58:02 +02:00
fgenesis
cd18ef2a43 Small fix for non-MSVC 2012-06-01 18:43:41 +00:00
fgenesis
6dc1c1e8d1 [vfs, #3] All file reading code goes through the VFS now, new mod downloader & mod selector in place. Also a bunch of other stuff. (...)
- HTTP networking support, mods can be downloaded via the builtin downloader.
  All network activity runs in a seperate thread, which is started
  as soon as any network activity is requested.
- The master server is hard-coded to fg.wzff.de/aqmods/ if not specified otherwise;
  this setting can be overridden in the config file.
- The mod selector screen is now a grid-view for much better navigation;
  also works with joystick.
- VFS code is functionally similar to the old molebox-packed release
  for win32. The game could also have its data shipped in a Zip file
  or any other kind of archive.
- It is still possible to build without VFS support, but then the mod
  downloader and soft-patching will not be available.

The full commit history can be found here:
https://github.com/fgenesis/Aquaria_clean/compare/master...vfs

The most important commit messages follow:
[...]
    This replaces all std::ifstream with InStream, and fopen(), ... with vfopen(), ...
    Some code is #ifdef'd for better performance and less memory-copying.
    VFILE is defined to whatever type of file is in use:
    - FILE if BBGE_BUILD_VFS is not defined
    - tttvfs::VFSFile if it is.

    Other changes:
    - [un]packFile() is now unused and obsolete. That code has not been adjusted to use VFILE.
    - glpng can now load from a memory buffer.
    - TinyXML uses the VFS for reading operations now.
    - The rather clunky binary stream loading of glfont2 got replaced with ByteBuffer,
      which gets its data in one block (necessary to use the VFS without implementing
      a somewhat STL-compliant std::ifstream replacement.)
-------------
Implement loading mods from zip files.
-------------
Implement soft-patching game data files. (Replacing textures/audio/... on the fly)
-------------
Misc bits:
- Extended GUI focus handling a bit
- Fixed weirdness in texture loading... not sure but this seems more correct to me.
  Actually, considering that the texture will have its native size after restarting the game,
  the lines removed with this commit seem pretty useless.
2012-06-01 17:52:19 +02:00
fgenesis
99e3f5ebe2 Fix possible crash on OSX introduced with localisation patch 2012-05-27 16:56:36 +02:00
fgenesis
c02ea1ce83 Re-implement (optionally) pre-decoding audio to reduce disk seek/decoding time.
This was removed in HG changeset 7ec478d993b7, and is now implemented
in a way that is better than before: voice overs and music
no longer cause decoding lag, as they are always decoded on-the-fly.
The additional memory use (~40 MB) should be no problem for anyone.
The default is still to decode everything on the fly.
2012-05-27 04:46:36 +02:00
fgenesis
6ffb668668 Improve Lua-related warning messages - show call stack 2012-05-23 01:16:14 +02:00
fgenesis
2278e55d0c Multi-language patch by Henrik Holst 2012-05-21 04:05:44 +02:00
fgenesis
faf4023b5d Fix subtitles not appearing when starting a new game.
The problem originally appeared in changeset 203af0d613b4.
2012-05-21 03:35:20 +02:00
fgenesis
05af5dfe21 Replace magic animlayer numbers with an enum (cosmetical change only) 2012-05-14 15:48:01 +02:00
fgenesis
a8c951672b Add a few functions to ScriptInterface 2012-05-14 15:46:29 +02:00
fgenesis
1350876b3d Restore & correct collision radius rendering. Enabled toggling the debug console on Mac.
Collision rendering is now mapped to Ctrl+Shift+Return instead of capslock.
Also fixed one float->int truncation in script interface,
and removed useless debug message when particle effect "" was supposed
to be spawned (but does never exist).
2012-05-05 17:00:46 +02:00
fgenesis
5cef84ad9d Fix some oversights in the animation editor that wrongly occured during text input. 2012-05-05 16:53:53 +02:00
fgenesis
83dbb7e310 minor things, added entity_loadSkin function 2012-04-01 18:14:02 +02:00
fgenesis
e94de627eb Really fix variadic calls (including self). Also fix avatar_setPullTarget() failing because entities are userdata now.
This does now allow constructs like this, in an entity script:

  function msg(me, a)
      if a > 1 then
          a = a * entity_msg(me, a - 1)
      end
      return a
  end

So that entity_msg(thing, 5) == 120 is true.
2012-03-14 20:11:14 +01:00
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
bd9648aa60 Fix particle & shot loading on linux (fix file name case) 2012-03-12 03:13:34 +01:00
fgenesis
4891fcc339 Fix "tile dummy" error.
When a mod without a world map was loaded from a saved game,
and the player died and respawned at the last save, the game
would spam this error message.
Now it loads world map explored data only if a world map is present.
2012-03-11 18:48:18 +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
568178bbb4 Some fixes for node script init/cleanup.
An Errorneous script could cause a node script instance leaking,
preventing the leaked inctances from unloading, and thus
locking the whole file, preventing it from re-loading when relaoding
the map, until the mod was exited.

Also init nodes properly when cloned or changed.
2012-02-18 23:35:30 +01:00
fgenesis
ea780f2ac9 Added a blockEditor="1" property to a mod xml. 2012-02-12 01:15:46 +01:00
fgenesis
3f0be8c79e Double the amount of available save slot pages for the non-dev version. 2012-02-11 23:58:08 +01:00
fgenesis
f738c19757 ScriptInterface: one more errorLog that should not be there 2012-02-10 01:22:21 +01:00
fgenesis
88a62567ed Fix some bugs introduced in my prev. commits:
- Game::reconstructEntityGrid() now really clears only entity grid,
and not the tile grid as well
(Added OT_INVISIBLEENT do further distinguish entity from tile obstruction)

- Invalid script pointers should not pop up message boxes

- Lost an include and CMakeLists changes
2012-02-10 01:06:44 +01:00
fgenesis
75e7b137d6 Drop use of tempfiles when loading compressed files.
Also simplified .zga texture and .aqs savegame loading.
Dropped support for "crunched" .sav files (those were never used),
and the corresponding crunch functions.

To be done: Temp files are still used when compressing files,
will address this in a later commit.
2012-02-10 00:10:50 +01:00
fgenesis
9e675be651 Fix obstruction grid edge rendering.
This patch adds the functionality of the removed hack added in 07bc370c1680,
but without the runtime performance impact.
OT_* obstruction types are now a bitmask; as a side effect,
Game::baseGrid is no longer needed, which reduces memory usage by
4 MB.
2012-02-07 22:25:17 +01:00