The pool adjusts to the amount of required threads.
The implementation is as simple as possible, but should be enough
for future extensions.
This brings down decoder thread creation/destruction even more.
Also fix OpenALSystem::release() to close channels properly on shutdown,
otherwise it would deadlock with the pool, because it waits until all
threads have died off, which did not necessarily happen.
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.
Do not play sounds with volume 0 that would never get audible.
This helps against stuttering on maps with many entities that play
sounds in regular intervals, but are too far away to be heard.
This needs to be removed once audio position updating is implemented.
The latter one caused sounds in mods not being properly cached (and not
played), if the internal mod path started with "./", which is the case
on windows since an earlier commit.
Because of wrongly set firstFreeIdx some pointers were NULL, where they
shouldn't be, which caused hard to track down crashes.
This is an addition to af04d0c37698.
- BBGE_BUILD_SHADERS defined
- Blur enabled in config
- Entering a "warplocalnode"-Node while taking damage
These conditions caused it to enable shader related code while taking the
screenshot for the warp transition, that caused a crash because the shader-
related gl*() function pointers were not initialzed, because the current
code never loads any shaders.
- Pointer typechecks are now enabled by default.
- enabled all script warnings for non-FULL or DEMO builds by default
- Added generic obj_* functions that operate on any type of RenderObject.
These give quite low-level control about the renderer, and are quite
dangerous too.
Subsequently, many functions sharing the same code (*_setPosition, for example)
could be removed, and simply call the generic functions after a type check.
- Added interface function deathNotify(). The original logic of death
notifiers was never used, so i thought i'd make use of it.
This is useful in scripts to safely drop dangling pointers.
- removed sendEntityMessage, entity_setCollideWithAvatar, entity_setTouchDamage,
which were essentially no-ops.
- Replaced all unnecessary luaReturnNum(0) and luaReturnInt(0),
now it does only push a return value on the stack if the function
is actually supposed to have a retun value.
- Allow variadic calling of entity_msg(). Now any parameters can be passed
to the function, and the target entity will receive all of them.
Any values returned from the entity's msg() callback will be returned
by entity_msg() to the original caller. This allows nice RPC-like
entity communication.
- fixed possible crash in debugLog, bone_update, entity_debugText
- added an override function for loadfile() that is case-insensitive like dofile()
- entity_createEntity returns the created entity now
- spawnParticleEffect returns the associated RenderObject
- Added some text rendering functions
- Added beam_setFirer()
- removed the underflow check in avatar_decrLeaches() I added earlier
- added a panic function for Lua.
- added the Lua debug library
- fixed a stupid typo in ScriptObject::isType() that made the type checks a lot less accurate
- misc stuff I forgot
- Spend less time starting up when not compiled with AQUARIA_FULL/DEMO
- removed entity_setTouchDamage and bone_setTouchDamage, the used variable was never read
- repositioned debug overlay texts, that they are not in the way on wide resolutions
- show used Lua memory in debug text
- very slow slowmo on Shift+F devkey
- fixed RenderObject::isfhr()/isfvr() to be really recursive
(they were never used until the animation editor fixes - this rotates
bones on one or more h.flipped parents in the same direction as
never h.flipped ones)
- removed some unused stuff
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.
There was a problem calculating how shots with the BOUNCE_REAL attribute
would bounce off walls. The calculation was triggered when the shot
was already obstructed, which possibly got the shot stuck,
and later killed by a wrong obstruction check, which almost always killed
fast shots in narrow tunnels.
Also added some const.
- fixed warning about PlaySfx::handle
- fixed displaying subtitles - if the path was not full lowercase it didn't find its txt files.
- CMake: removed SDLMAIN_FOUND, which is seemingly only defined on windows and does more harm than good.
- glpng: always use new libpng API (fixes windows build)
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.
- Vector interpolation. Also removed unused interpolation trigger events.
- GridRender::onRender() (removed Andrew's hack, use fixed map file!)
- make use of glVertex3i() & memchr() in GridRender
- very minor misc things
This fixes a bug where loading a normal saved game and then dying in a mod
(or vice versa) would cause the game to attempt loading the save game
in the wrong context, resulting in a blank error map and many
"tile dummy" error messages.
- Vector interpolation. Also removed unused interpolation trigger events.
- Game::collideCircleWithGrid()
- GridRender::onRender() (removed Andrew's hack, use fixed map file!)
- make use of glVertex3i() & memchr() in GridRender
- Finetuned default distance by aspect ratio
- Added a hack to allow entity_sound() to use freq values around 1000 instead of changing all related scripts
- Changed anglerfish bite pitch, 40% only sounds awkward
Apparently this was half implemented but not fully finished.
Mono samples work fine, for stereo, L/R panning does not work (due to OpenAL's limitation)
Also fixed: entity sounds should not play if a cutscene is currently skipped.
- restored leach.lua 1.1.1 compatibility (entity_*TargetLeaches still works)
- fixed possible script warning when picking up a collectible
- made energy bariers ignore damage
This allows reconstructing the map templates, which were never shipped with the game.
This patch also fixes insane memory leaking when taking screenshots, or dumping screen frames.
Mods with a <Properties hasWorldMap="1"> tag in their XML definition
can now open a native world map like the original game.
Fixed an oversight that the world map visited area was updated
while the editor was open.
Fixed missing field in worldmap.txt saving.
Removed the limitation that world map tiles had to be 256x256 -
all tile sizes work now.
The game does now read _mods/#/data/stringbank.txt from a mod and merges
it with the main stringbank.txt, and uses _mods/#/data/worldmap.txt
as a full replacement.
Load _mods/#/[map|premap]_mapname.lua scripts to properly
initialize the Naija map token.
Improved the builtin worldmap editor a little.
Fixed an oversight where not all parallax layers got their parallaxLock
status cleared in case the map file was missing this attribute, or not all
affected layers were listed there.
The editor does now no longer switch to a layer when hiding it
(Alt+Layer key). It is still possible to edit invisible layers, though.
Sometimes the glow render object was added to an array position before
darkness on the layer, which made the glow never visible and never light
up the screen.
Added the same fix to createQuad() Lua func - nodes which spawned a quad
on the dark layer in their init() function had the same problem.