fgenesis
c7aa3e2ec3
typo; fix tile wavy-effect flip (this effectively made numpad 5+6 effects the same)
2024-09-22 04:32:18 +02:00
fgenesis
08913e68f4
tbsp lib update
2024-09-22 03:24:08 +02:00
fgenesis
798b6193ab
fix a warning
2024-09-22 03:23:51 +02:00
fgenesis
e9998dd427
Fix grid rendering -- it rendered original obs, not trimmed obs (black border poking out left/right in some cases)
...
Also avoid unnecessary recomputation in some cases.
2024-09-22 03:23:14 +02:00
fgenesis
2c2153de9d
Add MOUSE_BUTTON_REAL_* mapping IDs because sometimes we need to handle unmapped mouse buttons
...
One such case is the editor; if Ctrl was mapped to RMB then rotating
tiles in 45° increment mode is impossible
(since the editor checks for Ctrl to enable increment mode,
and it did the wrong thing when releasing "both" at the same time)
2024-09-22 02:36:18 +02:00
fgenesis
beb726e65d
editor: hide ghost sprite when any tile is selected
2024-09-22 01:22:34 +02:00
fgenesis
47aa41de19
fix wrong(?) assert that may break stuff on macos.
...
Time to rip out this old lib. soon, hopefully
2024-08-04 00:35:36 +02:00
fgenesis
9251278e46
compat stubs: fix warnings on death-reload
2024-07-16 03:37:13 +02:00
fgenesis
98c6b716d7
tiny more unfuck
2024-07-16 03:14:51 +02:00
fgenesis
ab9193d1a9
unfuck freetype.cmake
2024-07-16 03:10:17 +02:00
fgenesis
296c89ee7e
keep on tryin'
2024-07-16 02:57:09 +02:00
fgenesis
62c29dc2c9
fix build failing when the Aquaria repo was located in a path containing spaces
...
(thx NinjaKittyc4)
2024-07-16 02:53:02 +02:00
fgenesis
6047dd61b1
cmake: don't set build type when building with msvc
...
msvc has its own build type handling;
with this asserts are on in debug/relwithdebinfo mode and off in release mode,
as they should be.
2024-07-14 01:52:27 +02:00
fgenesis
5c4e4450ba
editor: fix entity rotation logic
...
entity will no longer insta-rotate when clicked
2024-07-14 01:51:13 +02:00
fgenesis
0153c977df
couple more fixes for apple clang build
2024-07-13 19:33:10 +02:00
fgenesis
64c0c649cd
compile fixes for apple clang
2024-07-13 06:49:32 +02:00
fgenesis
a046038c33
very minor perf thing: skip some RenderObject child checks when there are no children
2024-07-13 06:48:30 +02:00
fgenesis
1573eea051
optimize moving tiles to front/back a bit
...
First i thought this would fix the bug fixed in the prev. commit,
but it was unrelated.
Now that i've changed it and made it more readable, may as well keep it.
2024-07-13 06:47:07 +02:00
fgenesis
2f47d11271
fix editor bug (tile confusion) when moving tiles to front or back while also dragging them
2024-07-13 06:44:41 +02:00
fgenesis
b54d8d05ac
correctly update VBO of GridRender(OT_BLACK) after trimGrid()
...
This fixes blackness showing occasionally even though it was no longer there
2024-07-08 03:54:00 +02:00
fgenesis
a5b25af6d5
ocd fix
2024-07-08 01:54:13 +02:00
fgenesis
3cb64459f3
fix OT_INVISIBLE grid not reconstructing properly on map load
2024-07-08 01:53:53 +02:00
fgenesis
d4b80525a9
Merge branch 'more-bspline' into tile-optimization
2024-07-07 05:36:51 +02:00
fgenesis
b55b5a033c
make both spline modes toggle-able ("assist" mode)
2024-07-07 05:36:21 +02:00
fgenesis
8efdec5aa0
bugfixes
2024-07-07 03:45:47 +02:00
fgenesis
e34b854338
tbsp: bugfix when outputStride > 1
2024-07-07 03:31:17 +02:00
fgenesis
36aaa77436
bspline point gen is now properly integrated and only called while in the editor.
...
the remaining code uses the same old basic control points as it previously did.
2024-07-07 03:30:54 +02:00
fgenesis
77611b4188
dmon/win32: make it not need stdint.h
2024-07-05 02:11:25 +02:00
fgenesis
7d2f961573
tbsp: split into alloc, prep, generation steps
2024-07-05 02:10:27 +02:00
fgenesis
fc3580ca64
new tbsp version; working spline control point generation prototype
2024-07-04 21:40:31 +02:00
fgenesis
753718c7ad
HOW DID THIS EVER WORK
2024-06-28 00:50:52 +02:00
fgenesis
32168bae9f
more node colors to indicate type of node:
...
green: with Lua script attached
purple: built-in effect, no Lua script attached
salmon: default (no effect, no script)
2024-06-27 23:45:26 +02:00
fgenesis
2373fd7170
fixed to dmon win32 backend (made a PR)
2024-06-27 23:43:58 +02:00
fgenesis
f71c7f5d40
make dmon optional at compile time, and a dedicated runtime option
...
it's still experimental and might cause problems,
so only enable this if specifically requested,
since it's not needed for regular gameplay
2024-06-27 23:43:26 +02:00
fgenesis
5895703ac4
derp
2024-06-25 04:53:31 +02:00
fgenesis
5a6810e063
integrate directory watching for mod gfx in dev mode, and reload texture files that change
2024-06-25 04:49:44 +02:00
fgenesis
5676c41f45
integrate dmon from https://github.com/septag/dmon
2024-06-25 04:43:13 +02:00
fgenesis
8b73101f42
small visual fix for particle collision on the water line
...
The water line is no longer offset by some pixels but goes exactly
where Game::waterLevel.x says it should. This compensates the change
in b8dee723a2
to look as it used to.
2024-05-12 18:03:38 +02:00
fgenesis
bcffbac2b5
remove RenderObjectLayer::update. now all layers are updated, always.
...
The original use case of the update flag was to prevent those layers that
only had map Element tiles on them to update each tile, which would be
very slow and most tiles never had any reason to be updated.
(Those that needed to were tracked in a separate list.)
Since the map Element class does no longer exist and tiles are handled
much more efficiently now, it makes sense to not arbitarily disable
object updates for layers that used to have only map tiles on them.
Note to self: This fixes the skeleton entities properly reacting to
shots now when placed on tile layers.
2024-05-12 18:01:43 +02:00
fgenesis
db98e79e1d
update gridrender immediately if visible
...
this fixes extra gridrenders (ie. for hurt or tile collision) showing stale
data when in the middle of setting tile properties while the gridrender
was displayed.
2024-05-12 17:48:19 +02:00
fgenesis
b4acacf3bc
Fix logic oversights that would sometimes mess up map tiles when moved to front or back
2024-05-12 17:45:01 +02:00
fgenesis
cd50cf6b70
need sleep aaaa
2024-05-08 04:52:25 +02:00
fgenesis
0f98893f28
Don't render the dark layer when its corresponding tile layer is hidden.
...
This would have the old (as it was last updated when visible) dark layer
stuck on the screen.
Regression from 09edbf49fd
2024-05-08 04:39:59 +02:00
fgenesis
4ebce3e36b
fix oversight that caused assertion fail when "moving" tiles from one layer to the same layer
...
should just ignore this case
glad i put in that assert there though
2024-05-08 03:26:26 +02:00
fgenesis
5c0237b4e5
fix typo that broke moving tiles between layers
2024-05-08 03:25:19 +02:00
fgenesis
c0ac410009
Fix editor single-axis scaling sliding the tile around
...
This re-implements movement compensation previoulsy done by
RenderObject::beforeScaleOffset, that got removed in 048a787cb1
.
Turns out all that needs to be done is to take tile rotation into account.
(The removed FIXME comment has nothing to do with it; it's just a leftover
that turned out to work fine as-is)
2024-05-08 03:05:29 +02:00
fgenesis
09f3cc4096
editor: forgot to create tile repeat data when setting flag, causing a crash
2024-05-08 01:24:01 +02:00
fgenesis
812c958661
fix SceneEditor::skinLevel() not working
...
- forgot to actually add new tiles, lol oops
- my fixup of the VERY weird tile randomizer made it less good looking,
replaced it with an easier and more readable version that looks fine imho
2024-05-07 01:57:20 +02:00
fgenesis
18b0527bda
unbind framebuffer after init; fixes loading bar screen staying black
2024-05-07 00:44:04 +02:00
fgenesis
4bebd71198
make editor outline not so dull, closer to what it was
2024-05-06 04:27:28 +02:00