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18 commits

Author SHA1 Message Date
fgenesis
8d444a3327 Get rid of a few unnecessary continueity resets.
Continuity resets load a bunch of small files from disk;
this speeds up the startup precess very slightly if the files
are not in the OS's file cache yet.
2013-10-28 04:29:46 +01:00
fgenesis
9e66c4cd69 Correct wrong mod precache logic 2013-07-11 15:07:39 +02:00
fgenesis
0611568d3e Add precacher for mods 2013-05-24 03:34:10 +02:00
fgenesis
55ead19076 Remove spirit form dependency on WorldType, and add related Lua interfaces.
This commit introduces a second pause mode:
Full game pause (as in menu), and world pause (as in spirit form).
All related checks are no longer done against WT_* constants,
but against the new world pause which is functionally equivalent,
but more flexible. Continuity::worldType is now only used to toggle
world pause correctly, and to apply some related graphical effects.
The world pause can also be controlled via script without actually
switching forms.
Added Lua functions:
+ node_setSpiritFreeze()
+ quad_setPauseLevel()
+ isWorldPaused()
+ setWorldPaused()
2013-04-25 02:51:54 +02:00
fgenesis
416c47b4e9 Make world map reveal method configurable via user settings,
and add the possibility for mods to override this setting.
2012-10-14 03:46:47 +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
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
ea780f2ac9 Added a blockEditor="1" property to a mod xml. 2012-02-12 01:15:46 +01:00
fgenesis
4320b8296b Add a safe pointer model to ScriptInterface, additional bug/crash fixes.
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.
2012-01-03 04:38:28 +01:00
fgenesis
b26eac658a Clear recent save slot when entering the title screen or starting a mod.
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.
2011-12-14 19:40:36 +01:00
fgenesis
e6e33f2f9d Little path correction for win32, this repairs screenshot and frame dumping functions. 2011-11-20 23:47:24 +01:00
fgenesis
b250d4c1bd Added support for world maps in mods.
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.
2011-11-20 17:16:48 +01:00
fgenesis
e64fb75f84 sync with icculus repo 2011-11-20 15:44:17 +01:00
fgenesis
b20ae992a6 Added support for world maps in mods.
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.
2011-09-18 23:23:02 +02:00
fgenesis
7d0c2351ed Revert "Added support for world maps in mods."
This reverts commit b0d9fdc1cc.
2011-09-18 22:32:25 +02:00
fgenesis
b0d9fdc1cc Added support for world maps in mods.
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 worldmap.txt saving;
removed the limitation that world map tiles had to be 256x256 -
all tile sizes work now.
Improved the builtin worldmap editor a little.
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.
2011-09-18 20:53:27 +02:00
fgenesis
3096eaf5e2 initial commit. This is icculus version 5542b94cae02a6333845854bbbd1abe0a259f1a4 2011-08-03 22:05:33 +02:00