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1239 commits

Author SHA1 Message Date
fgenesis
ee7129982f fix some oversights in vertex buffer binding cache
now buffers are only bound if needed
2024-01-11 22:59:26 +01:00
fgenesis
5dccefffc0 don't delete all tiles when closing map load name prompt without actually loading a map 2024-01-11 22:57:25 +01:00
fgenesis
b63d27b7b5 Merge branch 'experimental' into tile-optimization 2024-01-11 00:25:23 +01:00
fgenesis
49ffcf227b FrameBuffer: change glTexImage2D to use more a compatible format
reported by pbarzena -- apparently causes problems with newer nvidia gpus on win11
but i'm not sure if this is really the problem
2024-01-11 00:06:42 +01:00
fgenesis
56169b7001 fix Li's head missing. broke in cf2dc71a34
rq=0 used to hide the base head gfx to only show frames.
but rq=0 is not what we want after consolidating those extra quads into the base quad.
so in order to keep backwards compat, unhide a bone if it has frame tiles.
2023-12-29 22:44:23 +01:00
fgenesis
add9c81033 tiny fix for tile deletion 2023-12-29 22:43:43 +01:00
fgenesis
9faee6cf79 fix Li's head missing. broke in cf2dc71a34
rq=0 used to hide the base head gfx to only show frames.
but rq=0 is not what we want after consolidating those extra quads into the base quad.
so in order to keep backwards compat, unhide a bone if it has frame tiles.
2023-12-29 22:43:05 +01:00
fgenesis
f641764765 Merge branch 'experimental' into tile-optimization 2023-12-21 14:20:22 +01:00
fgenesis
66968836bc yet another attempt to unfuck build and make sure assertions are enabled properly 2023-12-21 06:05:18 +01:00
fgenesis
f2219ef50b attempt to allow some more input chars in DSQ::getUserInputString() 2023-12-21 06:04:51 +01:00
fgenesis
cf2dc71a34 add AC_SET_FH bone command; rework bone frames; some skel cleanups
- bone frames are no longer separate quads. this is probably a leftover
  from when crossfading was planned, but this was never implemented.
  now it's a simple texture swap.
- remove anim resetPassOnEnd attrib
- instead, add resetOnEnd that applies to everything that was changed via bone command
- resetOnEnd=true is the new default
2023-12-21 06:04:09 +01:00
fgenesis
cd91ee51ef attempt to fix ttvfs crashes on osx
it's time to kick out the darn thing, but alas, not quite yet
2023-11-19 20:00:01 +01:00
fgenesis
6d70204847 fixes for osx 2023-11-19 19:59:06 +01:00
fgenesis
4dc374c367 forgot to make a method const 2023-11-17 01:39:46 +01:00
fgenesis
04c7d84b2e fix possible crash when leaving waterbubble while underwater 2023-11-17 01:39:31 +01:00
fgenesis
ec5f50e41e fix jittering when moving the camera around in map editor mode.
This is related to a494a3f411 and should hopefully
fix the last issues with this for good.
Seems fine with SDL versions from 2022 and 2023 on windows;
untested on linux.

(The second window->handleInput() that got removed broke the sing circle
if it was there. It was previously added as a mitigation and is no longer
needed.)
2023-10-28 06:08:19 +02:00
fgenesis
fc38d375bb fix long-standing editor bug that would cause entities to be moved around
This was caused by early deletion of entities.
If new ones were spawned upon further editing of a map, it could re-use
entity IDs and cause both new and old entities to be spawned in the position
of the new entity (due to EntitySaveData of the old one still intact).

This is now prevented by not touching the ID range of map entities.

Should probably make an offline tool to recompress entity IDs...
2023-10-27 14:20:19 +02:00
fgenesis
c91f5ea4c1 don't show standard, non-animated grid points in debug vis 2023-10-26 22:18:54 +02:00
fgenesis
9f169c8419 fix Hair, now using VBO and working 2023-10-26 22:18:19 +02:00
fgenesis
d68e4002ad Hair uses VBOs now but it's fucked. will fix when sober. 2023-10-26 03:22:27 +02:00
fgenesis
d33e8f9116 Merge branch 'experimental' into tile-optimization
# Conflicts:
#	Aquaria/ScriptInterface.cpp
#	BBGE/AfterEffect.cpp
#	BBGE/RenderGrid.cpp
#	BBGE/SkeletalSprite.cpp
2023-10-26 01:41:51 +02:00
fgenesis
3972983c72 fix some editor crashes when switching edit modes while dragging a thing 2023-10-26 00:17:33 +02:00
fgenesis
03eeb7f4e9 only update VBO if texcoords actually change 2023-10-25 01:52:03 +02:00
fgenesis
4623702743 fixup water surface render 2023-10-25 01:51:19 +02:00
fgenesis
04512d7b57 fix oversized tile quads when moving font tiles in the editor 2023-10-25 00:50:57 +02:00
fgenesis
011b9f2a82 more editor fixes:
- correctly sort ElementTemplate by idx, not by pointer. oops.
- selecting tiles works again (new: including wraparound)
- don't display layer tile borders when switching to other edit modes
- make sure that tile selection wraparound doesn't pick up font letter tiles
2023-10-25 00:46:12 +02:00
fgenesis
9fd024dadd Support h-flipping hair, minor hair cleanup, add Lua functions:
+ entity_exertHairSegmentForce
+ entity_setHairTextureFlip
+ entity_setHairWidth

Sadly obj_fh() doesn't work on hairs for some reason and it just turns invisible
2023-10-24 23:05:33 +02:00
fgenesis
83e3739340 AnimationEditor: support copy absolute bone scale to clipboard 2023-10-24 22:58:13 +02:00
fgenesis
0a2965e26b editor: fix multi-select, scaling, sideways-scaling, texcoords 2023-10-21 00:33:49 +02:00
fgenesis
eaa1746f4e tentative fix for particle flip not working properly in some cases 2023-10-20 03:53:29 +02:00
fgenesis
a1b2762b59 fixes to prev. commits.
+ Lua func *_getRepeatScale()
2023-10-20 03:31:28 +02:00
fgenesis
4852eb533b update texcoords of quads which have AUTO_VIRTUAL* set properly
move auto size vars & handling to PauseQuad, since not every quad needs this.
2023-10-20 03:21:05 +02:00
fgenesis
0391052e51 fix tex repeat in mod selector left+right bars 2023-10-20 02:43:20 +02:00
fgenesis
4c941419b4 ensure that texcoords are always updated when changing things that affect them 2023-10-20 02:42:52 +02:00
fgenesis
f1796475f1 undo parts of prev commits; move old fudge from font atlas code to tile rendering.
this should now be correct and much simpler to maintain from now on.
downside is that it breaks the appearance of quads with tex repeat on,
but i don't think anyone ever used this ever since i've added the Lua functions;
so i'm just calling it broken in older versions and move on.
2023-10-20 02:06:45 +02:00
fgenesis
b33080b0ea remove immediate mode from quad rendering. breaks a couple rendering details too. WIP. 2023-10-20 00:37:00 +02:00
fgenesis
a4ea66761b fixes to SceneEditor, some more things are working again 2023-10-20 00:35:25 +02:00
fgenesis
a1037091ad another int that should be float 2023-10-18 02:16:37 +02:00
fgenesis
56b3439d12 support scaling bones in anim editor 2023-10-18 02:16:14 +02:00
fgenesis
78ddd0862d begin scene editor fixup after breakage 2023-10-15 00:06:45 +02:00
fgenesis
7cd8f51b47 Fix typo in 5a9025a2a7 that caused crashing 2023-09-24 18:04:40 +02:00
fgenesis
60e3c4d7ad Fix Lua entityDied() never getting called; botched in bf58fe91c6 2023-09-14 01:52:44 +02:00
fgenesis
e253069509 stfu dumb msvc analyzer 2023-09-14 01:17:11 +02:00
fgenesis
960bd90fc8 kill ARRAYSIZE(), there's the safer Countof() 2023-09-14 01:14:22 +02:00
fgenesis
67149a5b35 Make all LR_* and ACTION_* enum values available to Lua 2023-09-14 01:13:43 +02:00
fgenesis
fc920b3040 Add obj_getRenderPass() Lua func 2023-09-14 00:23:55 +02:00
fgenesis
5a9025a2a7 cleanup legacy entity targets; don't allocate 10 slots up front since barely any entity uses even slot 0
Also fix probably wrong target check in entity_hurtTarget()
2023-09-14 00:19:08 +02:00
fgenesis
ed5cd03a06 tiny cleanup 2023-09-14 00:02:13 +02:00
fgenesis
bf58fe91c6 fix some rare crashes with dangling pointers
- Always handle entity death ie. do pointer cleanup
- Call Lua entityDied() only when EV_ENTITYDIED is set
- EV_ENTITYDIED is now meaningless for non-scripted entities
2023-09-13 23:56:11 +02:00
fgenesis
4013a9c09b working on quad repeat, this probably breaks it but will continue later 2023-09-13 23:39:22 +02:00