fgenesis
eef2289fb2
allow mods to use treasure scripts + remove debug spam in entity_getID()
2013-03-01 01:14:59 +01:00
fgenesis
23e0707c5b
Add Lua func entity_getSkeletalName() and do not abort when a skin file is not found. Also warn on missing skeletal file.
2013-02-27 01:54:38 +01:00
fgenesis
aa60f7cac2
Fix oversight in the Lua interface that would cause certain quad_*() functions not to be registered.
...
Really wonder why this never failed, and I just noticed this by accident...
2013-02-27 00:06:16 +01:00
fgenesis
ab6e92f256
Add EV_NOAVOID and bone_lookAtPosition()
2013-02-06 21:01:22 +01:00
fgenesis
4433237f3a
Add more script functions + little fix in entity poisoning
...
shot_getEffectTime()
shot_isIgnoreShield()
shot_getFirer()
shot_setTarget()
shot_getTarget()
getLastCollideTileType()
collideCircleWithGrid()
entity_getMaxHealth()
entity_setPoison()
entity_getPoison()
OT_* constants
2013-02-04 15:16:57 +01:00
fgenesis
188469102b
add 3 new Lua functions:
...
entity_getAnimationLoop()
entity_getAnimLayerTimeMult()
obj_getLayer()
2013-02-03 16:13:54 +01:00
fgenesis
76c31f8147
minor fixups (Entity::revive() and some skeletal stuff)
2013-02-03 16:13:07 +01:00
fgenesis
3dbc92b16e
readme update
2013-02-03 16:12:19 +01:00
fgenesis
cbd3658b27
Fix *_setRenderPass() regression from 7ff0caaed8
. Remove obj_setRealRenderPass() again.
...
This corrects render pass overriding, especially Li's arm, which was supposed
to be in front of the hug; and being eaten by a grouper, where Naija stayed
visible because the grouper skeletal's render pass was not set correctly.
2013-01-03 02:43:33 +01:00
fgenesis
8712657e75
vcproj update
2013-01-03 00:36:33 +01:00
fgenesis
32aca3b768
Move hair functions to Entity; add quad_setSegs() & obj_setRealRenderPass()
2013-01-03 00:36:24 +01:00
fgenesis
366838d800
little enhancement to scene editor: show more entity details
2012-12-23 22:43:46 +01:00
fgenesis
c358c98256
add some Lua constants
2012-12-23 22:42:34 +01:00
fgenesis
f9ce5c0172
Animation editor enhancement: Move/rotate bones across all keyframes
2012-12-23 22:32:19 +01:00
fgenesis
9eb5b9828a
clean out some dead code and some old commented out code
2012-12-19 06:23:51 +01:00
fgenesis
b6ae2a6baa
Fix problems intended to fix in (reverted) 8b67ece
.
2012-12-15 23:08:59 +01:00
fgenesis
ad4bc9bd21
Revert "Changed a bunch of enums in Entity.h"
...
This reverts commit 8b67ece907
.
2012-12-15 22:46:39 +01:00
fgenesis
0f13f08357
Remove unused stuff
...
- entity group IDs
- entity node groups (?!)
- WaterFont.[cpp|h]
2012-12-13 19:57:30 +01:00
fgenesis
8b67ece907
Changed a bunch of enums in Entity.h
...
This simplifies a few things. First, the values of DamageType are now continous,
with the benefit that they can now be stored in a std::bitset.
Second, this repairs entity_getNearestEntity(..., ET_AVATAR) or DT_ENEMY as param,
because these were 0, but the game expected -1 as universal value.
This way, any entity was returned when querying for ET_AVATAR or DT_ENEMY.
Now, 0 is the universal/NONE value, which should avoid mistakes like this.
2012-12-13 19:48:47 +01:00
fgenesis
b242d80c75
Some fixes (...)
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- Get colliding hair segment
- drop AnimatedSprite & Interpolator classes
- repair entity_setAutoSkeletalUpdate()
- remove some old code
2012-12-13 18:45:07 +01:00
fgenesis
5d74665323
Faster mousewheel zoom for SceneEditor + reload songbank when reloading a map in the editor
2012-12-13 18:36:13 +01:00
fgenesis
1705b091aa
Fix influenced particles not positioned correctly if SpawnLocal = 1
2012-12-13 18:33:58 +01:00
fgenesis
ecbf727078
Merge branch 'master' of file:///Users/User/code/coding/Aquaria_fg_clean
2012-10-14 03:44:53 +01:00
fgenesis
c5700f9c35
Little things to make the world map more user friendly:
...
- Map markers are now spawned on the player position, not above
- 66% alpha for world map icons, this way some of the stuff below the icon
can be seen.
- Unified and increased zoom-in distance. This way the view no longer forcefully
resets to another zoom level when selecting maps of different layers
(i.e. first an interior map, then zoom in, then select a regular map),
which was a little jarring. The increased zoom level is useful for
close-ups on tiny areas like the sun temple.
2012-10-14 03:51:02 +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
8cad58f0c4
Implement new (optional) world map reveal method.
...
This one doesn't give the whole map away already just after entering it.
2012-10-13 05:43:47 +02:00
fgenesis
6f05249fdc
Fix crash in RenderObjectLayer::moveToBack()
2012-10-09 00:57:34 +02:00
fgenesis
66d3b90473
Fix two sound looping bugs.
...
The first one caused the music to stop randomly on scene changes,
reproducible by changing maps with different music while holding 'G'
button to speed up time.
For some reason this caused the music to stop playing during the crossfade.
Wasn't able to find the root cause, so I added a little hack to kick the
music back on track if it stops unexpectedly.
The second one was a simple string case issue; mostly noticable because of
map background sounds not playing in loop mode.
(this is possibly a regression from an earlier patch, not sure)
2012-10-07 00:05:17 +02:00
fgenesis
ac6ca117aa
vcproj update
2012-09-24 02:32:21 +02:00
fgenesis
cd6d9ae2c5
Update libvorbis to 1.1.3
2012-09-24 02:27:51 +02:00
fgenesis
823290201d
Stop complaining, MSVC
2012-09-24 02:26:39 +02:00
fgenesis
8ac5cf69ab
Initial Haiku support
2012-09-23 05:31:29 +02:00
fgenesis
31930051d5
More compile fixes for gcc 2.95
2012-09-23 05:30:47 +02:00
fgenesis
1fdae0c128
Replace #pragma once with #ifndef/#define pairs (to avoid warnings on gcc 2.95)
2012-09-23 04:51:13 +02:00
fgenesis
f369fa48c8
Update libpng to 1.5.12
2012-09-23 04:49:13 +02:00
fgenesis
cb745baa5e
Fix crash in script warning
2012-09-23 03:48:14 +02:00
fgenesis
e29d4e65bd
Allow using super-wide resolutions.
...
Super-tall resolutions break horribly, however.
2012-09-21 02:18:51 +02:00
fgenesis
dec7707562
Fix camera constrain logic for very wide resolutions.
...
This affected all standard wide resolutions too, but wasn't noticed
because the camera wasn't positioned very far off.
2012-09-21 01:28:25 +02:00
fgenesis
eaa7c27f82
Clear beast form eats in continuity reset.
...
This fixes eats carrying over into mods.
Also revert one related change from 84c49e5ce0
obsoleted in 3bdb0d6bc6
.
2012-09-21 03:02:54 +02:00
fgenesis
755cc9c50f
Fix possible crash when moving the Y-axis of camera out of bounds when zoomed out.
...
This was a regression from my earlier GridRender optimization patch.
2012-09-17 03:32:18 +02:00
fgenesis
82e0be355c
Fix possible crash on End key in SceneEditor (thx KS-10 for reporting).
...
This was due to a logic bug mistaking tile indices with array indices.
2012-09-17 03:25:13 +02:00
fgenesis
42f4c2d1e6
Hopefully fix the old "song control hint white box" problem, now also for win7.
...
Has been working fine for XP, though.
2012-09-15 15:37:23 +02:00
fgenesis
f97fe12462
Load a mod's elementeffects.txt if provided
2012-09-02 02:29:33 +02:00
fgenesis
5d41c93c5b
Little SceneEditor on-sreen text enhancement, regarding (auto-)save
2012-09-02 02:29:12 +02:00
fgenesis
3bdb0d6bc6
Fix regression added in "Fix loading world map data when loading a mod's saved game" ( 459a41e1f6
)
...
Loading world map data would reset the visited world map tiles.
Also little fix in savegame loading: Load mod data before reset,
so it knows we're preparing to load a mod.
2012-09-02 02:27:23 +02:00
fgenesis
9e4fe3809e
Fix crash added with last commit, thx KS-10 for pointing
2012-07-23 05:06:01 +02:00
fgenesis
9c76fa7ed4
Fix one oversight that prevented localizing scripts properly
2012-07-22 17:53:21 +02:00
fgenesis
8bd1454eee
Related stringbank.txt update, thx KS-10
2012-07-22 03:40:58 +02:00
fgenesis
7ac095e005
Fix a leftover hardcoded string, thx KS-10 for pointing
2012-07-22 03:39:37 +02:00
fgenesis
1fe6e665e3
Improve mod selector scolling behavior (thx MOM4Evr for pointing)
2012-07-15 21:29:05 +02:00