- entity_hasSkeletal()
- entity_getNumAnimLayers()
- filterNearestEntities() to fill an internal filter buffer
- getNextFilteredEntity() to iterate over the filter buffer
Minor changes:
- clean out some Lua functions registered twice
- Correct bool cast in quad_setSegs()
- Show nested mains in debug console
- One less //HACK comment
This avoid the problems with AL_INVERSE_DISTANCE_CLAMPED (doesn't reach 0),
and sounds way better than AL_LINEAR_DISTANCE_CLAMPED, which has an
all-too-sudden decay when a sound goes out of audible range.
With this patch, entities can serve as a sound source whose position
updates relative to the listener. This implements the last missing
feature of my previous positional audio patch, which is moving sound sources.
Previously, all sounds were relative to the listener with the listener
centered at (0, 0, 0), and once a sound started playing, the position could
not be changed. Volume was set as an estimation of the distance to the listener.
These restrictions are now gone; OpenAL will handle the volume & panning
based on the distance.
The remaining problem is that stereo sounds are not attenuated, at all.
Lua additions:
- playSfx() takes an additional parameter now.
- entity_setStopSoundsOnDeath()
This changes all typical vector interpolation functions that get
value, time, loopType, pingPong, ease as args from the Lua state;
use unified functions for all value type occurances.
This fixes the slightly annoying problem that it was not possible to
pass a boolean true to pingPong or ease, because lua_tonumber() would
always return 0 in that case.
Also changed:
- obj_getWorldPosition() now takes optional x,y-vector
New:
- obj_getWorldPositionAndRotation() is a more efficient shortcut,
as often both position and rotation are retrieved together,
and the underlying matrix chain operation is rather expensive.
- entity_getEmitter()
- entity_getNumEmitters()
- setSceneColor2()
- getSceneColor2()
The fix as suggested by Jonas Kulla on the mailing list is also in.
There hasn't been any extensive testing, and it may not yet compile
on platforms other than win32.
- quad_setRepeatTexture()
- quad_setRepeatScale()
- quad_isRepeatTexture()
(bone, entity, ... as well)
- getOldDT() - return unmodified dt
- getDT() - as passed to update(), for complicated edge cases
where dt is unavailable but required.
This commit is mainly intended to ease packaging for linux.
Unless environment variable AQUARIA_DATA_PATH is set, there are two
directories which are checked by the game:
If AQUARIA_DEFAULT_DATA_DIR is defined, it will chdir there for main
operation. If it's not defined, it chdirs into the directory where
the executable is located.
Then, if AQUARIA_EXTRA_DATA_DIR is defined, it will mount this directory
and all contents into the working path, so that the files present there
will override those from the working directory when accessed by the game.
Setting the environment variable AQUARIA_DATA_PATH will disable this
behavior altogether and use *only* AQUARIA_DATA_PATH as working dir.
This has the side effect that elements on the dark layer will now properly
wiggle when affected by water ripples.
Before this patch, the dark layer was always drawn above the postprocessed
screen content, unaffected.
This allows attaching multiple shader programs, processing the entire
screen as texture. Chaining shaders works, each shader will use
the output of the previous shader as input.
This repairs pixel/vertex shader code that was seemingly
experimented with during testing, but it was never used and no
shaders ever made it to the data files.
GL_CULL_FACE is effectively always disabled, except for quad strip
rendering, and keeping GL_CULL_FACE disabled there does not seem
to cause any visual artifacts.
Instead, it enhances skeletal animation possibilities
(e.g. flipping bone strips over without it disappearing)
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()
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)
Also small config addition to optionally increase memory allocation size
for temporary texture pixel data; the nouveau drivers seem notoriously
awkward and keep writing over the buffer.
This was caused by the VFS caching file sizes,
and not noticing that the file size had changed,
which confused zlib because the data stream ended too early.
- 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.
This was removed in HG changeset 7ec478d993b7, and is now implemented
in a way that is better than before: voice overs and music
no longer cause decoding lag, as they are always decoded on-the-fly.
The additional memory use (~40 MB) should be no problem for anyone.
The default is still to decode everything on the fly.
Collision rendering is now mapped to Ctrl+Shift+Return instead of capslock.
Also fixed one float->int truncation in script interface,
and removed useless debug message when particle effect "" was supposed
to be spawned (but does never exist).
Script interface:
- entity_msg() will no longer corrupt the Lua stack if sending messages to itself.
- added more info to non-critical Lua errors ("attempt to call a nil value", etc)
- replaced many lua_tostring() with getString(), which does never return NULL.
This prevents possible crashes when a non-string parameter is passed to functions
expecting a string.
Misc:
- Removed classes BoxElement, DFSprite, Datafile, and related references.
They were essentially unused.
- Removed unused Element class member variables.
- Show more lines in the in-game console.
- Removed some unused member variables.
- The BBGE_BUILD_WIDESCREEN define is now gone.
- Added an TiXMLDocument cache to prevent parsing the same file
once for each entity on the map with the same skeletal.
- Removed Lua func entity_warpToPathStart, which was essentially a no-op
because Entity::followingPath was always NULL. Removed related code.
- Set texture wrap only when required.
(Some changes taken from https://bitbucket.org/mattbierner/ios-aquaria,
special thanks for changeset 72d6460d9e60)
Also simplified .zga texture and .aqs savegame loading.
Dropped support for "crunched" .sav files (those were never used),
and the corresponding crunch functions.
To be done: Temp files are still used when compressing files,
will address this in a later commit.
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.
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.