- Spend less time starting up when not compiled with AQUARIA_FULL/DEMO
- removed entity_setTouchDamage and bone_setTouchDamage, the used variable was never read
- repositioned debug overlay texts, that they are not in the way on wide resolutions
- show used Lua memory in debug text
- very slow slowmo on Shift+F devkey
- fixed RenderObject::isfhr()/isfvr() to be really recursive
(they were never used until the animation editor fixes - this rotates
bones on one or more h.flipped parents in the same direction as
never h.flipped ones)
- removed some unused stuff
Bone positioning now takes into account its parent's absolute rotation,
and compensates it. That means bones with rotated parents follow exactly
the mouse when dragged, instead of going anywhere except where they should.
Repaired selecting bones with the mouse, and made that the default
(can be switched to keyboard with M key).
The timeline grid size and timestep unit size are now variable,
and can be changed with the U, I, O, P keys or the added UI buttons.
Bone borders and joint points can be displayed with B key.
Removed the ignorebone0 button and related functionality.
Minor cosmetical things.
- fixed warning about PlaySfx::handle
- fixed displaying subtitles - if the path was not full lowercase it didn't find its txt files.
- CMake: removed SDLMAIN_FOUND, which is seemingly only defined on windows and does more harm than good.
- glpng: always use new libpng API (fixes windows build)
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.
- Vector interpolation. Also removed unused interpolation trigger events.
- GridRender::onRender() (removed Andrew's hack, use fixed map file!)
- make use of glVertex3i() & memchr() in GridRender
- very minor misc things
- Vector interpolation. Also removed unused interpolation trigger events.
- Game::collideCircleWithGrid()
- GridRender::onRender() (removed Andrew's hack, use fixed map file!)
- make use of glVertex3i() & memchr() in GridRender
Apparently this was half implemented but not fully finished.
Mono samples work fine, for stereo, L/R panning does not work (due to OpenAL's limitation)
Also fixed: entity sounds should not play if a cutscene is currently skipped.
This allows reconstructing the map templates, which were never shipped with the game.
This patch also fixes insane memory leaking when taking screenshots, or dumping screen frames.