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115 commits

Author SHA1 Message Date
fgenesis
f5da61fe78 Horrible hack to attenuate stereo sources properly.
OpenAL refuses to pan stereo sources, so apparently
it needs to be done this way.
2013-07-22 05:35:50 +02:00
fgenesis
e6680da428 Implemenet proper positional audio, one issue still.
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()
2013-07-22 03:29:57 +02:00
fgenesis
c2506d5bb2 Make some ints floats. 2013-07-20 20:17:57 +02:00
fgenesis
7fb9204e97 Minor changes & simplifications to Lua interface. 5 new functions.
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()
2013-07-20 17:44:27 +02:00
fgenesis
d0623c2e8f Fix crash on shutdown with active SDL_gamecontroller + work around rumble effect not stopping
Tested on WinXP with wired XBox360 controller.
2013-07-19 13:43:26 +02:00
fgenesis
03f99058c3 Apply SDL2 patch by ryan, with some adjustments to apply properly.
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.
2013-07-18 23:29:55 +02:00
fgenesis
93c59fdb28 Minor extensions to script interface:
- 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.
2013-07-15 03:22:41 +02:00
fgenesis
0431932b2b More extensions to script interface:
- obj_fadeAlphaWithLife()
- obj_setOverrideRenderPass()
- setLayerRenderPass()
- debugBreak()
- saveMenu()
- setGemPosition()
- removeGem()
2013-07-11 15:06:38 +02:00
fgenesis
c2689bb71c Fix build on OSX 2013-06-26 15:15:19 +02:00
fgenesis
1897329071 Allow downloading data while the game is minimized.
With this change, downloads should no longer abort when the game is
minimized for more than a few seconds.
2013-06-24 03:39:48 +02:00
fgenesis
93abd03c27 Merge branch 'experimental'
Conflicts:
	BBGE/Shader.cpp
2013-06-24 02:48:17 +02:00
fgenesis
26d056d924 Slightly more sensible error/msgbox handling 2013-06-23 18:50:10 +02:00
fgenesis
8da8b5462b Remove unnecessary exception handling. Hopefully fixes build on linux. 2013-06-21 20:35:24 +02:00
fgenesis
0d98efadc4 Seems this line was lost... 2013-06-19 18:45:19 +02:00
fgenesis
4e1c2746ef Add support for "override" data directory (as suggested by smls).
Now it loads in this order:

AQUARIA_DEFAULT_DATA_DIR
AQUARIA_DEFAULT_DATA_DIR/override
AQUARIA_EXTRA_DATA_DIR
2013-06-19 18:44:24 +02:00
fgenesis
13eca9785f Intial support for package paths (as suggested by smls).
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.
2013-06-19 02:08:24 +02:00
fgenesis
6962a3e3ab Improvements to shader API; use handles instead of raw pointers. 2013-06-15 04:11:11 +02:00
fgenesis
486e8f92ad Make the dark layer affected by postprocessing shaders.
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.
2013-06-15 03:00:20 +02:00
fgenesis
836de14093 Implement multi-pass postprocessing shader.
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.
2013-06-15 02:38:49 +02:00
fgenesis
3485199bec temp commit - work on shaders 2013-06-15 00:58:32 +02:00
fgenesis
0611568d3e Add precacher for mods 2013-05-24 03:34:10 +02:00
fgenesis
cfd9b0ca5b Fix bug in shader uniform assignment 2013-05-15 01:56:50 +02:00
fgenesis
8c80cf6318 Add shader interface API to Lua API 2013-05-12 00:06:26 +02:00
fgenesis
2ac3ad9fb1 Fixes & enhancements to shader interface code 2013-05-12 00:05:57 +02:00
fgenesis
c62d9f2370 Re-introduce AfterEffect shader functonality, part 1.
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.
2013-05-10 22:22:35 +02:00
fgenesis
12ea97f051 Disable all glEnable/glDisable() calls for GL_CULL_FACE, except one glDisable() during renderer init.
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)
2013-05-02 04:31:07 +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
cba3535487 Keep track of total number of GL render calls 2013-04-22 23:36:31 +02:00
fgenesis
0c768a711d Cause less memory stress in InterpolatedVector assignment 2013-04-21 18:47:51 +02:00
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
76c31f8147 minor fixups (Entity::revive() and some skeletal stuff) 2013-02-03 16:13:07 +01:00
fgenesis
9eb5b9828a clean out some dead code and some old commented out code 2012-12-19 06:23:51 +01:00
fgenesis
1705b091aa Fix influenced particles not positioned correctly if SpawnLocal = 1 2012-12-13 18:33:58 +01:00
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
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
9e4fe3809e Fix crash added with last commit, thx KS-10 for pointing 2012-07-23 05:06:01 +02:00
fgenesis
00bb390019 Use locale "-" to turn off locales 2012-07-14 19:50:01 +02:00
fgenesis
927928167b Move key config strings into stringbank.txt 2012-07-14 16:54:28 +02:00
fgenesis
636c069403 _mods/x/locales/y/* now works 2012-07-14 15:00:37 +02:00
fgenesis
e8872b09e5 Localise sounds, voice, and send current locale to webserver when asking for mod list 2012-07-14 14:34:46 +02:00
fgenesis
82000b14ca Little annoyances that ease debugging with MSVC 2012-07-13 21:09:30 +02:00
fgenesis
319b9d09ed Fix regression that prevented few textures from loading (Labyrinth mod icon, for example) 2012-07-12 03:46:18 +00:00
fgenesis
345ff6063b Fix locale related oversights 2012-07-11 04:50:19 +02:00
fgenesis
7b2fa39428 Move localisation code to BBGE, and allow textures to be localised. 2012-07-10 22:16:48 +02:00
fgenesis
7e1c32a99c gcc 4.7 again... thx Red Skull 2012-06-27 22:15:55 +02:00
fgenesis
38501dca35 Some fixes to make the ever-complaining gcc 4.7 happy (hopefully) 2012-06-27 21:51:54 +02:00
fgenesis
283fc0086e Minor changes; based on russian opensource patch. 2012-06-19 02:29:14 +02:00
fgenesis
5329a9e6e3 Moar linux build fixing 2012-06-17 03:41:53 +02:00