This bug occured when standing still and attempting to move,
having high FPS and very low difftime.
With near-zero vel, it was not built up enough per frame,
therefore velLen was always < 2 and was subsequently reset back to 0,
which resulted in naija never actually moving.
This bug could be reproduced by holding Shift+F with 60 FPS, and then
holding an arrow key.
Thanks to `Nax for reporting the problem.
(Cleaned out some cruft too, the actual change is the last line of the diff)
Apparently there is a new map with the index 55 -- a related entry was
added to the worldmap.txt file to prevent data loss, just in case.
<StartData ch=... /> field is not yet handled missing.
Hopefully the resulting format can be loaded on android without problems,
especially because both "ingr" and "ingrNames" fields appear in the
StartData tag now.
This adds a few additional interface functions, to be defined in:
scripts/global/cooking.lua, or
_mods/XYZ/scripts/cooking.lua
Added functions:
cookFailure(a,b,c) - Called when no recipe could be found for ingredients a,b,c
getIngredientString() - Called by the menu. Expected to return effects description
for scripted ingredient..
useIngredient(name) - Called when a scripted ingredient will be eaten.
Return true to eat.
Use a line like this in ingredients.txt:
LuaLoaf sealoaf Loaf (script)
to enable calling useIngredient() upon eating.
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.
Fixes regression introduced in 0784d1b9df.
With a std::list it was okay to create shots while iterating with an
iterator, but not so with a std::vector.
Now using index access, which is safe with push_back() operations.
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.
This fixes a glitch in the final boss' last form. Due to a missing
Beam::trace() call, the beam's angle was not updated,
and it always pointed into the upper left corner.
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)
Most hardcoded form == FORM_* checks all over the place have been replaced.
Now, forms change certain avatar properties, which are in turn checked
in the places that previously had these explicit form checks.
This allows specifying functionality via scripting, for additional forms
with new effects or a new combination of existing effects.
OT_HURT now deals damage of type DT_WALLHURT,
and by setting avatar->setDamageTarget(DT_WALLHURT, false) collision
with walls can be made harmless (exactly as nature form used to be).
Add related Lua functions:
+ setWorldType() - Change WT without actually switching to spirit form
+ setCanActivate()
+ avatar_setCanBurst()
+ avatar_canBurst()
+ avatar_setCanLockToWall()
+ avatar_canLockToWall()
+ avatar_setCanSwimAgainstCurrents()
+ avatar_canSwimAgainstCurrents()
+ getSceneColor()
+ DT_WALLHURT
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()
+ avatar_setShieldActive()
+ entity_isFillGrid()
* entity_setBoneLock() code made easier to read and not warn on no lock entity
+ entity_getMaxSpeedLerp()
+ entity_isEntityInside()