fgenesis
c73aa23906
Use multiplicative scaling in anim editor for a more uniform feel
2023-05-05 03:49:14 +02:00
fgenesis
6d6697fd72
pushed too soon
2023-04-18 02:22:19 +02:00
fgenesis
4cb2d7ced4
Optimize Game::getWallNormal() a bit more
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Don't need dist output param.
2023-04-18 02:21:24 +02:00
fgenesis
d7bf48fc30
Unfuck & optimize Game::getWallNormal()
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Another float->int->float roundtrip fixed.
2023-04-18 02:16:18 +02:00
fgenesis
d2c0e3e241
Add Lua func bone_getCollisionMaskNormal()
...
This repurposes the (now, after the prev commit) unused Bone::getCollisionMaskNormal()
2023-04-18 01:54:12 +02:00
fgenesis
640f08af13
simplify bonelocking, add Lua functions
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- does no longer depend on collision mask
- remove global Game::lastCollideMaskIndex
- remove the horribly convoluted and now unused RenderObject::getInvRotPosition()
+ Lua func entity_getBoneLockDelay()
+ Lua func entity_setBoneLockDelay()
2023-04-18 01:42:21 +02:00
fgenesis
7e93956e9c
dump obs as png, not as tga. also fix upside-down and memleak
2023-04-17 18:55:52 +02:00
fgenesis
c11d72f8e0
fix shot script canShotHit() API function
2023-03-19 18:11:57 +01:00
fgenesis
66b0aa710f
Add Lua functions for bonelock control. Also make quad_setRepeatTexture() update tex params properly.
...
+ entity_setBoneLockRotation()
+ entity_setBoneLockOffset()
2023-03-19 15:26:45 +01:00
fgenesis
04cb3bba11
copy missing texture params when cloning Element
2023-03-19 15:18:11 +01:00
fgenesis
bbc6636c65
fix predatorytunicate always spitting out to the left, now it's the facing direction
2023-03-06 00:54:28 +01:00
fgenesis
0a3f57486b
Simplify RenderObject::followCamera math, remove branches, cleanup followCamera related code.
...
It also appears that a RenderObject is always on a layer when rendered.
Assert this in the code. This saves some extra branches.
2023-03-05 21:25:59 +01:00
fgenesis
81bfcb2f65
more precise comment
2023-03-02 03:42:39 +01:00
fgenesis
28766f0d5a
make RenderObject::followCamera not modified during rendering
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This takes out the last of the RenderObject mutables.
This also fixes the long-standing editor bug that map tiles
that are once moved to parallax layers and then back to a
normal layer keep their scroll factor until the tile is deleted
or the map saved and reloaded.
2023-03-02 03:41:00 +01:00
fgenesis
76ba2b1211
make RenderObject::rotation not modified during rendering, simplify duplicated code
2023-03-02 03:29:04 +01:00
fgenesis
f4147b99c4
make RenderObject::scale not modified during rendering
2023-03-02 02:19:48 +01:00
fgenesis
7a5a5feb39
make RenderObject::position not modified during rendering; small cleanup
2023-03-02 02:12:32 +01:00
fgenesis
01295cda7a
Changes to entity/node activation:
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- Lua func node_activate() is now variadic and can pass any params to the target's activate()
- Add Lua func entity_activate() that works in the same manner
- Activating nodes/entities via RMB now passes (naija ptr, int input source) to activate()
- Don't delay entity activation by 1 frame
- Minor cleanups to some Lua functions; no functional changes there
2023-02-24 02:10:33 +01:00
fgenesis
66843d338d
win build instructions for dummies
2023-02-21 23:00:41 +01:00
fgenesis
99eec85310
fix world map tile selection to actually select the closest tile
2023-02-16 18:33:25 +01:00
fgenesis
7d51a97145
show would map tile name when editing or selecting
2023-01-31 00:52:11 +01:00
fgenesis
c606409403
oops, forgot to remove deprecated functions from list
2022-12-10 01:05:27 +01:00
fgenesis
559a5b39e3
Fix possible world map crash
2022-12-09 04:21:46 +01:00
fgenesis
b17afecd4b
Remove 3 unused Lua functions:
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- entityFollowEntity()
- entity_followEntity()
- entity_isFollowingEntity()
2022-12-09 04:20:17 +01:00
fgenesis
0edb2d609a
Remove unused Lua func entity_watchEntity()
2022-12-09 04:16:05 +01:00
fgenesis
0cc2f565d7
Remove 2 unused Lua functions that only the unused "squeezer" scripts called
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- entity_grabTarget()
- entity_releaseTarget()
2022-12-09 04:10:13 +01:00
fgenesis
7f3e457559
Cleanup entity activation, add Lua getter
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+ entity_getActivation()
2022-11-24 02:03:24 +01:00
fgenesis
9583375537
fix possible out of bounds access
2022-11-23 20:42:30 +01:00
fgenesis
ed98a3328e
anim editor: allow to select anim by name (no more hammering PgUp/PgDown!)
2022-11-18 01:52:46 +01:00
fgenesis
92ab459736
Improve some skel anim edge cases; warning fixes. Also new Lua function.
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+ entity_setAnimationTime()
2022-11-16 22:46:56 +01:00
fgenesis
da8faf2bd9
new Lua func to get elapsed time of anim currently playing
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+ entity_getAnimationTime(e, layer)
2022-11-13 12:54:00 +01:00
fgenesis
37cf5134ba
fix possible crash in anim editor
2022-11-13 12:30:03 +01:00
fgenesis
96f28702e4
fix anim editor not generating keyframes for newly inserted bones.
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broke this during my recent anim editor work, oops
2022-11-13 12:29:11 +01:00
fgenesis
288fb6b7fa
fix crash when saving skel after bones were removed
2022-10-12 18:59:25 +02:00
fgenesis
0469ab8dfb
Add support for below-maxspeed shots
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The game used to unconditionally enforce shots to go at close to their max speed;
it is now possible to turn that behavior off if needed:
In a shot txt file, set AlwaysMaxSpeed = 0
New Lua functions:
+ shot_setAlwaysMaxSpeed()
+ shot_isAlwaysMaxSpeed
2022-10-12 18:58:48 +02:00
fgenesis
cc1530b5e5
eliminate one gigantic global float->uint->float roundtrip cast
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whyyyy
2022-09-25 06:02:22 +02:00
fgenesis
58e9ba340e
Add skel/bone gridDrawOrder attrib to control the way the gris is drawn
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Also ignore grid.z (used as worldmap alpha) by default because it's really
only needed for the world map and ignoring it results in less GL calls.
2022-09-25 04:30:38 +02:00
fgenesis
e35dfb9f68
anim edit: slightly more useful border modes
2022-09-24 05:25:54 +02:00
fgenesis
cf70cfe48d
anim editor: highlight bspline'd bones
2022-09-24 04:58:14 +02:00
fgenesis
cfa5d45932
render: remove one mutable hack, border color is now per-quad
2022-09-24 04:57:08 +02:00
fgenesis
e47d253945
fix derp in 4c52a147b0
2022-09-23 18:21:36 +02:00
fgenesis
575a83abd6
Initial implementation of bspline support in the animation editor
2022-09-23 18:10:44 +02:00
fgenesis
4c52a147b0
harden SimpleIStringStream against user errors and kill operator bool()
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Like this:
size_t x;
if(is >> x) {...}
This used to return true despite x never being populated, because
is was casted to bool, which is fine to shift by uninitialized, and
likely returned true. Whatever.
2022-09-23 18:09:26 +02:00
fgenesis
b74c5a2986
Invert Quad::renderGrid() draw loop to be more cache friendly
2022-09-14 05:36:46 +02:00
fgenesis
4b64147914
MSVC optimizer doesn't like refs to primitive types
2022-09-14 05:21:25 +02:00
fgenesis
a1005dafe2
Make Bone::ANIM_* a bitmask. This also changes Lua constant ANIM_ALL from 10 to 3.
2022-09-14 05:20:37 +02:00
fgenesis
8e979e0e05
simplify Quad::drawGrid
2022-09-14 05:11:56 +02:00
fgenesis
29fd4ec44e
clean up interpolators; WIP towards bspline support in anim editor
2022-09-13 18:38:44 +02:00
fgenesis
55689228bf
Attempt to fix crash when instantiating Core alone but this is definitely not enough
2022-09-12 00:12:41 +02:00
fgenesis
0afd09dc75
bspline wip more
2022-09-05 17:19:34 +02:00