Commits

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Author Commit Message Labels Comments Date
False.Genesis
Really fix locale dectection for OSX. (Sorry had to replace the whole file, patch failed for some reason) Also unrelated typo fix.
False.Genesis
Second attempt to upload missing modselector files
False.Genesis
Missing graphics for new mod selector
False.Genesis
Move hardcoded UI strings to stringbank.txt. Patch by Henrik Holst.
False.Genesis
Small fix for non-MSVC
False.Genesis
Worked around "set global function xx" warnings in jukebox mod + fixed long comment ends.
False.Genesis
[vfs, #3] All file reading code goes through the VFS now, new mod downloader & mod selector in place. Also a bunch of other stuff. (...) - 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 navigatio…
False.Genesis
[vfs, #2] Move around some files (cleanup only)
False.Genesis
[vfs #1] Add ttvfs, miniz, and minihttp sources
False.Genesis
Fix possible crash on OSX introduced with localisation patch
False.Genesis
Re-implement (optionally) pre-decoding audio to reduce disk seek/decoding time. 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.
False.Genesis
More filename case fixes for linux (skeletal + skin)
False.Genesis
Do all sound decoding in *one* background thread, instead of one thread per decoder. This should help the stuttering caused by thread creation/deletion when many audio effects were played.
False.Genesis
Improve Lua-related warning messages - show call stack
False.Genesis
Multi-language patch by Henrik Holst (Slightly edited to make it compile with MSVC, which does not like stat() )
False.Genesis
Don't use internal zlib headers. Thanks Henrik Holst for pointing.
False.Genesis
Fix subtitles not appearing when starting a new game. The problem originally appeared in changeset 203af0d613b4.
False.Genesis
Fix compile for gcc
False.Genesis
Replace magic animlayer numbers with an enum (cosmetical change only)
False.Genesis
Add a few functions to ScriptInterface
False.Genesis
Restore & correct collision radius rendering. Enabled toggling the debug console on Mac. 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).
False.Genesis
Fix some oversights in the animation editor that wrongly occured during text input.
False.Genesis
Fix currents not displaying correctly after resolution change.
False.Genesis
Really fix variadic calls (including self). Also fix avatar_setPullTarget() failing because entities are userdata now. This does now allow constructs like this, in an entity script: function msg(me, a) if a > 1 then a = a * entity_msg(me, a - 1) end return a end So that entity_msg(thing, 5) == 120 is true.
False.Genesis
Minor script fixes - Bigmouth & Grabbyarm will no longer spam "entity invalid pointer" - Make Huggys follow through local warps (thx to Andrew Church for this)
False.Genesis
Misc fixes and cleanups; fixed variadic Lua calls to self. 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 BoxElem…
False.Genesis
Fix particle & shot loading on linux (fix file name case)
False.Genesis
Fix "tile dummy" error. When a mod without a world map was loaded from a saved game, and the player died and respawned at the last save, the game would spam this error message. Now it loads world map explored data only if a world map is present.
False.Genesis
Misc code cleanups, little SkeletalSprite loading improvement. - 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 …
False.Genesis
Some fixes for node script init/cleanup. An errorneous script could cause a node script instance leaking, preventing the leaked inctances from unloading, and thus locking the whole file, preventing it from reloading when reloading the map, until the mod was exited. Also init nodes properly when cloned or changed.
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