Commits

Show all
Author Commit Message Labels Comments Date
Robin Wellner
such genius wow stacks how do they work At least I get nogame screens now.
Robin Wellner
running sandbox.lua fails... why? and why does running love exit without nogame?
Robin Wellner
what am i doing i hope this works (Basically re-adding most secondary changes, still need to perform testing)
Robin Wellner
Re-add sandbox
Alex Szpakowski
Hopefully fixed issue #898, and cleaned up code for love.graphics.getRendererInfo.
Alex Szpakowski
Increased version to 0.9.2.
Alex Szpakowski
Fixed a potential memory leak in the love.physics World callbacks.
Bart van Strien
Fix Texture leak in Meshes
Bart van Strien
Modify desktop file to play nicer with file associations in newer versions of nautilus (gnome file browser)
Alex Szpakowski
Backported commits 145524a and 7785b4b from minor into default (Added SpriteBatch:flush, deprecated SpriteBatch:bind/unbind, SpriteBatch:flush is called implicitly when the spritebatch is drawn.)
Alex Szpakowski
Re-added ParticleSystem:setQuads(q1, q2, ...). Active particles use the quads based on the particle's lifetime in a similar style to ParticleSystem:setColors and ParticleSystem:setSizes.
Alex Szpakowski
Updated changelog for changes which aren't in the minor branch
Alex Szpakowski
Added love.window.getDisplayName, to get the name of a connected display.
Alex Szpakowski
Renamed all cases of FSAA to the more accurately-named MSAA. The FSAA names (canvas:getFSAA, t.window.fsaa, etc.) still exist for now, for backwards-compatibility.
Alex Szpakowski
Added Body:getWorld (resolves issue #895)
Alex Szpakowski
And some more.
Alex Szpakowski
Removed some stowaway test code...
Alex Szpakowski
Added Joint:setUserData and Joint:getUserData (resolves issue #894.)
Alex Szpakowski
Alex Szpakowski
Changed embedded Lua scripts to be included in the love source via C++11's raw string literals instead of a generated header file. Removed auto.lua. As a result, love can be compiled immediately after editing an embedded Lua script. Visual Studio 2013 or newer is required for C++11 raw string literals in Windows.
Alex Szpakowski
Replaced Joystick:saveGamepadMapping with love.joystick.saveGamepadMappings, which saves all gamepad mappings from both recently-used joysticks and recently-modified mappings. saveGamepadMappings returns a string of newline-separated mappings and takes an optional filename argument which writes it to a file.
Alex Szpakowski
Moved the love.joystick Lua wrapper code from modules/joystick/sdl/ to modules/joystick/.
Alex Szpakowski
Fixed some logic
Alex Szpakowski
Fixed love.joystick.loadGamepadMappings to properly enable currently connected Joysticks as Gamepads when necessary.
Alex Szpakowski
Added love.joystick.loadGamepadMappings (resolves issue #842), and Joystick:saveGamepadMapping. The latter returns a mapping string, and the former loads a newline-separated list of mapping strings.
Alex Szpakowski
Replaced the EXCEPT_GUARD macro for converting love exceptions into Lua errors with the new luax_catchexcept function, which takes lambda function arguments.
Alex Szpakowski
love.graphics.newImage, love.image.newImageData, etc. no longer leave Lua-owned FileData objects floating around waiting to be GC'd when called with filename arguments, resulting in less memory use on startup (resolves issue #890.) Moved love.filesystem Lua wrapper code from src/modules/filesystem/physfs/ to src/modules/filesystem/.
Alex Szpakowski
Fixed Lua pattern matching for detecting the 'position' and 'effect' shader functions (thanks lpghatguy!)
Alex Szpakowski
Fixed Mesh:setDrawRange when the Mesh has a vertex map and the first argument to setDrawRange is non-zero. Removed mesh-specific instancing code.
Alex Szpakowski
Fixed Image:refresh regenerating mipmaps multiple times if mipmap filtering is enabled on an uncompressed image
  1. Prev
  2. Next