Amaryllis Kulla
998aa9f846
README: Update soundfont link
2023-10-05 21:18:55 +02:00
Amaryllis Kulla
b4c439c6eb
README: Update links
2023-09-08 20:54:46 +02:00
Amaryllis Kulla
380b676777
README: Point binary links at mapleshrine.eu
2021-11-06 00:04:25 +01:00
Amaryllis Kulla
a962c158db
Update copyright notice again
...
Keep information on first file creation year,
and update my email address yet again.
2021-10-16 22:57:08 +02:00
Jaiden
cf6403ae65
Update glstate.cpp
...
Fixes the GL blend formula for Subtractive blending
2021-09-19 15:24:12 +02:00
Ancurio
f138731f7c
Update copyright notice
2021-09-06 20:50:44 +02:00
mara
ac8f4b1594
build: Support SDL_sound in different prefix as SDL2
...
As the required SDL_sound is a custom fork which is not packaged as
system package, it could plausibly be installed in a different path.
2021-09-03 07:43:11 +02:00
Jari Vetoniemi
990843a50b
Compile with newer openal-soft
2021-08-28 07:40:15 +02:00
Jari Vetoniemi
66dc9309db
Add .editorconfig to the project
...
Saves time and hassle
2020-08-12 22:17:37 +02:00
Jonas Kulla
5c117a55bf
README: Remember that markdown is a thing
2020-08-10 09:42:00 +02:00
Jonas Kulla
cb09036c55
README: Add project discord link
2020-08-10 09:41:19 +02:00
Jonas Kulla
6903f2ab43
README: Add link to gist document
2020-05-06 07:38:25 +02:00
Jonas Kulla
9dc42914de
README: Clarify target group of project
2019-06-20 06:01:20 +02:00
Jonas Kulla
86194118a3
FileSystem: Check PHYSFS_registerArchiver() for success
2019-05-18 16:48:17 +02:00
Jonas Kulla
98bdfcf758
FileSystem: Check PHYSFS_init() for success
...
Move it above the allocations so exceptions don't leak memory.
2019-05-18 16:42:56 +02:00
Jonas Kulla
6fa5b8c856
Sprite: Define M_PI manually
...
Apparently (older?) mingw-w64 with C++11 enabled doesn't have it.
2019-05-18 16:21:21 +02:00
Jonas Kulla
d6b477b887
qmake.pro: Add explicit C++11 flags
2019-05-18 16:17:09 +02:00
Jonas Kulla
9dcfb66e86
fluid-fun: Define destructor signature based on fluidsynth version
...
As per @carstene1ns 's suggestion.
2019-03-22 21:16:57 +01:00
Jonas Kulla
d4b9adc1d1
fluid-fun: Adjust function signature to fluidsynth 2.0
...
This breaks compilation with FLUID_SHARED against <2.0 versions,
which should be reasonable given that the default mode can still
dynamically load both variants.
Fixes #219 .
2019-03-21 08:07:02 +01:00
Luis Caceres
43cb318862
Config: Add case-insensitive ini file parser
2019-03-19 19:26:50 +01:00
Eliza Velasquez
bab22d87be
Fix font enumeration
...
Currently, the font enumeration callback erroneously stops searching if
it finds any files that aren't fonts. In the case that you have, say, a
desktop.ini or a .DS_Store or a license file, it may prevent all of the
fonts from being loaded. This commit resolves this.
2018-10-13 20:28:36 +02:00
Jonas Kulla
ae59fcd112
Graphics: Fix transition when new scene has gray tone effect
...
Rendering the scene may cause PingPong swaps of front / backbuffer,
so don't take references to those buffers until after rendering.
Fixes #199
2018-05-21 12:22:23 +02:00
ReinUsesLisp
b5e5a26d8b
Config: Set debug editor's debug variables into ruby
2018-02-22 09:08:45 +01:00
Jonas Kulla
9f44ee5068
FileSystem: Fix while termination condition
2018-01-22 10:54:21 +01:00
Jonas Kulla
183ebbed65
RGSSAD: Fix parsing of top level directory entries
...
We were spamming every path into the hash (including the top
level ones) without noticing... oh well.
2017-12-12 22:46:25 +01:00
Jonas Kulla
7902d0942d
Filesystem: Properly iterate top level dir entries
...
"." seemed to have worked in earlier PhysFS versions,
but it was never the correct way.
2017-12-12 22:45:01 +01:00
Jonas Kulla
947974cac6
Config: Properly use windowTitle everywhere instead of game.title
2017-12-12 17:57:02 +01:00
Jonas Kulla
2f81fbbf4b
Fix ordering
2017-12-11 00:51:21 +01:00
Jonas Kulla
7d9a85dbbd
Config: Add entry to override the game window title
2017-12-11 00:48:35 +01:00
Carsten Teibes
d427df0c2b
Adapt RGSS archivers and filesystem to physfs 3.0 API
2017-10-12 14:27:19 +02:00
Carsten Teibes
b1bdf1e445
Fix CMake build, only use `resource.h` on Windows
...
This was broken in commit 01e17ed5c6
(move windows specific files).
2017-08-18 22:42:27 +02:00
Carsten Teibes
fde6a92197
Fix deprecation warning on build with MRI>2.3
...
Fixes #158 .
The old alias is deprecated since: ruby/ruby@fdb957925f .
2017-08-18 22:41:16 +02:00
Marty Plummer
01e17ed5c6
windows: move windows specific files
...
Moved the windows-specific files into their own subdir for
cleanliness's sake and mesonbuild organization.
Signed-off-by: Marty Plummer <ntzrmtthihu777@gmail.com>
2017-08-10 21:58:31 +02:00
Jonas Kulla
f172f58c74
Sprite: Fix regression with "mirror" attribute
...
FloatRect::hFlipped() returns a rectangle with negative width,
which was clobbered by the clamping further down.
Regression introduced in 55cec53911
.
2017-08-10 21:39:17 +02:00
Jonas Kulla
fba20e6294
Sprite: Check for disposed state before accessing bitmap
2017-07-30 23:00:18 +02:00
Marty Plummer
f5c30affaa
mingw-w64: allow cmake cross-compile
...
Tested on gentoo with x86_64-w64-mingw32 toolchain and libraries.
Signed-off-by: Marty Plummer <ntzrmtthihu777@gmail.com>
2017-05-25 13:01:11 +02:00
Jonas Kulla
bd694f9f99
Graphics: Remove superfluous TEXFBOs while reusing existing ones
...
While the PingPong buffers were always texture-backed, currentScene
and transBuffer used to be backed by renderbuffers, which might have
been more optimized as render targets on older hardware; but since
all buffers in Graphics got switched to being texture backed to allow
blitting via rendering (when hardware blitting isn't available or broken,
eg. on mobile platforms), their reason to exist vanished.
For transBuffer, we can reuse the backbuffer of the PingPong structure,
while currentScene might have been useless from the start.
2017-05-11 12:37:15 +02:00
Jonas Kulla
cab453ac3a
Graphics: Use proper resizing function for TEXFBOs
...
Manually resizing the contained TEX objects skips updating the
width/height TEXFBO properties, which GLMeta::blit relies on.
2017-05-11 12:32:56 +02:00
Jonas Kulla
006f701fec
Config: Add "enableBlitting" entry to toggle GL_EXT_framebuffer_blit
2017-04-23 14:32:11 +02:00
Jonas Kulla
1478e1e0f9
Config: Add "maxTextureSize" entry to artificially limit texture sizes
2017-04-23 14:10:54 +02:00
Jonas Kulla
06feafe9ef
Add missing include
2017-04-08 20:06:12 +02:00
Jonas Kulla
e4079d5738
Fix build on OSX after 60e967e3b7
2017-04-08 19:13:31 +02:00
Jonas Kulla
0481f920b0
Input: Remove ugly [-20,-20] mouse position hack
...
This was supposed to disappear shortly after To the Moon's release,
but it unfortunately survived a bit longer :)
The status of the mouse cursor being inside / outside the game window
is now properly exposed (in MRI) via MKXP.mouse_in_window.
2017-04-08 18:45:24 +02:00
Jonas Kulla
3ea24bd757
EventThread: Make system cursor visible over black aspect ratio bars
...
Should be less confusing for the player.
2017-04-08 18:45:24 +02:00
Marty Plummer
60e967e3b7
Add icon and resource files for windows
...
Signed-off-by: Marty Plummer <ntzrmtthihu777@gmail.com>
2017-03-09 08:24:13 +01:00
Jonas Kulla
0f9b5f274a
Filesystem: Search for "Fonts/" with case-insensitivity
2017-03-08 16:30:07 +01:00
Jonas Kulla
6349146e01
main: Only set window icon on Linux
...
OSX carries high-resolution icons in its bundles, and windows uses
windres to embed .ico files, so don't interfere with those.
2017-03-04 11:04:02 +01:00
Jonas Kulla
c4dd3ffaf6
Config: Use set for preloadScripts
...
Would probably make sense for all other string vectors too.
2017-03-03 19:37:19 +01:00
Jonas Kulla
55cec53911
Sprite: Clamp src_rect to bitmap bounds
2017-02-17 19:29:38 +01:00
Jonas Kulla
541e24f678
Bitmap: Use more accurate HSV-based hue shift algorithm
...
The previously YIQ-based algorithm turned out to be both slow,
and horribly inaccurate.
Another algorithm based on rotating the color value in the
RGB cube along the diagonal axis was also considered, which was
acceptable in terms of accuracy, and very fast.
In the end, I decided on a HSV-based one, because it is by far
the most accurate one, while still being a tad faster than the
YIQ solution.
Algorithm source: gamedev.stackexchange.com/a/59808/24839
A very simple GPU time benchmark when shifting a 2048^2 bitmap:
YIQ rot RGB rot HSV shift
radeon 13.4 ms 2.8 ms 11.4 ms
intel 13.0 ms 6.0 ms 10.5 ms
radeon: HD 3650 mobility
intel: N3540 integrated (Baytrail)
However hue shifting has never shown up as a bottleneck before,
so these are more academic.
2016-10-30 08:50:45 +01:00