Varun Patil
5a4c86d451
Don't force WebGL2 yet
2020-05-08 19:05:15 +05:30
Varun Patil
3945fba7d6
Fix tab title
2020-05-08 13:43:31 +05:30
Varun Patil
dfc9771036
Fix finiFadeOutInt
2020-05-08 12:58:27 +05:30
Varun Patil
00ccbf5db9
Remove preloading progress, load wasm
2020-05-07 15:29:30 +05:30
Varun Patil
30c4b1d594
Show loading progress
2020-05-07 15:05:27 +05:30
Varun Patil
fd6375e17d
Use file mapping
2020-05-07 12:27:51 +05:30
Varun Patil
80df1ee771
Add back main update loop with framerate limit
2020-05-07 00:51:18 +05:30
Varun Patil
e69f14021a
Delete vorbis source in soundemitter
2020-05-06 20:22:29 +05:30
Varun Patil
9249f04d39
Disable MIDI loading
2020-05-06 19:15:15 +05:30
Varun Patil
fa912b616b
Remove SDL_sound dependency
2020-05-06 17:24:03 +05:30
Varun Patil
47ee508ae5
Add preload and scripts
2020-05-06 13:03:51 +05:30
Varun Patil
ad9474a6e9
Save game to indexeddb
2020-05-05 23:19:00 +05:30
Varun Patil
ca96c95143
Use webgl 2.0
2020-05-05 18:01:13 +05:30
Varun Patil
aba490f4d6
Trivial config change
2020-05-05 17:43:37 +05:30
Varun Patil
e4eb6f837d
Mark quad dirty on changing plane bitmap
...
This fixes crashes on Emscripten build
2020-05-05 17:19:34 +05:30
Varun Patil
ba2e08ec55
Load rxdata async
2020-05-05 16:00:11 +05:30
Varun Patil
2b7f78d239
Remove audio mutexes
2020-05-05 11:22:27 +05:30
Varun Patil
40c1872245
Fix audio during transition
2020-05-05 10:34:57 +05:30
Varun Patil
c9af091331
Fix for x86
2020-05-05 01:37:18 +05:30
Varun Patil
3f42fac8f5
Allow delay ticks
2020-05-04 22:57:49 +05:30
Varun Patil
f20d7a43b1
Remove main update loop
2020-05-04 22:51:21 +05:30
Varun Patil
b7c8011c52
Add shell
2020-05-04 22:38:59 +05:30
Varun Patil
920168abe0
Remove BGM print
2020-05-04 19:33:48 +05:30
Varun Patil
501d6ae608
Fix audio fade
2020-05-04 19:33:24 +05:30
Varun Patil
c94323ec16
Add audio async
2020-05-04 18:27:45 +05:30
Varun Patil
2ea2f31c03
Move emscripten function to separate file
2020-05-04 17:59:12 +05:30
Varun Patil
a847164445
Add missing BGS update
2020-05-04 17:45:53 +05:30
Varun Patil
9b531afb0c
Add sync audio for emscripten
2020-05-04 17:39:00 +05:30
Varun Patil
ee39e65061
Add emscripten async bitmap
2020-05-04 16:22:32 +05:30
Varun Patil
8c5db3a401
Make changes for Emscripten
2020-05-04 13:13:57 +05:30
Varun Patil
776564d583
Remove bloat
2020-05-02 16:38:55 +05:30
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
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
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
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
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