- The free/restricted axis distinction is gone; the joystick always
operates in "free" mode.
- Added direction snapping functionality to help aid exact movement in
cardinal and/or diagonal directions. The snapping angle can be
adjusted from 0% (disabled) to 100% (similar to the old "restricted"
mode). The snapping angle can also be biased towards cardinals or
diagonals.
- When the maximum zone is less than or equals dead zone, moving
the character will always move at maximum speed (as in the old
"restricted" mode).
- Most of these settings are now visualized in the options menu and can
be tested there.
* WIP cutscenes
* cutscene tweaks
* cutscene: erase background drawing under text
* Make text outlines thicker
* Prepare an interface for adding new cutscenes
* Basic progress tracking for cutscenes
* cutscene: support specifying scene name and BGM
* cutscene: exit with transition after scene ends
* Implement --cutscene ID and --list-cutscenes CLI flags
* fix progress_write_cmd_unlock_cutscenes
* Play intro cutscene before entering main menu for the first time
Also added --intro parameter in dev builds to force playing the intro
cutscene
* Add intro cutscene
* cutscenes: update opening/01 scene
* add Reimu Good End
* remove Bonus Data
* split up a bit of dialogue, revert an image change in intro
* small typo
* most cutscenes complete
* smartquotify
* finish Extra intros
* new cutscenes routed into main game
* fix ENDING_ID
* rough 'mediaroom' menu
* fix cutscene menu crash
* derp
* PR changes
* fixing imports
* more PR fixes
* PR fixes, including updating the script to #255
* add in newlines for readability
Co-authored-by: Alice D <alice@starwitch.productions>
This replaces SDL_mixer with an internal streaming and mixing system,
relying only on basic SDL audio support. It's also a partial refactor of
the audio API, most notably BGM-related. The BGM metadata resource type
is gone, as well as the `.bgm` files. The metadata is now stored inside
the `.opus` files directly, using standard Opus tags.
This replaces the r_mat_foo functions with specialized r_mat_{mv,tex,proj}_foo counterparts that operate explicitly on the modelview, texture, and projection matrix stacks respectively.
* WIP portrait faces
* character expressions for dialogue in first 3 stages (wip)
* dialog: simplified face system, new faces, script revisions (wip)
* fix wrong face name in reimu script
* cirno angry face; elly beaten variant
* render_character_portrait(): fix garbage bg and filter-bleeding
* workaround for incorrect face blending on dialog fade
* render_character_portrait(): fix bogus debug labels
* Replace sprite offsets with the more powerful paddings
* new faces for youmu, wriggle, kurumi; dialogue updates
* fix release build
* Update portraits; add Iku faces and Elly shouting face
* Add Reimu sigh face and Marisa sweat_smile face
* Add Kurumi dissatisfied face
* update Hina
* Major refactoring of the main loop(s) and control flow (WIP)
run_at_fps() is gone 🦀
Instead of nested blocking event loops, there is now an eventloop API
that manages an explicit stack of scenes. This makes Taisei a lot more
portable to async environments where spinning a loop forever without
yielding control simply is not an option, and that is the entire point
of this change.
A prime example of such an environment is the Web (via emscripten).
Taisei was able to run there through a terrible hack: inserting
emscripten_sleep calls into the loop, which would yield to the browser.
This has several major drawbacks: first of all, every function that
could possibly call emscripten_sleep must be compiled into a special
kind of bytecode, which then has to be interpreted at runtime, *much*
slower than JITed WebAssembly. And that includes *everything* down the
call stack, too! For more information, see
https://emscripten.org/docs/porting/emterpreter.html
Even though that method worked well enough for experimenting, despite
suboptimal performance, there is another obvious drawback:
emscripten_sleep is implemented via setTimeout(), which can be very
imprecise and is generally not reliable for fluid animation. Browsers
actually have an API specifically for that use case:
window.requestAnimationFrame(), but Taisei's original blocking control
flow style is simply not compatible with it. Emscripten exposes this API
with its emscripten_set_main_loop(), which the eventloop backend now
uses on that platform.
Unfortunately, C is still C, with no fancy closures or coroutines.
With blocking calls into menu/scene loops gone, the control flow is
reimplemented via so-called (pun intended) "call chains". That is
basically an euphemism for callback hell. With manual memory management
and zero type-safety. Not that the menu system wasn't shitty enough
already. I'll just keep telling myself that this is all temporary and
will be replaced with scripts in v1.4.
* improve build system for emscripten + various fixes
* squish menu bugs
* improve emscripten event loop; disable EMULATE_FUNCTION_POINTER_CASTS
Note that stock freetype does not work without
EMULATE_FUNCTION_POINTER_CASTS; use a patched version from the
"emscripten" branch here:
https://github.com/taisei-project/freetype2/tree/emscripten
* Enable -Wcast-function-type
Calling functions through incompatible pointers is nasal demons and
doesn't work in WASM.
* webgl: workaround a crash on some browsers
* emscripten improvements:
* Persist state (config, progress, replays, ...) in local IndexDB
* Simpler HTML shell (temporary)
* Enable more optimizations
* fix build if validate_glsl=false
* emscripten: improve asset packaging, with local cache
Note that even though there are rules to build audio bundles, audio
does *not* work yet. It looks like SDL2_mixer can not work without
threads, which is a problem. Yet another reason to write an OpenAL
backend - emscripten supports that natively.
* emscripten: customize the html shell
* emscripten: force "show log" checkbox unchecked initially
* emscripten: remove quit shortcut from main menu (since there's no quit)
* emscripten: log area fixes
* emscripten/webgl: workaround for fullscreen viewport issue
* emscripten: implement frameskip
* emscripter: improve framerate limiter
* align List to at least 8 bytes (shut up warnings)
* fix non-emscripten builds
* improve fullscreen handling, mainly for emscripten
* Workaround to make audio work in chromium
emscripten-core/emscripten#6511
* emscripten: better vsync handling; enable vsync & disable fxaa by default
* Added (and fixed) a few useful warnings
* Removed some dead code
* Cleaned up the build system files a bit
* Once again separated ZIP support from data packaging
* Converted macOS cross-compilation options into cross-file properties
* WIP premultiplied alpha
* WIP color API rework (doesn't build yet; lots of things left to convert)
* convert everything remaining to new Color api except stage*_event.c files
* convert the stages to new Color api. builds & runs now; still many rendering errors
* fix the bullet shader for premultiplied alpha
* fix masterspark, graphs and stage 1 fog clouds
* fix marisa_b and most of spellcards
* Add deprecation warnings for BLEND_ADD and PFLAG_DRAWADD
* fix a segfault in stage 6
undo accidental earlier change
* fix text_hud.frag.glsl
* fix scuttle bg and remaining stage3 BLEND_ADDs
* fix marisa laser opacity
* hacky fix for myon
The old implementation relied on alpha being stored inside p->color. In
premul alpha this doesn’t work and functions like color_set_opacity
can’t solve this i think.
So I tried messing around with it until it looked somewhat similar.
* fix marisa_b stars
* remove color_set_opacity i overlooked
* more plrmode blending changes
* fixup additive blending in stage 1
* various premultiplied alpha fixups for bosses and enemies
* stage 2 premul alpha fixups
* stage 4 premul alpha fixups
* stage 5 premul alpha fixups
* stage 6 premul alpha fixups
* make lasers also use the PMA blend mode
* remove PFLAG_DRAWADD and PFLAG_DRAWSUB
* fix remaining PMA issues in menus
* lame extraspell bg workaround
* fix item alpha
* make marisaA lasers look somewhat like in master
* fix marisaA bomb background fadeout
* fixup various r_color4 calls
* fix myon
* remove dead code
* fix use of BLEND_ADD in player death effect
* fix myon shot trails (broken on master as well)
* fix myon shot fade-in
* extend the sprite shaders custom parameter to a vec4
* fix youmuB stuff and make it look somewhat better.
the code looks even worse though.
* wip font rendering stuff; hashtable monstrosity is temporary
* various text rendering fixes/improvements
* HashTables™ 3.0
* Add some comments to aid navigating the hashtable macro maze
* overhaul text rendering API; add default and example shaders
* text: implement text_render for spellcard effect; misc fixes
* README: update dependencies
Bye SDL_ttf, hello freetype2.
* text_draw: fix resolution/scale-dependent bugs
* make text_draw fallback to the current shader, fix hud and stagetext
* repair the bgm loading
* fix spell practice mode
* fix walloftext
forgot one site of text_draw earlier
* fix wrapped text rendering
* fix and simplify the hud text shader
* dynamic glyph cache
* implement font size change on window resize/quality setting change/etc.
* rename text shaders for consistency
* preloads for fonts and text shaders
* make the stagetext shader look somewhat better
* text_render: attempt to normalize height
* small improvement for stagetext
I would've preferred to just go with 4-spaces for indent and no tabs,
but lao is a bit conservative about it. :^)
Still, this is a ton better than mixing different styles all over the
place, especially within the same file.
{required}, [optional]
The version format for git tags is as follows:
v{major}[.minor[.patch]]
All of the components must be numeric, i.e. our former hotfix release
v1.0a is not valid and should have been v1.0.1
Ommited optional compoments are assumed to be 0.
Internally, the version string is parsed as follows:
[v]{major}[.minor[.patch]][-tweak[extrainfo]]
Tweak must be numeric, and represents the ammount of commits since the
last release.
Extrainfo is currently ignored and can be anything. Note that a version
string obtained from "git describe" would contain a commit hash there,
which we may or may not use in the future. Keep this in mind if you're
overriding the version string with -DTAISEI_VERSION_OVERRIDE
The leading v is stripped if present.
Also, the version string is currently not completely validated, but you
will probably get compilation errors in version.c later if it couldn't
be parsed correctly.