When a bomb is used, cancel all previous bomb-related tasks just before
invoking new bomb tasks. This prevents the possibility of stacking
multiple bombs at the same time.
Also make sure to YIELD before starting the bomb logic loops, because
the bomb task will be scheduled in the same frame after the first yield,
due to the initial invocation being from an event handler.
The desync was caused by implementation specific behavior with complex numbers. Depending on the compiler, multiplying a complex-type number 1+0*I by -1 will either yield -1-0*I (gcc) or -1+0*I (clang). Complex functions with a branch cut along the negative real axis, such as carg will respond drastically to such a difference in zero sign.
In the case of carg, the difference incurred by this is exactly M_TAU, which is irrelevant in most applications. In reimu_b, however there was one instance where the branch cut of carg was not handled (carg(a/b) != carg(a) - carg(b)). Even without the zero-sign inconsistency, this was a bug causing bullets to be absorbed by gaps that should not have been.
This commit fixes said bug (and simplifies two instances of unproblematic but needlessly complicated math). The result is that (i) the gaps now function properly, and (ii) new replays do not desync between gcc and clang anymore. Note, that this change slightly breaks replay compatibility to older replays that showed the buggy behavior of the gaps.
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.
* Smarter generic entity macros
The list of "core" entities is now defined in one macro, and hardcoded
_Generic dispatch tables are eliminated
* Get rid of "custom" entities
All entities are now "first-class". The list of known entity types has
been moved to known_entities.h. The system no longer needs to know the
definition of all entity structs.
* Refactor guts of ENT_BOX/ENT_UNBOX
Made the functions inline, Box::ent is now a proper pointer type (but
please don't use it directly), ENT_UNBOX returns NULL if the box is
"empty" (references NULL entity)
* Merge TASK_BIND_UNBOXED with TASK_BIND
* s/YoumuMyon/YoumuAMyon for consistency
* new difficult mode suggestions (more within the theme of 'knowledge')
* cleaning up new difficulty descriptions, also changing character select titles to match the STORY.txt
* better transparency mask on Easy
* ran optimize-all-img.sh script
* consistency
* (hopefully) got rid of some half-transparent pixels, especially on Normal.webp
* playermode descriptions! (for real this time)
* Reimu shot description changes (as per PR)
* modify ReimuB description
This also introduces `float32`, `float64`, and `real` typedefs to be
used in place of `float` and `double` later. `real` is for game code and
other places where we don't particularly care about the precision and
format of the underlying type, and is currently defined to `double`.
`float32` and `float64` should replace `float` and `double` respectively
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.
* implement player spellcard declarations on bomb
* stagedraw: move "bottom text" to a separate (higher) layer
* update boss spell declaration effect
* import afensorm's character portrait art
* improve dialog visuals
* acknowledge afensorm in credits and COPYING
* 'alphamap' functionality; effects for wriggle and youmu portraits
* update afens art
* add cirno alphamap
* dialog: draw active speaker above other other
* charselect: use r_draw_sprite
also add a parameter to rect_rect_intersect{,ion} to specify whether to
register shader corners/vertices as intersections. previously these
would be unconditionally discarded.
* WIP some projectile effects
* fix segfault
* Laser smoothing and glow via post-processing blur magic
TODO: make it optional
* fix memory corruption
* fix memory corruption for realsies now
* fix color_get_hsl for out-of-range colors
* some more bullet flare tweaks
* some lame clear effect workarounds
* spawn bullet flares after frame 0; looks better and fixes some problems
* New baryon explosion; fix petal_explosion; leanify everything
* Add missing bullet flare sprite, rebuild main atlas
* improve batching efficiency with bullet spawn flares
* forgot git add
* Group projectiles/particles by shader where possible
* Another take on baryon explosion; make fg framebuffers 16bit
* WIP some settings for toasters
* remove stupid debug log
* microoptimization that probably does nothing anyway
* somewhat more intuitive quality settings
* Whitelist more particles (MarisaB is on hold)
* Whitelist (and fix) some more stage6 particles (mostly ToE)
* Add a spell name background
* Experimental radial healthbar for bosses
* healthbar tweaks
* thiccer healthbars in response to feedback
* remove healthbar survival timer; just fade out on survivals
* Add linear healthbars option; WIP other boss HUD tweaks
* Use the proper spell card name format
* New font and some random garbage to go along with it
* Generate static font outlines for use in text shaders
* Use outlines in overlay text shader
* Complete boss HUD/healthbar fading logic
* fix boss timer limit
* stage5 bombs explosion effect
* split PFLAG_NOSPAWNZOOM into PFLAG_NOSPAWNFLARE and PFLAG_NOSPAWNFADE;
introduce PFLAG_NOSPAWNEFFECTS which disables both (it's just the two
values OR'd together)
simplify vampiric vapor bullet spawning effect
* Remove spawn fade-in from super-fast stage5 fairy projectiles (limiters)
* lower particle density in v.vapor in minimal mode
* graze effect tweaks
* fix text shortening, tweak replay menu layout
* stupid debug spam
* revisit grazing effects again
* dumb debug spam again
* improve boss attack timer
* overlay effect for boss deaths (similar to the player one)
* spice up spellcard declaration (HUD)
* don't spawn boss death overlay if fleed
* modify Exo2 font to use tabular figures
* adjust replay menu for the font change
* draw timer & power with standard font (phasing out the numbers font)
* WIP new HUD; random fixes/tweaks
* hud: move difficulty indicator
* hud: move debug stuff around
* preloads, mostly
* fix youmuA batching conflict
* shitty workaround for the shitty screenshake shit
* remove extraspell lag by stopping to draw stagebg sooner
which is possible because extra spells have a different spellcard_intro timing. Fun fact of the day: the duration of spellcard_intro is always ATTACK_START_DELAY_EXTRA even for normal spells!
* new stain particle
* i disabled background rendering…
* "batch" marisa_b masterspark draws
* remove these once a new atlas is generated
* make toe quick again
* hopefully fix all occurences of changed stain and ScaleFade behavior
* tweaking reimu_a and toe boson launch effects
* make lhc fast again
* softer involnerability effect
* fix stage 1 snow on the water bug (and improve performance)
translated the time to the future a bit because it only seemed to be an issue for small time values
* remove unnecessary spawnflare from toe
* tone down extra spell start effect
* experimental ReimuB gap shader optimization
* fix python3 shebangs
* generate simple blur shaders w/ hardcoded kernels
* New loading screen
* lasers: fix incorrect draw hook registration
* add webp support for atlas generator
* Use ImageMagick for atlas composition (adds 16-bit support)
* Atlas maintenance
* make the vampiric vapor bullets less prone to invisibility
* Revert a few particles to the quadratic fade curve
* experimental baryon effect
* improve baryon sprites
* disable the baryon effect on minimal postprocessing setting
* Refacor uniforms API:
- More complete and consistent
- Type-safety
- Usage correctess assertions missing for now, planned
* Redesign texturing API: texunits gone, assign textures to sampler uniforms directly
r_texture_create now allocates memory and returns an opaque Texture
pointer; similar changes to the other renderer APIs will follow.
* Framebuffers: make _create return an opaque pointer, add debug label APIs (unused for now)
* opaque pointers and debug label APIs for vertex arrays and buffers
* fix null renderer
* Refactor glsl preprocessing into an independent module
* Separate shader resource management from renderer backend
This makes it possible to add more shading languages and/or include a
transpiler, which will be useful for the GLES backend.
* refactor r_clear into a stateless API
* add r_texture_clear API; fix gl33_framebuffer_clear
* Replace deprecated glsl_objects with objects in all *.prog files
* fix missing texture_clear implementation in null renderer
* remove some dead code in null renderer
* fix GLES segfault
* GLES 3.0 actually has glVertexAttribDivisor
* Query GL for supported GLSL versions (preparing to add shader transcompilation)