Commit graph

2287 commits

Author SHA1 Message Date
laochailan
157a59dbbd
very silly and simple boss immunity system 2018-08-11 15:16:22 +02:00
laochailan
a9048d22b1
relayer the particle clearing lasagna 2018-08-07 18:42:41 +02:00
Andrei Alexeyev
d4650d4b92
Allow projectile rules to delete other projectiles; add stage_clear_hazards enhancements 2018-08-05 20:58:50 +03:00
Andrei Alexeyev
a562ccb87f
fix ubsan bitching about the obj loader 2018-08-01 21:09:18 +03:00
Andrei Alexeyev
b9262d80ab
fix various issues discovered by scan-build 2018-07-31 11:50:04 +03:00
Andrei Alexeyev
cb593cde87
derp 2018-07-31 10:13:50 +03:00
Andrei Alexeyev
12a9acbc71
Add more functions to query player state properly (is alive, is vulnerable, is bombing)
There are some minor changes to the logic to keep things consistent.
2018-07-31 10:07:34 +03:00
Andrei Alexeyev
706a70f5a2
fix youmuB assertion failure 2018-07-30 16:15:50 +03:00
Andrei Alexeyev
cb792621b2
delegate handling of bomb logic to playermodes 2018-07-30 16:14:51 +03:00
Andrei Alexeyev
e9ef77abee
basic entity damage generalization 2018-07-30 10:04:39 +03:00
laochailan
ffcb2aff9e
possibly fix ingame menu cursor sound not playing while shooting 2018-07-29 16:39:33 +02:00
Andrei Alexeyev
be65fcda51
remove some defunct hacks 2018-07-28 14:02:48 +03:00
Andrei Alexeyev
7ebd1acbd2
NOMINMAX is a thing that exists 2018-07-28 13:53:12 +03:00
Martin Herkt
0386cc1364
NSIS: use zlib compression
LZMA is really, REALLY slow in NSIS’ Linux port. Fucking Windows devs.
It’s also overkill since our assets are already compressed, so
switch to zlib.
2018-07-28 03:33:46 +02:00
Andrei Alexeyev
576643e1d6
get rid of useless padding bytes in the sprite batch attribute buffer 2018-07-25 09:59:04 +03:00
Andrei Alexeyev
6468e4c166
move some sprites out of the common atlas (no rebuild) 2018-07-25 08:58:28 +03:00
Andrei Alexeyev
724a16b975
optimize youmuB bomb for efficient batching 2018-07-25 08:16:15 +03:00
Andrei Alexeyev
3d25c6ee13
fix vfs_vdir_iter 2018-07-25 07:55:48 +03:00
Andrei Alexeyev
ed2fd0f969
fix -t segfault 2018-07-25 07:46:04 +03:00
Andrei Alexeyev
1cc0219238
gl33: fix pointless glDrawBuffers spam 2018-07-25 06:10:27 +03:00
Andrei Alexeyev
e75767aea5
fix rendering of translucent enemies (stage 3 mostly) 2018-07-25 05:54:15 +03:00
Andrei Alexeyev
5cda685bce
adjust some of the hit"boxes" again 2018-07-25 05:50:31 +03:00
Andrei Alexeyev
f6f75a8d92
basic hakkero respawn/follow animation for MarisaA 2018-07-25 04:57:32 +03:00
Andrei Alexeyev
e1be3c0ffa
fix logic error in player_should_shoot 2018-07-25 04:56:36 +03:00
Andrei Alexeyev
1e6038505c
fix MarisaA memory leak 2018-07-25 04:24:03 +03:00
Andrei Alexeyev
be0fc449bd
first attempt to make hakkeros and lasers look better together 2018-07-25 04:20:37 +03:00
Andrei Alexeyev
09eb5e8814
revamp stagetext effect 2018-07-25 01:33:01 +03:00
Andrei Alexeyev
2237b43fbc
fix spellstage transition issues 2018-07-24 21:30:45 +03:00
Andrei Alexeyev
6c1746e366
define an auxiliary textures interface for sprite/text shaders 2018-07-24 21:00:44 +03:00
Andrei Alexeyev
b67d81853d
exterminate the most annoying and least useful debug messages 2018-07-24 19:42:11 +03:00
Andrei Alexeyev
b2bf476836
fix player name input bug 2018-07-24 19:30:05 +03:00
Andrei Alexeyev
8490576810
Premultiplied alpha (#133)
* 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.
2018-07-23 20:07:59 +03:00
Andrei Alexeyev
1b82c80070
nice copypasta 2018-07-15 20:19:05 +03:00
Andrei Alexeyev
a0eadef8c0
refactor dialog selection logic 2018-07-15 18:48:22 +03:00
Andrei Alexeyev
5e711b2abb
Update CGLM to the latest version
git subrepo clone --branch=taisei https://github.com/taisei-project/cglm external/cglm

subrepo:
  subdir:   "external/cglm"
  merged:   "b51be76d"
upstream:
  origin:   "https://github.com/taisei-project/cglm"
  branch:   "taisei"
  commit:   "b51be76d"
git-subrepo:
  version:  "0.3.1"
  origin:   "https://github.com/ingydotnet/git-subrepo"
  commit:   "a7ee886"
2018-07-11 18:05:47 +03:00
Andrei Alexeyev
f6d23dc025
Don't use vec3 in vertex attributes
This type has special alignment requirements in newer CGLM, which breaks
our rendering.
2018-07-11 17:48:13 +03:00
Andrei Alexeyev
c57d1130aa
support mipmaps and anisotropy (not used until we have premultiplied alpha) 2018-07-11 14:55:08 +03:00
laochailan
b4a6f5dfb4
add a hakkero sprite 2018-07-09 17:13:36 +02:00
Andrei Alexeyev
4b82807297
Fix atlas bleeding in the sprite_silhouette shader
Fixes #131
2018-07-09 04:54:57 +03:00
laochailan
8d343926bd
remove off-screen fairies before hina
Fixes #132
2018-07-07 14:16:49 +02:00
laochailan
c48d017f58
rewrite the YoumuA bomb shader to be more human readable 2018-07-07 13:45:32 +02:00
laochailan
2b3601ce74
fix youmuA bomb shader screen splitting. 2018-07-07 13:45:32 +02:00
Andrei Alexeyev
083e9c950f
refuse to compile with -ffast-math 2018-07-04 11:55:33 +03:00
Andrei Alexeyev
3aaa621ee6
enforce proper use of clamp() 2018-07-04 11:48:42 +03:00
Andrei Alexeyev
b16f402040
Refactor framebuffer-related stuff (#130)
* Renderer: rename render targets to framebuffers

* Refactor framebuffer pair helper and some of the video API

* Remove hardcoded dimensions from draw_framebuffer_tex

* Make viewport a per-framebuffer property rather than a global one

* Handle config updates via the events system. React to viewport fg/bg quality change requests.
2018-07-04 11:36:16 +03:00
laochailan
3f82ce892c
fix kurumi extra draining immune fairies! 2018-07-03 20:09:39 +02:00
laochailan
ce3f72eb39
setting the default color to opaque white again
fixes the loader screen not appearing
2018-07-01 11:34:55 +02:00
laochailan
8c663361ae
add missing spaces 2018-07-01 10:57:53 +02:00
Andrei Alexeyev
8d165c41fe
meson: get rid of redundant build_always: false, it is the default 2018-07-01 11:55:32 +03:00
Andrei Alexeyev
52fd5a0429
Revert "meson: do not use build_always, it's deprecated and seems to misbehave on latest meson from git"
This reverts commit e0b722694b.
2018-07-01 11:48:54 +03:00