Andrei Alexeyev
db632a710a
YoumuB changes
2017-12-06 01:34:14 +02:00
Andrei Alexeyev
b20b0573ee
improve the texture filtering workaround
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take edges/texture wrapping into account
2017-12-05 05:45:43 +02:00
Andrei Alexeyev
8a965d66fc
stage 1 adjustments
2017-12-05 01:05:20 +02:00
Andrei Alexeyev
52cbceacd6
use a better RNG algorithm (CMWC)
2017-12-04 05:26:27 +02:00
Andrei Alexeyev
4702892ed1
fix out of bounds array access
2017-12-04 00:08:16 +02:00
Andrei Alexeyev
c677373fac
fix life/bomb fragments going past the limit
2017-12-01 15:09:30 +02:00
Andrei Alexeyev
072f15ddc5
workaround for filtering artifacts
2017-12-01 15:05:01 +02:00
Andrei Alexeyev
8fbd48d2dd
remove cotire
2017-11-25 17:56:11 +02:00
Andrei Alexeyev
de2223d800
add option to disable pause on focus loss
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ping @makise-homura
2017-11-24 16:39:07 +02:00
Andrei Alexeyev
f8be292802
make my windows cross-compiler (gcc 7.2 from mxe) shut the fuck up
2017-11-24 16:23:24 +02:00
Andrei Alexeyev
3e8982d0ad
fix build for SDL <= 2.0.5
2017-11-24 01:42:23 +02:00
Andrei Alexeyev
552d807be1
remove unneeded resource_wait_for_async_load call
2017-11-23 18:38:58 +02:00
Andrei Alexeyev
db8dd8ad7c
desperate optimizations
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i even used a profiler
2017-11-23 18:23:30 +02:00
Andrei Alexeyev
a3c8e066b7
shaders for iku lasers; shader error handling
2017-11-23 09:42:26 +02:00
Andrei Alexeyev
2417763155
fix boss indicator
2017-11-23 06:02:54 +02:00
Andrei Alexeyev
ec0a2f277d
HUD improvements
2017-11-23 04:25:53 +02:00
Andrei Alexeyev
4b53d65c23
enable GL_TEXTURE_2D by default to reduce API calls
2017-11-22 02:05:42 +02:00
makise-homura
7314eb935e
Removed breaks after returns to avoid compiler warnings about unreachable code
2017-11-22 00:02:32 +03:00
Andrei Alexeyev
7b53d9e731
redesign list api
2017-11-21 16:45:01 +02:00
Andrei Alexeyev
adc176e472
no collision with enemies that haven't fully faded in
2017-11-21 10:10:54 +02:00
Andrei Alexeyev
0c482f9814
fix macOS build
2017-11-20 12:08:57 +02:00
Andrei Alexeyev
db59eddaf2
proper fix for SDL_mixer initialization issue
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fixes #94
see: https://bugs.archlinux.org/task/56303#comment163521
2017-11-20 03:46:27 +02:00
laochailan
a86b8949ee
fix some ending formatting and make extra unlock on easy
2017-11-19 11:43:13 +01:00
laochailan
ee39a60ef5
new Lalasa endings
2017-11-19 11:23:07 +01:00
laochailan
0b8f9e7a14
fix a typo in a disappointed comment
2017-11-19 11:17:33 +01:00
laochailan
847f18d0ed
workaround for SDL_Mixer 2.0.2
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[angry complaints about upstream]
2017-11-19 11:13:42 +01:00
Andrei Alexeyev
692ab286a3
fix capitalization of Occam's Razor
2017-11-19 09:51:43 +02:00
Andrei Alexeyev
8eb17210a4
add menu and stage5boss bgms; revamp bgms (details below)
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- Re-normalize all BGMs to the same volume
- Merge intro/loop parts into a single file
- For BGMs with intros, specify the loop point in the .bgm file
closes #99
2017-11-18 03:45:26 +02:00
Andrei Alexeyev
85c4fb8ece
fix link error for dynamically linked windows builds
2017-11-17 22:40:34 +02:00
Andrei Alexeyev
fbf61e5ef4
fade marisaA's laser emitters when too close to bullets
2017-11-17 02:07:52 +02:00
Andrei Alexeyev
3fb9edf0fa
audio(SDL_mixer): we only care about ogg
2017-11-17 01:41:01 +02:00
Andrei Alexeyev
76ee80b6da
(attempt to) prevent draw code from altering state
2017-11-16 22:25:03 +02:00
Andrei Alexeyev
d34ccb9beb
fix and tweak stage 2 background
2017-11-15 22:19:12 +02:00
Andrei Alexeyev
e9c41ab17c
remove bad play_sound()
2017-11-15 05:52:03 +02:00
Andrei Alexeyev
36f4182829
update stage bg state separately from drawing
2017-11-15 05:45:41 +02:00
Andrei Alexeyev
6eac178c39
use a shared 3D context for all stages (and credits)
2017-11-14 03:41:08 +02:00
Martin Herkt
13e5e27493
resource: Rename music functions → bgm
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This avoids name clashes when linking statically with SDL2_mixer.
2017-11-13 13:51:23 +01:00
Andrei Alexeyev
f5956675c2
fix snow halation crash
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fixes #96
2017-11-12 21:39:55 +02:00
Andrei Alexeyev
117eafd482
wip stage5 stuff; some new sounds
2017-11-12 19:16:15 +02:00
Martin Herkt
119535eda4
Fix symbol clashes
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Happens to remove some duplicate code as well.
2017-11-12 04:51:04 +01:00
Andrei Alexeyev
5d4c750168
made min. distance from plr to viewport a constant
2017-11-11 23:44:54 +02:00
Andrei Alexeyev
fc57c9fe84
more robust sdl videodriver selection
2017-11-11 21:37:24 +02:00
Andrei Alexeyev
499259512b
fix fullscreen/window management issues
2017-11-11 20:47:32 +02:00
laochailan
f8ef884782
increased the number of stars in stage 6
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and used a more predictable way to get a uniform distribution on a
sphere i guess.
2017-11-11 18:50:24 +01:00
Andrei Alexeyev
b61ef0bffc
more strict warnings; fixed some subtle bugs
2017-11-11 19:33:44 +02:00
Andrei Alexeyev
60458541f0
fix projectile radius formula for hit testing
2017-11-11 17:39:06 +02:00
Andrei Alexeyev
586af9a6b0
huge projectile API changes and optimizations ( #93 )
2017-11-10 22:49:16 +02:00
Andrei Alexeyev
fa69e96643
make sure strtok_r doesn't clash with the system version
2017-11-10 22:26:09 +02:00
Andrei Alexeyev
3413bd92e7
many vfs improvements
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* There's no distinction between "temp" and "perm" nodes anymore.
All nodes are allocated with 1 reference belonging to the
vfs_alloc() caller.
* VFSNode pointers retrieved by any API that returns one (most
notably vfs_locate) are guaranteed to have exactly one reference
belonging to the caller. What this means is that you must always
decref them when you're done using them.
If you're implementing such an API (e.g. a custom locate), remember
to incref any persistent nodes you return.
* Passing a VFSNode* to anything that successfully consumes one (for
example, vfs_mount) transfers ownership of the reference to the
consumer. In other words, consumers do not incref your nodes, but
they will decref them once they don't need them anymore. If you want
to keep the node around, then you must incref it first.
* Bunch of other stuff.
"Ownership" is an abstract concept in this context. Basically it just
means "cleanup responsibility".
2017-11-10 21:49:54 +02:00
laochailan
d6333752a1
removed leftover debug logs in stage 3
2017-11-08 19:08:09 +01:00