Merge branch 'master' of https://github.com/stepmania/stepmania into xcode5.1.1
This commit is contained in:
+1
-1
@@ -70,7 +70,7 @@ specialized controllers.</p>
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<p>However, we highly recommend at least these settings for decent performance:</p>
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<p>On Windows, DirectX 8.0 is required in order to install StepMania. If DirectX
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<p>On Windows, DirectX 9.0 is required in order to install StepMania. If DirectX
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is not installed on your computer, the StepMania installer will abort the installation
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with a warning.</p>
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@@ -5,4 +5,4 @@
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# have them pulled in for every 16-pixel font.
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# xxx: we don't have 16px japanese or korean fonts
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[main]
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import=_Thai 16px,_misc 16px,_game chars 16px
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import=_Thai 16px,_misc 16px,_game chars 16px,_ui chars 16px
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@@ -10,4 +10,4 @@
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# The characters in _game chars 16px are actually very large;
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# they'll look fine here, too.
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import=_japanese 24px,_korean 24px,_game chars 16px,_misc 16px
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import=_japanese 24px,_korean 24px,_game chars 16px,_ui chars 16px,_misc 16px
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Binary file not shown.
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After Width: | Height: | Size: 456 B |
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After Width: | Height: | Size: 409 B |
@@ -0,0 +1,14 @@
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# The characters in this font are actually much larger than 16 pixels.
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# The "16px" indicates what size uppercase letter this font is meant
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# for, not necessarily the actual size of the characters.
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[main]
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0=24
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# Don't load this font grayscale.
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TextureHints=16bpp
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Top=8
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Baseline=24
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map nextrow=0
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@@ -150,16 +150,8 @@ local log_display_mt= {
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-- and hardcoded it into BitmapText.
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local message= tostring(mess.message):gsub("::", ":")
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if params.IgnoreIdentical then
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-- Use only the first line for comparison because the rest is
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-- probably stack trace, with args that might vary uselessly.
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self.width_tester:settext(message)
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local lines= convert_text_to_indented_lines(
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self.width_tester, self.indent, self.line_width, self.text_zoom)
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for i, prevmess in ipairs(self.message_log) do
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self.width_tester:settext(prevmess)
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local prevlines= convert_text_to_indented_lines(
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self.width_tester, self.indent, self.line_width, self.text_zoom)
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if lines[1][2] == prevmess[1][2] then return end
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if message == prevmess then return end
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end
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end
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if params.ReplaceLinesWhenHidden and self.hidden then
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+17
-2
@@ -823,9 +823,24 @@ bool Course::GetTotalSeconds( StepsType st, float& fSecondsOut ) const
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if( !AllSongsAreFixed() )
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return false;
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Trail* pTrail = GetTrail( st, Difficulty_Medium );
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Trail* trail = GetTrail( st, Difficulty_Medium );
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if(!trail)
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{
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for(int cd= 0; cd < NUM_CourseDifficulty; ++cd)
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{
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trail= GetTrail(st, (CourseDifficulty)cd);
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if(trail)
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{
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break;
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}
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}
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if(!trail)
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{
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return false;
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}
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}
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fSecondsOut = pTrail->GetLengthSeconds();
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fSecondsOut = trail->GetLengthSeconds();
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return true;
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}
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@@ -438,14 +438,14 @@ Actor *NoteSkinManager::LoadActor( const RString &sButton, const RString &sEleme
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if( !PushActorTemplate(L, sButton, sElement, bSpriteOnly) )
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{
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// ActorUtil will warn about the error
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return new Sprite;
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return Sprite::NewBlankSprite();
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}
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auto_ptr<XNode> pNode( XmlFileUtil::XNodeFromTable(L) );
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if( pNode.get() == NULL )
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{
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// XNode will warn about the error
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return new Sprite;
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return Sprite::NewBlankSprite();
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}
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LUA->Release( L );
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@@ -460,7 +460,7 @@ Actor *NoteSkinManager::LoadActor( const RString &sButton, const RString &sEleme
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{
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LuaHelpers::ReportScriptErrorFmt("%s: %s %s must be a Sprite", m_sCurrentNoteSkin.c_str(), sButton.c_str(), sElement.c_str());
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delete pRet;
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return new Sprite;
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return Sprite::NewBlankSprite();
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}
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}
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@@ -1958,7 +1958,7 @@ void ScreenGameplay::UpdateHasteRate()
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{
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if( !GAMESTATE->IsHumanPlayer(pi->m_pn) )
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continue;
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fMaxLife = max( fMaxLife, pi->m_pLifeMeter->GetLife() );
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fMaxLife = max( fMaxLife, pi->m_pLifeMeter->GetLife() );
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}
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if( fMaxLife <= m_fHasteLifeSwitchPoint )
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GAMESTATE->m_fHasteRate = SCALE( fMaxLife, 0.0f, m_fHasteLifeSwitchPoint, -1.0f, 0.0f );
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+11
-3
@@ -32,11 +32,19 @@ Sprite::Sprite()
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m_fTexCoordVelocityX = 0;
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m_fTexCoordVelocityY = 0;
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// An uninitialized sprite should be valid to display. -Kyz
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Load(TEXTUREMAN->GetDefaultTextureID());
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}
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// NoteSkinManager needs a sprite with a texture set to return in cases where
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// the noteskin doesn't return a valid actor. I would really prefer to make
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// Sprite::Sprite load the default texture, but that causes problems for
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// banners on ScreenSelectMusic and videos on ScreenGameplay. So rather than
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// dig through either of those, NoteSkinManager uses this special function.
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Sprite* Sprite::NewBlankSprite()
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{
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Sprite* news= new Sprite;
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news->Load(TEXTUREMAN->GetDefaultTextureID());
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return news;
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}
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Sprite::~Sprite()
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{
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@@ -15,6 +15,9 @@ public:
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Sprite( const Sprite &cpy );
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virtual ~Sprite();
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// See explanation in source.
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static Sprite* NewBlankSprite();
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virtual void InitState();
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void LoadFromNode( const XNode* pNode );
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@@ -643,6 +643,10 @@ Function PreInstall
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old_nsis_not_installed:
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; todo: this needs to be updated for DirectX 9.0c
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; HKEY_LOCAL_MACHINE "Software\Microsoft\DirectX" "Version"
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; 9.0c is "4.09.00.0904"
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; Check for DirectX 8.0 (to be moved to the right section later)
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; We only use this for sound. Actually, I could probably make the sound
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; work with an earlier one; I'm not sure if that's needed or not. For one
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