Chris Danford
01d59d97ce
add base alpha
2005-04-30 07:48:10 +00:00
Glenn Maynard
4ad1b23244
cleanup
2005-04-29 00:07:33 +00:00
Glenn Maynard
4bba3fbaa8
add lights as an effect source
2005-04-28 23:55:47 +00:00
Glenn Maynard
8b76b5eafd
experimental: allow implementing effects in Lua.
...
The biggest risk here is performance; we rarely call Lua per-frame. However,
there are lots of places where we can call Lua while rendering (any time we
call a command), and there's little difference between calling Lua once
every ten frames or once every frame; either way you're counting against the
per-frame time quota to hit vsync. So, this probably isn't much of a stretch.
Usage is simple:
OnCommand=luaeffect,Foo
FooCommand=addx,math.random()*10
Actor commands run during the effect will only apply for that frame. Don't
call tweening commands ("linear") or anything else that doesn't make sense
in this context; you're modifying m_TempState instead of the tweening queue.
This is hoped to replace some of the more esoteric stuff in the effect code.
For this to be of much use, Lua access to m_fSecsIntoEffect and probably
other stuff is needed.
2005-04-28 10:18:36 +00:00
Glenn Maynard
b2b3a80625
fix queued commands ending up in m_current, causing all future tweens to inherit it
2005-03-27 18:55:26 +00:00
Glenn Maynard
a0877fdab0
Actor::SubscribeToMessage
2005-03-27 05:54:26 +00:00
Chris Danford
6016f34983
multiply the alphas so we can fade even while an effect is playing
2005-03-26 19:30:10 +00:00
Chris Danford
a16db4edaa
Don't use negative names for booleans: rename Hidden -> Visible, but still support the old interfaces.
2005-03-25 20:30:39 +00:00
Steve Checkoway
ae02033893
Fix warnings.
2005-03-23 21:04:40 +00:00
Chris Danford
7ca20486ef
use sin lookup table to fix terrible performance with float and tipsy performance on some archs
2005-03-22 00:58:05 +00:00
Chris Danford
1d1a6a95ac
add diffuse_ramp effect
2005-03-21 10:49:51 +00:00
Chris Danford
d83e8ec60c
warn instead of asserting on tween overflow
2005-03-20 20:37:24 +00:00
Chris Danford
ca8106297e
add HasCommand
2005-03-13 20:34:52 +00:00
Chris Danford
7ab74cdd24
don't keep "Message" in command name
...
fixes ScoreDisplayCalories
2005-03-08 16:54:48 +00:00
Chris Danford
2cc06cdc27
add 2nd parameter to ActorCommands
2005-03-01 21:56:28 +00:00
Glenn Maynard
b76c0edfa9
cleanup
2005-02-28 18:52:38 +00:00
Glenn Maynard
6a20525872
cleanup, comment
2005-02-28 18:16:41 +00:00
Chris Danford
4a2499b0fb
fix Model doesn't obey m_bTextureWrapping
2005-02-27 08:31:41 +00:00
Glenn Maynard
81bf2cf8ff
add queuemessage
2005-02-27 03:21:18 +00:00
Glenn Maynard
8e35534656
fix Update(0) not clearing m_bFirstUpdate (this would also happen previously:
...
every frame would be m_bFirstUpdate while hibernating)
2005-02-24 21:42:02 +00:00
Glenn Maynard
74e02e55ef
make sure that large updates don't throw hibernation timing out of sync;
...
this also affects small updates, preventing small sub-frame timing errors;
if there's 10ms of hibernation left, and a 17ms update arrives, we should
update for only 7ms, not 17ms
2005-02-24 20:37:39 +00:00
Glenn Maynard
148bee1c51
re-update
2005-02-23 20:58:07 +00:00
Glenn Maynard
22b6a821d5
tabs
2005-02-23 19:22:52 +00:00
Glenn Maynard
53f7fbd890
fix VC7 compile
2005-02-23 19:11:40 +00:00
Chris Danford
2e5b94e064
have Actors automatically subscribe to a message for each command that ends in "MessageCommand"
2005-02-23 18:53:54 +00:00
Chris Danford
eb6e4cdb50
play InitCommand for all Actors at load time
2005-02-19 01:06:03 +00:00
Glenn Maynard
e16b72f5ed
Actor::RunCommands, etc. can take any LuaReference, not just
...
ActorCommands
2005-02-17 05:12:23 +00:00
Chris Danford
533e83ed00
Don't set two different names for an element. Instead, pass the metrics group name as a parameter to Load()
2005-02-16 23:03:01 +00:00
Glenn Maynard
470b308fe0
comment
2005-02-13 20:10:27 +00:00
Glenn Maynard
40f82442b0
add assert (because ActorCommands.PushSelf() no longer does it)
2005-02-13 04:06:14 +00:00
Chris Danford
8decda4f63
allow AtExpressions in Commands
2005-02-12 22:54:15 +00:00
Glenn Maynard
06ddb73d93
don't reset if already wagging
2005-02-11 02:56:08 +00:00
Glenn Maynard
3e389c103b
Translation and scaling (when applied in that order) are trivially combined;
...
save a matrix multiply for every actor. (Maybe we can avoid doing any,
for objects which are neither rotated nor scaled--such as those positioned
based on their parent--but I'm not sure it's worth it.) Rotations can be
combined without doing a full matrix multiply, too; if an actor rotates at all,
only do one matrix multiply.
2005-02-05 03:12:04 +00:00
Chris Danford
68dd253720
use templated classes instead of macros for easier debugging
2005-01-31 08:05:27 +00:00
Glenn Maynard
b547efa5e7
have ActorCommands push themself
2005-01-28 20:08:29 +00:00
Chris Danford
8555a6da45
use Lua to execute commands
...
(needs cleanup)
2005-01-26 11:21:43 +00:00
Chris Danford
cd9c48d645
LuaHelpers -> LuaManager
2005-01-24 02:26:55 +00:00
Chris Danford
cda4c3b04a
make Actor LoadFromNode signatures consistent
2005-01-17 05:28:16 +00:00
Chris Danford
8a1fb93003
move attribute loading into the class that owns the attribute
2005-01-16 23:40:21 +00:00
Chris Danford
cfb9d284c5
simplify: combine two Actor deques into one
2005-01-16 04:35:47 +00:00
Chris Danford
f2060969de
fix tween overflow in Actor commands that call themself
2005-01-16 04:22:43 +00:00
Glenn Maynard
d58fa5178c
remove GlowMode
2005-01-08 22:40:42 +00:00
Glenn Maynard
f9a96f885c
(let's just remove glowmode entirely)
2005-01-08 22:10:04 +00:00
Glenn Maynard
25a5bfa7e7
Remove "blendmode,brighten"; it's the same as "blend,add", use that instead.
2005-01-08 22:08:31 +00:00
Chris Danford
a3b49485b5
let Actors store commands
2005-01-04 10:41:32 +00:00
Glenn Maynard
fac13bf393
remove fadecolor
2005-01-01 22:04:40 +00:00
Glenn Maynard
0d4f15c72f
const
2004-12-27 22:30:51 +00:00
Chris Danford
d544ea4972
scale pulse effect by EffectColors for added control
2004-12-27 03:25:09 +00:00
Chris Danford
ed19821e09
rename: ActorCommand -> Command
...
Make Command smaller and more generic.
Parse arguments on use, not in Command::Load.
2004-12-03 05:19:46 +00:00
Chris Danford
e1da21f61c
Let ActorCommand do the parsing for ModeChoice
2004-12-02 05:56:38 +00:00