Commit Graph
21676 Commits
Author SHA1 Message Date
Steve Checkoway 5fac8c030d Add operator== and operator!= as well as getting all matching steps for a particular song. 2006-07-30 11:30:29 +00:00
Steve Checkoway 3164f7a15f Simplify. Remove debugging assert. 2006-07-30 11:27:56 +00:00
Mike Calfin ae8d0b689b Disabled start menu returning to edit menu during practice. This was causing the center button in pump mode to exit practice mode. 2006-07-30 01:54:08 +00:00
Steve Checkoway 879de00412 Simplify. 2006-07-30 00:09:16 +00:00
Mike Calfin 646915e17a Revete ScreenTitleMenu pump.png back to ScreenLogo pump.png and fixed. 2006-07-29 21:52:10 +00:00
Glenn Maynard 0b6f9ab4b5 remove comment 2006-07-29 19:29:19 +00:00
Jason Felds 3ec503b0de Hack. Pump right now crashes on Sprite:position( f ), Sprite:loop( f ), and Sprite:rate( f ) (see dev email). Feel free to remove this file once the issue has been resolved. 2006-07-29 18:44:08 +00:00
Glenn Maynard e550a0fcb5 cleanup, less random order 2006-07-29 06:18:09 +00:00
Glenn Maynard e57aa00b2a invert RenderTarget_FramebufferObject
set viewport
2006-07-29 00:23:44 +00:00
Glenn Maynard 3c15c15aa2 AddImageCoords 2006-07-29 00:16:57 +00:00
Glenn Maynard ad0e9c3105 remove; access the texture directly 2006-07-28 23:29:37 +00:00
Glenn Maynard 3e7679b64b compaibility helpers 2006-07-28 23:26:22 +00:00
Glenn Maynard ba66d3f4b3 remove bindings; use eg. sprite:GetTexture():loop( f ) 2006-07-28 23:25:45 +00:00
Glenn Maynard 6009e1febb fixup 2006-07-28 23:25:11 +00:00
Glenn Maynard e136191439 bind GetTexture 2006-07-28 23:19:36 +00:00
Glenn Maynard 413e4acd26 bind 2006-07-28 23:19:16 +00:00
Glenn Maynard c6aa765685 cleanup 2006-07-28 21:51:40 +00:00
Glenn Maynard 184a2fa37e cleanup 2006-07-28 21:48:52 +00:00
Glenn Maynard eeed70ea55 cleanup 2006-07-28 21:43:35 +00:00
Glenn Maynard 3324ec1a85 old 2006-07-28 21:42:15 +00:00
Glenn Maynard 2f149ffb6a fix warning 2006-07-28 21:08:29 +00:00
Glenn Maynard e91c291e05 type 2006-07-28 21:08:02 +00:00
Glenn Maynard 3197d4ead9 unused params 2006-07-28 21:06:13 +00:00
Glenn Maynard 98591e9fc1 call Create() in CreateRenderTarget 2006-07-28 21:03:57 +00:00
Glenn Maynard 82497e4111 Create() virtual 2006-07-28 21:01:58 +00:00
Steve Checkoway a54b9e5eda Use enum_add. 2006-07-28 20:11:27 +00:00
Steve Checkoway 1c95618c6b Swap aqua and green. 2006-07-28 20:02:57 +00:00
Steve Checkoway 27eaf18dbd Remove debugging. 2006-07-28 19:58:13 +00:00
Steve Checkoway 9f58df94ae Reverse condition. If we don't tell it what row to use, it needs to compute the offset using the time stamp. 2006-07-28 19:40:14 +00:00
Steve Checkoway 65f7c321ea With pad stick seconds, use the time to calculate the row. 2006-07-28 19:19:24 +00:00
Glenn Maynard 1af6d6f0fc Don't push and pop the centering matrix. It's reconstructed from Centering.
Push Centering instead.
2006-07-28 19:17:09 +00:00
Glenn Maynard b1d0b7fe87 move centering params into a struct 2006-07-28 18:58:34 +00:00
Jason Felds 1476e335e9 OptionNames update. 2006-07-28 18:05:47 +00:00
Steve Checkoway b3056eee1c Fix mines not being triggered when being held down (for the most part). It's still possible for mines to not be triggered if the input released after the mine has passed but before the next Update() frame. This is much tricker to deal with since we can't ask if the button was held down at some time in the past It is also much harder to detect than having held down the button for an entire measure and watched mines just not be hit.
This should also fix autoplay misses by telling Step() exactly which row was pressed.

There are also comments in there about possible bugs in the grading/key sounds but I didn't want to change those without getting input from other devs since it does change the way we grade "jack hammers."
2006-07-28 09:05:58 +00:00
Chris Danford 6146caad68 fix hang if last BGChange is to -random- 2006-07-28 07:39:09 +00:00
Steve Checkoway b868d557f7 Merge HandleStep() with Step(). This has one functional change, when using auto play and the AI avoids a mine or misses a note, the message to send on a step isn't sent which makes more sense because a step is being judged as not having happened. 2006-07-28 07:12:27 +00:00
Steve Checkoway 2d68d7b13e Comment. 2006-07-28 04:38:12 +00:00
Steve Checkoway e081585830 Add comment. 2006-07-28 04:37:26 +00:00
Steve Checkoway f57e1ca17c Add files. 2006-07-28 03:37:18 +00:00
Steve Checkoway 884af552ee Allow combined player steps to have per-player radar values. This doesn't work for trails where it just uses the PLAYER_1 values, same with writing to the catalog file. 2006-07-28 03:34:14 +00:00
Jason Felds 1b1f2a9790 VC8 fix (inline if). 2006-07-28 03:21:45 +00:00
Ben Anderson 93412e0e84 Update... 2006-07-28 01:50:53 +00:00
Glenn Maynard d580386bb9 unused 2006-07-28 00:38:43 +00:00
Glenn Maynard 5df5c3e7b8 LoadBG -> Load( Sprite::SongBGTexture() ) 2006-07-28 00:32:39 +00:00
Glenn Maynard 3439a2e546 if a texture is registered, we can use it whether it exists as a file or not (eg. RenderTargets) 2006-07-28 00:26:13 +00:00
Glenn Maynard eafac8fb96 simplify 2006-07-28 00:24:30 +00:00
Steve Checkoway 73962daa0a A build script that I've found to be useful for building the linux snapshot as well as including with the source snapshots which makes it easy to build with static ffmpeg libs (which it will download, patch, configure, and build for you). 2006-07-28 00:13:25 +00:00
Glenn Maynard 4bd4508ba2 unused label 2006-07-27 23:56:41 +00:00
Glenn Maynard bcb438f1e5 ActorUtil::ResolvePath does this 2006-07-27 23:53:15 +00:00
Glenn Maynard bcebbe04e2 let RageTExtureManager handle this error 2006-07-27 23:51:49 +00:00