Glenn Maynard
2a16238734
more convenient: input as attrib, not child
2005-08-29 05:01:34 +00:00
Glenn Maynard
23ea565846
better form: max one param per Input node
2005-08-27 08:26:34 +00:00
Glenn Maynard
60317928f2
Specify input parameters explicitly, to be passed via a <Param> in a
...
parent object and stored for later use.
2005-08-27 06:08:04 +00:00
Chris Danford
15d263b379
add GetRotationY
2005-08-18 06:15:04 +00:00
Glenn Maynard
d01af9bde2
typo
2005-08-12 04:13:08 +00:00
Glenn Maynard
85d66d4a6c
dumb fix
2005-08-12 04:12:33 +00:00
Glenn Maynard
b5cca118e0
add TWEEN_SMOOTH
2005-08-12 04:08:51 +00:00
Chris Danford
c20c41e7fc
load commands from elements (for using Lua to generate the command name)
2005-08-06 05:33:01 +00:00
Chris Danford
2ca9f32459
add GetDiffuseAlpha
2005-08-03 03:12:35 +00:00
Chris Danford
32c3953726
"scale, rotate, translate", not "rotate, scale, translate". It's amazing that this is a day 1 bug.
2005-07-25 17:57:42 +00:00
Chris Danford
1f3ed4d3be
replace effect delay/period with RampUp/HoldAtHalf/RampDown/HoldAtZero
2005-07-24 03:19:01 +00:00
Glenn Maynard
f9e40278dd
fix uninitialized
2005-07-19 08:52:36 +00:00
Glenn Maynard
2dd114942b
cleanup
2005-07-19 08:36:02 +00:00
Glenn Maynard
56fa4fe4b2
Don't create a TempState for every actor. If we use it, we always use it
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right away, inside DrawPrimitives(). This cuts down the size of Actor by
about 25%.
2005-07-19 07:54:32 +00:00
Glenn Maynard
df19b084fd
sanity check (m_pTempState points somewhere in the other actor)
2005-07-19 07:52:11 +00:00
Glenn Maynard
2e05545ec7
fix memleak
2005-07-19 07:46:45 +00:00
Glenn Maynard
c05cf4806a
yuck. implement copy ctor to copy tweening queue
2005-07-19 06:21:10 +00:00
Glenn Maynard
c4495e3900
Don't use deque in Actor; it allocates too much. Store pointers; moving
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pointers around is cheap enough.
2005-07-19 05:56:36 +00:00
Glenn Maynard
55d6382c49
add virtual Copy() to Actor
2005-07-18 22:00:19 +00:00
Glenn Maynard
f47cb7f526
bind GetName
2005-07-12 21:44:30 +00:00
Glenn Maynard
8cc8c66890
baserotation
2005-07-05 06:38:34 +00:00
Glenn Maynard
1607e6320a
cleanup
2005-07-05 02:53:41 +00:00
Glenn Maynard
9a6fa1bae8
actor instance tables
2005-07-04 21:45:16 +00:00
Glenn Maynard
ff888eaf9e
cleanup
2005-06-21 05:23:25 +00:00
Glenn Maynard
9d7f835609
no need to template Luna specializations
2005-06-20 05:02:03 +00:00
Glenn Maynard
e2cfba413a
update registration for various types
2005-06-20 04:23:36 +00:00
Glenn Maynard
c0a65b3503
lua locking
2005-06-16 22:10:24 +00:00
Chris Danford
623dc2512f
merge PlayCommand2 and PlayCommand so that Actor derivities only have to override one method to get the correct behavior
2005-06-12 00:35:08 +00:00
Chris Danford
98784d3fb5
Split Update into Update and UpdateInternal so that every class doesn't need to early abort in Update when hibernating
2005-06-11 10:32:58 +00:00
Glenn Maynard
47db6ca9c4
floating-point zbias. For compatibility, 0 is off and 1 is the old "zbias on".
...
Going beyond 1 is allowed, but the usable/useful range of values is currently
undefined--try to stick to 0..1.
2005-05-06 04:05:02 +00:00
Glenn Maynard
59f6c7848a
separately-controllable ZBias
2005-05-06 03:24:41 +00:00
Chris Danford
f81516f531
assert -> warning
2005-05-04 19:19:22 +00:00
Chris Danford
80e732f718
assert on doubly defined commands
2005-05-04 09:59:41 +00:00
Glenn Maynard
326a03ff79
fix spin ignores effect clock
2005-05-04 05:25:53 +00:00
Glenn Maynard
72327d7e5d
add lua helpers
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add auxilliary tweening value; this isn't bound to any effect, so it can
safely be used from Lua.
2005-05-03 20:27:50 +00:00
Chris Danford
0ac5e2b008
add Skew for faux italic fonts
2005-05-02 21:43:27 +00:00
Chris Danford
f858e3a5b6
send message on beat crossed
2005-05-01 22:59:00 +00:00
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