Commit Graph
16686 Commits
Author SHA1 Message Date
Chris Danford 79ceb5b0cf allow At expression in Condition 2005-07-25 07:41:23 +00:00
Chris Danford fd8e1e61a7 cleanup 2005-07-25 07:39:29 +00:00
Chris Danford cdb3b2da17 fix PlayMode change message being broadcast multiple times if 2 players joined 2005-07-25 06:47:43 +00:00
Chris Danford 240666b390 const cleanup 2005-07-25 04:47:51 +00:00
Chris Danford 881001b6c6 broadcast on PlayMode changed 2005-07-25 03:59:24 +00:00
Chris Danford 2f7644b044 fix multitexture 2005-07-24 10:25:47 +00:00
Chris Danford a4a297ea90 add same "support material color while lighting is off" hack as the OpenGL renderer 2005-07-24 09:47:54 +00:00
Chris Danford 1f3ed4d3be replace effect delay/period with RampUp/HoldAtHalf/RampDown/HoldAtZero 2005-07-24 03:19:01 +00:00
Chris Danford cfb77d9d15 load lights along with timing data
send beat crossed messages
2005-07-24 03:12:12 +00:00
Chris Danford 1fffd48c57 SetEffectNone -> StopEffect 2005-07-24 03:11:03 +00:00
Glenn Maynard 9cf25ad2b1 flush before deleting screens 2005-07-23 06:36:11 +00:00
Glenn Maynard 703c96a53a prefer to call ZeroNextUpdate before we spend the time that we want to zero,
not after
2005-07-23 06:30:22 +00:00
Glenn Maynard c1a2276330 UpdateDisqualified in BeginScreen, not Init; in Init we havn't imported options
yet, so UpdateDisqualified applies defaults
2005-07-23 06:13:33 +00:00
Glenn Maynard 91e367754a pull out ScreenIsPrepped 2005-07-23 03:31:43 +00:00
Glenn Maynard 44dfb60616 run cleanups after deleting a screen via pop
don't expose DeletePreparedScreens (unneeded; simplify the interface)
2005-07-23 03:09:55 +00:00
Glenn Maynard a16bb811e6 DeletePreparedScreens is automatic 2005-07-23 03:01:36 +00:00
Glenn Maynard bb758d7e8e update 2005-07-23 01:22:49 +00:00
Glenn Maynard b293a4490f ironing out preloading logic 2005-07-23 01:18:48 +00:00
Chris Danford e4677c9f8b better fix for VC6 "can't cast u64 to double" 2005-07-23 00:33:17 +00:00
Glenn Maynard 371bc33f47 ScreensToPrepare, ScreensToGroup 2005-07-22 23:12:45 +00:00
Glenn Maynard 28b3336f64 prepare and group screens in the screen using them, not in the screen
going to that screen (eg. not in GameCommand)
2005-07-22 23:08:28 +00:00
Chris Danford d0f871e9ff PlayMusic("") -> StopMusic() 2005-07-22 23:07:49 +00:00
Chris Danford 85cc76f064 fix VC6 error "cast from ui64 to double not implemented" 2005-07-22 23:05:50 +00:00
Chris Danford e77b62822c increase MAX_FNAMBUF to fix .vdi not generated in VC 2003 release config 2005-07-22 22:41:16 +00:00
Glenn Maynard abad7e9d1c OnCommand in DifficultyList::TweenOnScreen 2005-07-22 22:40:36 +00:00
Glenn Maynard 0cf4fc957c ScreenSelectMusic::BeginScreen
fix TweenOffScreen run twice
2005-07-22 22:38:53 +00:00
Chris Danford 1cfda9a901 remove unused PlayMusic overload 2005-07-22 22:17:34 +00:00
Glenn Maynard e2be6fba66 for motion tweens that On and Off to the same place, writing them this way
is an easy way to make them repeatable
2005-07-22 21:14:28 +00:00
Glenn Maynard 0ef1a88a05 hopefully fix dumb chain of bugs:
RefreshBeatToNoteSkin must be called before Update() is run, and after ResetNoteSkinsForPlayer
2005-07-22 21:04:27 +00:00
Chris Danford 6c53ec147e fix compile 2005-07-22 20:43:13 +00:00
Glenn Maynard a73fc49d5a update
OutputDirectory -> TargetDir
2005-07-22 20:34:09 +00:00
Glenn Maynard e85313f96a hide/show player-specific elements 2005-07-22 20:24:38 +00:00
Glenn Maynard 34a43105bf hide/show player-specific elements 2005-07-22 19:58:26 +00:00
Chris Danford 32286d12e6 add <Param /> child of a node for setting Lua globals while loading a node 2005-07-22 19:57:42 +00:00
Chris Danford be596854c4 zoom() should set zoomz too 2005-07-22 19:51:53 +00:00
Glenn Maynard a9fa5a52aa remove unused 2005-07-22 09:13:44 +00:00
Glenn Maynard 1d797c7f94 fix SM_Success, SM_Failure never sent 2005-07-22 09:13:16 +00:00
Glenn Maynard 8050631be9 use GetNextScreen() 2005-07-22 09:12:16 +00:00
Glenn Maynard 86f3b4a6b5 Screen::GetNextScreen, Screen::GetPrevScreen 2005-07-22 09:11:17 +00:00
Glenn Maynard 6939289f67 remove deletepreparedscreens 2005-07-22 08:46:06 +00:00
Glenn Maynard a0577b80db Refactor prepared screens. This can handle:
- preparing and reusing screens used in a loop (eg. attract), a conceptual stack
   (eg. options menu), or a real stack (ScreenPrompt)
 - automatic cleanup once you load a screen that isn't preloaded; this gracefully
   handles unusual or forgotten exit paths (eg. pressing the system menu button)
 - reusing some screens in a group and loading others on demand
2005-07-22 08:39:07 +00:00
Glenn Maynard d38a2e9c33 ctor, comment, cleanup 2005-07-22 07:15:57 +00:00
Glenn Maynard 3f3a782daf not a reference 2005-07-22 07:13:52 +00:00
Glenn Maynard 8e96f9a233 const 2005-07-22 07:11:49 +00:00
Glenn Maynard f8f65d0a48 changing prepared screen logic; DeletePreparedScreens will be done
automatically
2005-07-22 07:02:20 +00:00
Glenn Maynard 26b5ac01d3 We don't know which players are joined until BeginScreen, so always load
assets for both players (fixes preload asserts).  This isn't an important
optimization point: it's not acceptable for a screen to be so much slower in
2-player than 1-player that this type of optimization would matter.  Also, always
loading both players will help reduce the chance of code that's too slow in
2-player not being noticed due to only being tested in 1-player.
2005-07-22 06:30:19 +00:00
Glenn Maynard 67f6e76b3b tabs 2005-07-22 05:45:46 +00:00
Glenn Maynard d41ba9480c more to implementation 2005-07-22 05:44:54 +00:00
Glenn Maynard 55c0f2b6f4 cleanup 2005-07-22 05:41:51 +00:00
Glenn Maynard 4aaf18959d tabs 2005-07-22 05:39:52 +00:00