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