Commit Graph
20250 Commits
Author SHA1 Message Date
Chris Danford ff338d15b8 PRODUCT_NAME -> PRODUCT_FAMILY
PRODUCT_NAME_VER -> PRODUCT_ID_VER
2006-02-26 00:31:31 +00:00
Chris Danford 1f7550852c PRODUCT_NAME -> PRODUCT_FAMILY
PRODUCT_NAME_VER -> PRODUCT_ID_VER
2006-02-26 00:12:29 +00:00
Steve Checkoway 3f9ed65afd Fix backing out of manage profiles. 2006-02-26 00:11:17 +00:00
Chris Danford d87a17a034 PRODUCT_NAME -> PRODUCT_FAMILY
PRODUCT_NAME_VER -> PRODUCT_ID_VER
2006-02-25 23:59:32 +00:00
Chris Danford e26eaf822e stick registry entries in PRODUCT_ID 2006-02-25 23:41:50 +00:00
Chris Danford b56494dec0 fix uninstall leaves stuff behind 2006-02-25 23:13:44 +00:00
Chris Danford fe51b2c349 move end-user documentation into Manual/ 2006-02-25 22:57:37 +00:00
Chris Danford 409d2f9b0c move end-user documentation into Manual/ 2006-02-25 22:50:10 +00:00
Chris Danford e4d30babca move end-user documentation into Manual/ 2006-02-25 22:37:29 +00:00
Glenn Maynard 1a67cca345 If we have a window, g_pContext is set; if not, it's NULL. Avoid redundantly tracking state, when it can be clearly derived from other state; it introduces ways that the class might be in an inconsistent state and adds bookkeeping. 2006-02-25 21:05:19 +00:00
Steve Checkoway 3e72c0e002 Fix pump pad support. Second player untested but seems likely to work. 2006-02-25 14:58:14 +00:00
Glenn Maynard c6125c4e26 Actor.cpp "fDeltaTime >= 0" assertion fires occasionally. This is under
Foreground's update, caused by GAMESTATE->m_fMusicSeconds moving backwards.

This happens due to frame skips confusing GameSoundManager::GetFrameTimingAdjustment.
It expects that, when the framerate is stable, each frame will take 1/FPS.
If we skip a frame, it thinks one frame is 30ms late, and tries to
adjust by 30-16ms.  Reduce the threshold for this adjustment to half a frame;
if we're that much late, the problem isn't scheduling jitter--we've probably
dropped a frame, and adjusting here is incorrect.

In case that isn't enough, clamp fDeltaTime in Foreground, too.
2006-02-25 10:08:18 +00:00
Steve Checkoway 4c836c9da7 Working on course editor. 2006-02-25 09:33:23 +00:00
Steve Checkoway 53e36d2e42 Course editor metrics. 2006-02-25 09:32:27 +00:00
Steve Checkoway 99046ebd9f Add missing entries. 2006-02-25 09:31:38 +00:00
Steve Checkoway 5515dcf3ee Very simple overlay, mostly to help while working on the course editor. 2006-02-25 09:31:10 +00:00
Steve Checkoway 716f4132fd Add missing graphics. 2006-02-25 09:28:43 +00:00
Steve Checkoway 869c6be7ed These aren't unexpected--they are documented, we just don't support them--so don't clutter the logs with them. 2006-02-25 07:54:41 +00:00
Steve Checkoway 467b6f8a52 Spacing cleanup. 2006-02-25 07:49:23 +00:00
Steve Checkoway a0506c42fb Fix compile. 2006-02-25 07:32:34 +00:00
Glenn Maynard 1514f2f5d4 remove old checkpoints 2006-02-25 06:07:40 +00:00
Chris Danford f5174d5d99 have smpackage read theme from static.ini in case the game hasn't been run yet to create preferences.ini 2006-02-25 04:34:19 +00:00
Glenn Maynard ad8dbf5e86 cleanup 2006-02-25 03:26:46 +00:00
Glenn Maynard ed60014bb3 fix ScreenSelect ignores StopMusicOnBack 2006-02-25 00:51:30 +00:00
Glenn Maynard 67c3a01267 fix EditOptions cancel 2006-02-25 00:40:16 +00:00
Glenn Maynard c1e2a828ac missed commit; fix mr.pfnEnabled not applied initially 2006-02-25 00:26:17 +00:00
Glenn Maynard 53ea100d0b cleanup 2006-02-25 00:17:48 +00:00
Glenn Maynard 94e19ae408 cleanup 2006-02-25 00:08:55 +00:00
Chris Danford 3e157b3ab5 move validation into Preference 2006-02-24 23:39:21 +00:00
Steve Checkoway 0882afee6f Cleanup. 2006-02-24 21:51:31 +00:00
Steve Checkoway d396941353 Return mac keyboard strings (and also a bunch of international keyboard buttons that I don't have, can't test, and in many cases probably don't even exist. 2006-02-24 21:43:41 +00:00
Chris Danford 65ec3199b9 remove resample.dll 2006-02-24 21:43:40 +00:00
Steve Checkoway 18728e856f Fix overlapping buttons. 2006-02-24 21:41:37 +00:00
Chris Danford 69a5989d9e add resample.dll 2006-02-24 19:43:46 +00:00
Chris Danford c3ee0bc206 style cleanup 2006-02-24 19:37:28 +00:00
Chris Danford 0e76e44bbf add EnterComment strings 2006-02-24 19:28:25 +00:00
Chris Danford 8f6451f672 install Licenses.txt with all NSIS install types
fix location for copying pcks from .app
2006-02-24 17:16:36 +00:00
Chris Danford 21f2a7d58d install Licenses.txt with all NSIS install types 2006-02-24 17:14:24 +00:00
Steve Checkoway c4fde125e4 Basic support for the USB pump pad. It is not HID-compliant and reports strange values when buttons are pressed and released. In particular, it claims that it's values are in the range [0,1], yet actually returns values in the range [0,3]. Also, there are two instances where releasing two buttons sends the same report (UR and MID, as well as DL and DR).
I suspect this makes it pretty much impossible to use (although the guy with the pad has the glowing report of, "and it seemed to work OK") but without actually having a pad with which to test, it's about all I can do.
2006-02-24 13:29:15 +00:00
Steve Checkoway 1b923c5a14 Fix compile. 2006-02-24 11:46:44 +00:00
Steve Checkoway b760e127a8 Allow subclasses to refuse particular (vid, pid) pairs. 2006-02-24 10:47:33 +00:00
Steve Checkoway 19bb34974e Update build instructions for OS X. 2006-02-24 06:08:44 +00:00
Glenn Maynard 171dc26845 Fix RageException::Throw during concurrent loading crashes. 2006-02-24 03:15:25 +00:00
Glenn Maynard 2b02810758 cleanup 2006-02-24 03:09:11 +00:00
Glenn Maynard d63e24c167 CancelTransitionsOut 2006-02-24 03:03:14 +00:00
Glenn Maynard f4b57aa968 fix PlaySharedBackgroundOffCommand called when it shouldn't be 2006-02-24 03:02:00 +00:00
Glenn Maynard d42559a5cd I'm still slowly wrangling out just how Cancel should work.
Screens typically have two general simple models of transitioning;
either the menu elements transition out, or we drop a fade on top
of everything.  The former leaves the background in place, the
latter doesn't.  Transitioning is usually used when we're going
to a screen with the same background; fading is used otherwise.
(There are combinations of these, and more complex modes, but
these are the basics.)

Traditionally, cancelling has always wiped.  It usually goes back
to the title menu, which rarely has the same background; and it's
an uncommon path, so it's not worth setting up a full transition
for.  However, for cases where we don't go all the way back, this
is incorrect; it looks very strange to press escape in the options
submenu or the player options menu, and to have it wipe the screen.

I've dealt with this in the past by setting up a "cancel" transition
that simply runs "Off" and waits.  That works, but it's a pain, since
the wait duration needs to line up with the length of the transition.
Instead, add a transition mode "CancelTransitionsOut" that causes
Cancel to run the Out transition directly.  (This also plays the
start sound, due to a discrepency right now: with Out, it's the
screen's job to play the sound, but with Cancel, it's the transition's
job.  Figure that out later ...)

Ultimately, we should be able to have full CancelCommand transitions
if we want, but the SWME TweenOnScreen/TweenOffScreen code transition
needs to be completed first (replacing individual transitions with a
single "On"/"Off" command).
2006-02-24 03:01:28 +00:00
Glenn Maynard 3e5bcbe583 ActorScroller::GetSecondsToDestination 2006-02-24 01:57:10 +00:00
Glenn Maynard ffb7f14ef5 simplify 2006-02-24 01:11:45 +00:00
Glenn Maynard 1c3d8baeeb Screen:PostScreenMessage 2006-02-24 01:09:42 +00:00