Fixed recently introduced bug in GPULayerData
GLJPanel/GLCanvas now has a command line switch. Fixed undo related crash caused by painting only outside the canvas using the bezier tool. Fixed bugs after using bezier tool on floating selections. Fixed possible crash caused by repeatedly undoing and redoing PasteIntoEdit. Made inconsequential changes to some GPULayerEdit-related logistics code.
Fixed programming error in unused code in VertexAttribute
Removed inverseLookAt function because it is untested and incomplete
Rewrote HScrollbar equations to not require long ints
Added mouse pointer warping function. AtlasLoader is now more extensible and added support for repeating (non-atlased) textures. ThreadFuture can now do Runnables in addition to Callables.
Added support for orthographic projections and improved biasing and cascade distribution algorithms
Improved french translation
WIP on junkyard, canyon and soup witch quests.
WIP on desert town events & moved squag's room. GateBlock now has suggestions for the level/gate fields. Talk sound pitches are now deterministic. Improved camera scripting api. autoIn.dy now longer affects camera during cutscenes.
Added shader reloading function. Added CSM biasing options to config. Picked better format for normal buffer.
Updated editor code to match library changes
Added mechanism to provide suggested values for string properties.
Normal maps now use SNORM format
ArrayTexLoader subclasses can now change the data type for textures
Updated code to match library changes
ArrayTexLoader now takes GL instead of GLDrawable argument so it can be used with DebugGL
Fixed bugs in the computation of mipmap sizes. Fixed bug where a shader coverage error was raised if a uniform covered by a regular uniform parameter was declared in a uniform block.
Complete reimplementation of bloom effect
Updated code to match library changes
Added ability pickup for warp. Drop dash button can now be set separately from down. Updated documentation and dialogue accordingly.
Added some constructors for AttribParam and Uniform Param vectors. Added integer variants for AttribParam vectors. Fixed an error where shader coverage for uniform buffer objects could fail.
Added script to generate native library for use with C code (currently amd64 only)
Slightly changed the handling of default Mtls. Changed the default texture wrap mode in ArrayTexLoader. Added an unsorted variant of EntityPipelineStage.
Fixed a bug where reflections were not normalized in the lighting equations. Added support for image based ambient lighting (using the same environment maps as reflections).
Added optional classes for use with Blunt. Moved demo code to separate source folder. Added optional Material utility classes. Moved opaque material shaders from mat to opq. Bitangent handedness can now be expressed by placing -1 or 1 in the w component of the tangent. Fixed an error where normal maps were incorrectly generated if yMult != 1.
Rewrote some light related code to use mutable vector objects
Added Vector3DMutable.set(array) functions
Fixed bug where it was possible to climb into a DronePallet and die. Added back jorbis to export script since clip loader still depends on it.
Fixed a potential memory leak where dispose hooks were not cleaned up when manually removing all relevant listeners from a listener list
Regenerated release
Updated linux build scripts and regenerated linux binaries
Added dllexport/dllimport to tinycthread and regenerated windows binaries
Added dsp error code for division by zero (instead of crashing program)
Fixed a segmentation fault caused by misaligned floats combined with SSE compiler optimisation when loading a DSP program with a size not a multiple of 4 and using the mono sound model. Regenerated windows binaries.
Fixed harmless goof where FramebufferObject.setAttachments would sometimes pass extra empty elements to glDrawBuffers
Regenerated animal.bvhs with channel pruning to reduce file size. WIP on the worm
Modified build scripts to make tinycthread a separate dll
Eliminated an unnecessary memory allocation in Shaders.link. Fixed a bug where Uniform Blocks were not handled correctly by the shader coverage test.
Fixed a bug where auto arrays were not initialized correctly
Fixed incorrect number of bytes copied in read(ByteBuffer). Added optional ca-soundfile implementation.
Improved documentation and changed border case in Vector->isMultipleOf
WIP on ground water facility. Script.inst methods now throw instead of returning null. Fixed collision bug with teleporters. Fixed interpolation bug in markerrect. Added triggerbox. And gate now has option to reject until the trigger actually happens. Ripples are now shared between Waters.
Fixed bug where status bar did not respect selectability. Status bar now updates when selectability changes or an edit is made. Object properties panel now displays the object type.
WIP on ground water facility / canyon. Implemented ground water facility boss. Replaced JOrbis with DecVorbis for performance reasons. Reduced Sucker anchor chain jiggle upon entering the room. Modified terrain collisions when underwater without dive ability. Sketched out accessibility/cheat settings. CameraSubLimits trigger can now optionally move the camera in a straight line. Added function to get all active Ports on a PortContainer and updated enemy code as necessary. Fixed broken car obj...
Added ARGB function to modulate one color with another
Regenerated native demo program linux binaries for good measure
Merge with c2d9335b56320694cfa3cb9e506ba309d1ac191f
Regenerated windows builds again
Regenerated windows builds
Updated windows build scripts and regenerated windows binaries. Added bin to hgignore. DecVorbisDemo now prints the library file path. Fixed incorrect demo file name in vftest.c, and added separate outputs for different platforms for this program. Removed dependency on fseeko64 on windows.
Fixed an error where memory was not properly cleared upon opening more than 4 simultaneous streams
Initial import
WIP on ground water facility.
Added redundant error check in EnumUtil
Added notice in water temple if fladimir would be present but is busy with oil spill
Added oil spill cleanup event and expanded fladimir and ducky interactions. Added floating Barge object. Added rollit and piok graphics. Improved Bed object scriptability. Reduced code duplication across pushable objects. Added listener list for level stop event. WIP on ground water facility. Renamed some shaders for consistency. Changed default option specification for message boxes to be more consistent with option return value. Improved scriptability of NPC navigation objects. Added utili...
Added double deletion guard in ClearLevel
Updated midi renderer. WIP on ground water facility. Added Sucker enemy. Ledge grab is now cancelled if the ledge floor rotates to become a wall. Fixed broken normals for several ledge implementations. Added movable/spinnable polygon terrain variant. Added bucket wheel object. Parallax object now has a manual override bitmask for limits. Removed useless arraylist in PolygonTerrain. Terrain tracing now ignores nonsolid terrains. Reduced chance of getting crushed due to scrimmy bingus.
Rebuild paint brush plugin
regenerated windows binaries and adjusted buffer sizes for demo programs
Added InputStream implementation in main source folder. Restructured demo files and added javasound demo program. Added native function to check if playback has stopped.
Updated code to match competent audio changes
Changed to a freeware soundfont and switched from gervill to jtinymidi for performance reasons. Updated music stream classes to competent audio changes.
Regenerated windows binaries
Fixed a bug where the playback position was not reset when reusing a handle
regenerated linux binaries
Fixed playback bug introduced in previous commit and regenerated windows binaries
Added function to get the length of the midi file and cleaned up native library loading code
Added bin to hgignore
removed bin folder
Fixed windows build scripts and added windows binaries. Updated library to work with Java 1.6.
Initial import
Regenerated release
Added read(ByteBuffer) method to AudioDecoderStream
Exposed fields in CAClip and added no-args constructor.
WIP on ground water facility and added music. Added purified oil rig music and machinery disablement triggers. Delivery drone can now be disabled. Added light flicker sfx. Implemented manual camera tuning for testing. Unimplemented frame skipping to avoid glitches with dirty 60Hz monitors (e.g. 59.9Hz).
Constructed upper levels for oil rig. Oil rig can now be hacked. Improved map cohesion. Added ability pickup (for debugging only). Spinner can now be disabled. Gate objects now have a convenience function for flipping the source and destination (e.g. after a copypaste to a different level). TracelessGround now respects the PaintMap property. Pistons now have a crushPrevention property and will push in the expected direction if a crush is prevented. Fixed unnamed platforms for CanyonWheel. Adj...
Fixed an error caused by dying before reaching the first save point on a non-debug save file. Changed the mechanism for resetting singletons (entities can now also be resettable).
Removed bad formatting code in number editor
Revised last change to encourage separation between game logic and rendering for practical purposes
Deleted Pipeline and separated BluntState implementations to better support implementations without frame rate independence
Reduced garbage generation in VertexArrayObject
Implemented oil rig boss battle. Fixed collision bugs where it was possible to fall into geometry and through catwalks with sufficient speed.
WIP on megadrone boss. Changed shading on oil rig tilesets. Reduced code duplication between PhysicsObjects by using PhysicsTracer. Anchor is now more reusable. Fixed recently introduced graphical glitch in deathstate. CatwalkSegments can now have a custom threshold for snapping vertically.Changed SpriteMask interface to reduce vector allocations.
BluntEngine implementations can now change how the actual fps target is calculated based on the fps property
Player profile picture is now included in the player texture. BackgroundTile is now Mutate-compatible with Ground. Fixed recently introduced problem where map areas were likely to overlap. Changed camera offset tuning. Added path from toll road to oil rig.
Added crude mechanism for allowing the Mutate function to try alternative names when converting a property
Added no-args constructors for surfacepointfuncs, worm can now be touched. Fixed drone depot mirroring bug, incorrect abilityitem text.
Added float array vector objects
Hemmaball can now be nudged with the interact button. Implemented warp ability and serialization of SurfacePoints.
Disabled fps limiter when vsync is on. Changed camera pixel offset tuning. MapState no longer reuses the same vertex buffer multiple times during a frame. Fixed bed bugs
Changed map floating algorithm to improve coherence. Implemented DeliveryDrone/DroneDepot behaviours. Player can now be crushed by drone boxes. Added a workaround for a player collision bug with moving platforms. Some minor code cleanup.
Added and fixed some icons
BluntEngine now accepts BluntState classes with constructors taking any superclass of the actual engine class as the parameter
Added camera movement cutscenes for toll road doors opening. Added some missing character models. WIP on water town.
WIP on oil platform/drone mechanics
Patched recently introduced error during intro, and fixed broken warning prevention in graphics settings
Update CA lib
Removed censor related code