Sven Eberhardt
04b5f82080
Editor: Add "open in network" to file menu and to new scenario dialogue
2016-11-20 13:24:09 -05:00
Sven Eberhardt
5e2c39da28
Editor: Fix shape edge and vertex properties when used within an enum
2016-11-20 13:15:00 -05:00
Sven Eberhardt
e0d741079a
Editor: Fix shape drag value updates
2016-11-20 13:15:00 -05:00
Sven Eberhardt
6793455119
Add drag_finished parameter to EditCursorMoved callback
2016-11-20 13:14:59 -05:00
Sven Eberhardt
c5623aa7a2
Fix crash on script error in DirectExec scripts
2016-11-20 13:14:57 -05:00
Sven Eberhardt
a46ecc7b5b
Editor: Invalidate selection if EditCursorMoved()-callback returned true
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This allows position-induced shape- or property-changes to be reflected immediately.
2016-11-16 01:11:55 -05:00
Nicolas Hake
34bdab6ba5
Aul: Don't force assertions active
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Assertions are great for debugging, but in public builds they just kill
apps dead.
2016-11-13 11:07:22 +01:00
Nicolas Hake
eda6cc9c7f
Aul: Gracefully handle errors in codegen ( #1840 )
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By continuing to generate bytecode even after an error is found, we're
able to find more syntax errors and will also be able to keep the value
stack at the expected height.
2016-11-13 11:07:21 +01:00
Nicolas Hake
ff0325dfac
Aul: Always reset the current function when a declaration ends ( #1839 )
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When an error occurred during codegen of a function, the current
function pointer would not be reset to 0, leading to spurious warnings
about redeclaration of functions.
2016-11-13 11:07:01 +01:00
Sven Eberhardt
072e1dcde0
Editor graph delegate: Add update callback functionality for graph edits
2016-11-12 22:20:05 -05:00
Sven Eberhardt
83c1d25b84
Fix editor graph delegate vertex hit radius
2016-11-12 22:20:04 -05:00
Sven Eberhardt
1621e984a9
Editor shapes: Update shape if value changed by script
2016-11-12 22:20:04 -05:00
Sven Eberhardt
91af5a95be
Editor graph delegate: Add HorizontalFix, VerticalFix and StructureFix constraints
2016-11-12 22:20:03 -05:00
Lukas Werling
3b2909fa95
Use glUniform*iv for setting script uniforms
2016-11-13 00:17:35 +01:00
Lukas Werling
d720e648ce
Fix compile error with libstdc++
2016-11-13 00:13:04 +01:00
Lukas Werling
6847e50e79
Implement setting shader uniforms from script ( #1206 )
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Uniform variables are read from the "Uniforms" proplist set on Scenario
or on individual objects. Proplist keys are uniform names. Values can
either be an int or an array of one to four ints in C4Script. In GLSL,
the uniforms then need a matching type (int/ivec2/ivec3/ivec4). There is
no error reporting; uniforms are only set if both name and type match.
The implementation walks the "Uniforms" proplists on each Draw call. We
may need to cache the uniform maps if this turns out to be too slow.
2016-11-12 22:09:23 +01:00
Lukas Werling
b3772e6650
Fix assertions in C4ConsoleQtGraph
2016-11-11 18:00:21 +01:00
Sven Eberhardt
bf9c940aa6
Editor graph delegate: Add edge and vertex properties. Remove graph storage options.
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The different storage options weren't really needed and would not work with edge and vertex delegates.
2016-11-10 21:43:43 -05:00
Sven Eberhardt
e13bd62f94
Editor: Keep current shape list separate from property holders
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This prevents shapes from being re-created (and temporary state lost) if the holding property moves within the list.
2016-11-10 21:43:42 -05:00
Sven Eberhardt
1e52ed5a74
Remove unused variable ndx in C4AulParse::Parse_Expression
2016-11-10 21:43:41 -05:00
David Dormagen
8a8593e0ba
Script GUI: added TightGridLayout style (requirement of #1842 )
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The TightGridLayout fills spaces more aggressively. This is slower but makes for a tighter layout. Finding the best layout is NP-complete. This here is just O(N^2) or so.
2016-11-05 15:35:15 +01:00
Julius Michaelis
7aeec3279c
Fix 75289da
and 55b6713
2016-11-03 13:09:54 +01:00
Sven Eberhardt
ebda8193ef
Replace NULL by nullptr in C++ sources
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We don't support pre-C++0x any more, so nullptr should be fine everywhere (except in the plain C source files)
2016-11-02 19:58:02 -04:00
Sven Eberhardt
54e8c14666
Editor: Add graph, polyline and polygon shape delegates
2016-11-02 09:54:31 -04:00
Julius Michaelis
75289dabb5
Always Log chat message
2016-11-01 19:26:38 +01:00
Lukas Werling
9c98227a03
Fix all -Wformat warnings
2016-10-31 23:39:45 +01:00
Sven Eberhardt
f17046e1f0
Fix display of rotated meshes with MeshTransformation
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Rotation used the wrong (untransformed) coordinates for the rotation center
2016-10-31 10:10:29 -04:00
Nicolas Hake
194e7d709b
Aul codegen: Handle errors at codegen time better ( #1837 )
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If a parse error occurs inside a declaration, the codegen should just go
on and deal with the next declaration instead of completely giving up on
the entire script.
2016-10-31 11:17:43 +01:00
Nicolas Hake
f0f50ec402
Aul: Don't prepend "ERROR:" to parser error msgs
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Further formatting of the error message should be the error handler's
job.
2016-10-31 11:16:14 +01:00
Nicolas Hake
3c13c88f56
Aul: Count errors and warnings properly
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9caaf1e
introduced an external error handler for easier testing of
error conditions. The default error handler needs to count errors and
warnings if we want to display them, but didn't.
2016-10-31 11:15:19 +01:00
Sven Eberhardt
5c5e1a5fa3
Fix editor selection after object duplication on remote clients
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Also remove some remaining EditCursorSelection/EditCursorDeselection callbacks
2016-10-30 22:26:14 -04:00
Kanibal
97c8104ac8
Fix msvc build.
2016-10-30 21:46:29 -04:00
Sven Eberhardt
15fbb1ea99
Fix editor runtime join to use a file at the temporary path
2016-10-30 20:40:40 -04:00
Julius Michaelis
55b6713185
Dedicated server: stop game when there are less than 2 clients
2016-10-30 21:36:29 +01:00
Julius Michaelis
890669ea0d
Silence a warning from getopt when using --config
2016-10-30 21:36:29 +01:00
Julius Michaelis
65940080a7
Remove two unused config options, set music to default off with the dedicated.
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I admit that this is just a hack to silence some warnings by default.
2016-10-30 21:36:29 +01:00
Julius Michaelis
64dd72c380
Fix dedicated: Load JPEG surfaces so the texture shape information can be correctly generated
2016-10-30 21:36:29 +01:00
Lukas Werling
63cc42e967
Improve script shader code
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- Avoid std::list.
- Don't pass strings and vectors by value.
- Don't try to update script shader slices as they never change.
2016-10-30 12:06:01 +01:00
Julius Michaelis
29b5fa5946
Fix include: no "src/"
2016-10-30 01:21:44 +02:00
Lukas Werling
13fa0ab7b1
Implement adding/removing shaders from script
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New script functions: AddFragmentShader, RemoveShader.
There is currently no support for adding vertex shaders.
2016-10-29 21:19:08 +02:00
Julius Michaelis
9ab410e47d
SDL: Notify C4Application of resolution / window size changes.
2016-10-29 14:15:09 +02:00
Nicolas Hake
bce0b45413
Editor: Fix scheduler timer so it doesn't busy wait ( #1834 )
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36/1000 is always 0 and doesn't make a lot of sense anyway. Use 1000/36
(aka 1000ms/36fps) instead so the UI thread has some time to rest.
Also use a Qt::PreciseTimer so Qt doesn't try to coalesce the scheduler
timer with other timers to save energy.
2016-10-28 21:31:14 +02:00
Sven Eberhardt
f2231e848e
AulCompiler: Fix static parameter type check
2016-10-24 22:00:30 -04:00
Julius Michaelis
e61dcbe4c3
Extend the netpuncher: clients can ask hosts for a connection initiation to circumvent port restricted NATs
2016-10-23 22:34:43 +02:00
David Dormagen
c2f391e565
editor: don't crash on selecting object when EditorBase doesn't have member EditorProps
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This crash happened for me in a custom scenario but with unmodified original objects. No idea why, but it seemed defective anyway.
2016-10-23 18:47:44 +02:00
Julius Michaelis
376ca5a9df
Prevent using USE_CONSOLE in lib{misc,c4script}
2016-10-22 17:42:23 +02:00
Lukas Werling
e7f4105b97
Replace duplicate BreakMessage() implementations
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...with a single one based on std::string in the hope of getting rid of
StdStrBuf some day.
2016-10-22 17:00:20 +02:00
Nicolas Hake
cada67c097
Prohibit overriding local vars with functions ( #1831 )
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The old parser threw a standard compile error in this case; the
AST-based parser threw an ICE, which is ultimately the same thing but
made it sound like the parser was at fault. And maybe it is, and we
should allow code like "local a; func a() {}" but that seems like it
should be a conscious design decision.
2016-10-21 22:32:24 +02:00
Julius Michaelis
8d2f2846b5
Fix mac build
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Also move some stuff around once again…
2016-10-21 01:25:48 +02:00
Julius Michaelis
5b7c5b48ee
Fix mape and mac build
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Attempt #1 .
2016-10-20 20:36:52 +02:00