Alex Szpakowski
2c7ee6959e
Renamed the fullscreen type "normal" to "exclusive".
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--HG--
branch : minor
2014-07-30 01:38:45 -03:00
Alex Szpakowski
88211ede8f
Merged default into minor
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--HG--
branch : minor
2014-07-13 20:26:51 -03:00
Alex Szpakowski
a658c7df76
Fixed the error screen when highdpi mode is enabled on a retina monitor in OS X (resolves issue #908 )
2014-07-12 21:12:21 -03:00
Alex Szpakowski
2bfa8dbfb5
Merged default into minor
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--HG--
branch : minor
2014-06-16 03:09:04 -03:00
Alex Szpakowski
23d3cbc2e2
Renamed all cases of FSAA to the more accurately-named MSAA. The FSAA names (canvas:getFSAA, t.window.fsaa, etc.) still exist for now, for backwards-compatibility.
2014-06-13 23:28:00 -03:00
Alex Szpakowski
3792dee4b4
Backout changeset 57172a7f03452a6b07f346e850f3e1020e230f46
2014-06-05 14:59:29 -03:00
Alex Szpakowski
e9e303c1e8
Changed embedded Lua scripts to be included in the love source via C++11's raw string literals instead of a generated header file. Removed auto.lua.
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As a result, love can be compiled immediately after editing an embedded Lua script.
Visual Studio 2013 or newer is required for C++11 raw string literals in Windows.
2014-06-05 13:42:03 -03:00
Alex Szpakowski
bfa3ec9369
Merged default into minor
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--HG--
branch : minor
2014-06-05 03:02:50 -03:00
Alex Szpakowski
4d0bbb97d8
Fixed Lua pattern matching for detecting the 'position' and 'effect' shader functions (thanks lpghatguy!)
2014-05-31 00:42:18 -03:00
Alex Szpakowski
db4acdbab6
Fixed the no-game screen
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--HG--
branch : minor
2014-05-29 01:18:02 -03:00
Alex Szpakowski
53b20b63a5
Merged default into minor
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--HG--
branch : minor
2014-05-21 21:16:37 -03:00
Alex Szpakowski
fd5b5aad65
Minor code cleanup
2014-05-21 21:14:08 -03:00
Alex Szpakowski
0372977dfa
Backout changeset 6dd72101871f163ee0e644c751f80773d45f339f
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The change should only be done for GLES, not desktop GL - their specifications differ on this.
2014-05-03 22:21:45 -03:00
Alex Szpakowski
5428a5d75f
Backout changeset b3928e24add23da69dcd90c34985cd6a05454be0
2014-05-03 22:07:32 -03:00
Alex Szpakowski
4bc96f1bf6
Internally compose and pass an array of shader source codes to OpenGL, instead of relying on #line to make sure the line number is correct for shader error messages (resolves issue #882 )
2014-05-03 21:43:20 -03:00
Bart van Strien
9972153696
Use '#line 1' instead of '#line 0' in shader sources, for compatibility with GLES ( fixes #882 )
2014-05-03 14:50:08 +02:00
Alex Szpakowski
1b61091aae
Removed the 'wu' and 'wd' constants for love.mousepressed, added new love.wheelmoved(x, y) event callback.
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+x is mousewheel-right, +y is mousewheel-up.
--HG--
branch : minor
2014-04-19 21:36:06 -03:00
Alex Szpakowski
e0134a305c
Merged default into minor
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--HG--
branch : minor
2014-04-15 18:35:33 -03:00
Alex Szpakowski
4ea18d8bbc
love.math.setRandomSeed now calls random() a couple times internally, to make similar seeds give less similar results when random() is called for the first time after setRandomSeed.
2014-04-05 18:55:05 -03:00
Alex Szpakowski
2fb39f4448
Merged default into minor
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--HG--
branch : minor
2014-04-05 01:33:14 -03:00
Alex Szpakowski
9dd3f70988
Use love.filesystem.isFile instead of love.filesystem.exists when checking for main.lua and conf.lua on startup
2014-04-02 22:16:27 -03:00
Alex Szpakowski
b18c35a1f2
Renamed blend modes "additive", "subtractive", and "multiplicative" to "add", "subtract", and "multiply" (resolves issue #864 )
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--HG--
branch : minor
2014-04-01 20:49:24 -03:00
Alex Szpakowski
6dc10cfd15
Merged default into minor
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--HG--
branch : minor
2014-04-01 20:46:31 -03:00
Alex Szpakowski
f65e9826d9
Disabled shader code for instancing
2014-03-29 17:51:33 -03:00
Alex Szpakowski
fc77e8f9f0
Throw away the first 3 love.math.random results after seeding it (xorshift outputs less random results the first few times when the seed is very similar to a previous one)
2014-03-15 21:43:25 -03:00
Alex Szpakowski
4faddcd9aa
Fixed some trivial compiler warnings
2014-03-12 17:55:19 -03:00
Alex Szpakowski
caa61563cc
OpenGL 2.1 is now required to use love.graphics (resolves issue #779.)
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Removed love.graphics.isSupported("canvas", "shader", "npot", "subtractive", and "mipmap"), since those features are all guaranteed by the minimum system requirements.
--HG--
branch : minor
2014-03-12 02:26:32 -03:00
Alex Szpakowski
ec0f428c4f
Cleaned up the code for initializing love.filesystem and the source and save directories a bit
2014-03-01 20:23:04 -04:00
Alex Szpakowski
ce4fdf4ac9
Added sRGB (gamma-correct) support for Images, Canvases, and the main screen.
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love.graphics.newImage(path, “srgb”) creates a new Image whose texels are treated as being in the sRGB color space, so they are linearized when drawing/sampling from the image.
love.graphics.newCanvas(w, h, “srgb”) creates a new Canvas whose texels are treated as being in the sRGB color space, so drawing to the Canvas does a linear->sRGB conversion (but blends linearly), and sampling from it (drawing it or using it in a shader) converts from sRGB to linear space.
The "srgb" window flag does the same as Canvases for the main screen.
2014-02-02 18:31:41 -04:00
Alex Szpakowski
007d0d5216
Windows: create the console before modules are loaded (allows information printed during module initialization to be displayed.)
2014-01-29 16:20:05 -04:00
Alex Szpakowski
c5c788e976
Added a built-in variable readable in shaders: ‘love_ScreenSize’. Its x and y components contain the width and height of the current viewport. Resolves issue #841 .
2014-01-27 02:58:34 -04:00
Alex Szpakowski
73f1ce0d40
Added instancing support to Meshes via Mesh:setInstanceCount. Added a new built-in variable to vertex shaders: int love_InstanceID.
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love.graphics.draw(mesh) will draw the mesh instancecount times, using hardware instancing when available. The only way to draw individual instances differently from each other is to use the love_InstanceID variable in a vertex shader.
Added love.graphics.isSupported(“instancing”). Hardware instancing is supported if true, otherwise a (slower) pseudo-instancing fallback is used internally when drawing instanced meshes.
2014-01-21 06:01:50 -04:00
Alex Szpakowski
81d9810ed8
Fixed t.window.highdpi in love.conf, updated the nogame screen to look slightly better on retina displays
2014-01-18 00:41:02 -04:00
Alex Szpakowski
309193895a
Added opt-in support for high-dpi mode in OS X when on a retina display (resolves issue #761 ).
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Added a ‘highdpi’ boolean flag to t.window/love.window.setMode (defaults to false.)
When the window is actually in high-dpi mode on a supported display, the graphics width and height and the mouse position are in pixels, rather than ‘window coordinates’.
Added love.window.getPixelScale. Returns the scale factor of the window from user-space points to pixels (e.g. it will be 1 normally, and 2 on a retina display in OS X with high-dpi mode enabled.)
2014-01-17 21:11:20 -04:00
Alex Szpakowski
3120a0e650
Goodbye 2013, hello 2014!
2014-01-03 17:28:58 -04:00
Alex Szpakowski
aa69a695d3
Canvases can now be used in SpriteBatches, ParticleSystems, and Meshes (resolves issue #782 ).
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Canvases and Images are now subclasses of the new Texture class.
Added setTexture and getTexture methods for Meshes, ParticleSystems, and SpriteBatches (the old set/getImage methods are deprecated but not removed.)
Canvas texture coordinates are no longer flipped.
2014-01-03 17:07:12 -04:00
Bart van Strien
d81eae8889
Scripts now automatically recompile on change on linux, auto.lua normalizes input names a bit more
2013-12-14 13:57:52 +01:00
Alex Szpakowski
eadb718ade
Fused status is now set before conf.lua is loaded
2013-12-07 02:13:54 -04:00
Alex Szpakowski
f997cc43c1
Fixed a crashing issue when the error handler can’t create a window
2013-12-04 17:03:34 -04:00
Bart van Strien
33bb049ee6
Don't call love.graphics functions in love.run until a window has been created, prevents segfaults when love.window and love.graphics were loaded, but there was no window
2013-12-02 21:07:43 +01:00
Alex Szpakowski
1c8abc74aa
Renamed love.math.g/setRandomState and rng:g/setState to love.math.g/setRandomSeed and rng:g/setSeed.
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getRandomSeed now always returns the previously set random seed instead of the current (implementation-dependent) random state.
2013-12-01 21:25:27 -04:00
Alex Szpakowski
0fb05fd84d
Reorganized the nogame screen’s drawing code to marginally reduce CPU usage. Woo!
2013-11-13 04:07:29 -04:00
Bart van Strien
b8a69ab2b6
At least decode file uris now
2013-11-03 20:23:31 +01:00
Alex Szpakowski
8cc5364d15
Changed the SearchOrder argument of love.filesystem.setIdentity and love.filesystem.mount to a boolean (append) instead of an enum
2013-10-30 17:05:46 -03:00
Alex Szpakowski
101c6ae90a
Fixed love.window.setFullscreen to update the graphics viewport immediately instead of waiting for the next event polling
2013-10-30 14:26:34 -03:00
Bart van Strien
f846ed60b2
Old merge?
2013-10-15 20:03:58 +02:00
Alex Szpakowski
8b7f151a4d
Added joystick vibration support for most common controllers (resolves issue #159 ).
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Added Joystick:setVibration(left, right), Joystick:getVibration, and Joystick:isVibrationSupported.
left and right are numbers between 0 and 1 which correspond to the strength of the gamepad's left and right rumble motors, if it has them.
2013-10-05 01:54:41 -03:00
Bart van Strien
6aa150fe8b
Add t.window.icon to love.conf ( resolves #668 )
2013-10-04 14:36:29 +02:00
Bart van Strien
3ba22cad7b
Seed love.math's random, instead of lua's in love.run ( resolves #732 )
2013-10-04 14:01:55 +02:00
Alex Szpakowski
6eee23c8fc
Cleaned up the incompatibility warning message and fixed it to actually display on the screen (resolves issue #707 )
2013-09-20 17:50:59 -03:00