vrld
4370f6c9d6
Fix typo in PixelEffect:send() dispatcher when trying to send unsupported type
2012-04-23 19:11:04 +02:00
Bart van Strien
2e8939febe
Add automatic seeding to love.run
2012-02-05 23:13:42 +01:00
Bart van Strien
db9e264685
Update auto.lua to bring it into the wonderful 2012
2012-02-05 23:13:18 +01:00
Bill Meltsner
be55579a22
Happy New Year, have an enormous diff
2012-01-09 02:41:11 -06:00
vrld
d218291473
Fix issue #348 - strict mode. Use setCanvas instead of setRenderTarget in
...
love.releaseerrhand.
2012-01-04 14:01:14 +01:00
Bart van Strien
d3bd9b1156
Events now have 4 arguments (or less)
2011-12-20 19:17:26 +01:00
Bart van Strien
adf25991e8
Fix the joystick event handler names, to match the new event names
2011-12-19 14:15:48 +01:00
Bart van Strien
e37470f54d
No more Font:set(), instead love.graphics.setNewFont
2011-12-13 19:22:59 +01:00
Bart van Strien
9682ebecf9
Remove love.graphics.setFont([<file>,] <size>) shorthand, idiom is now love.graphics.newFont([<file>,] <size>):set()
...
This makes sure that setFont doesn't create any fonts.
2011-12-13 18:51:24 +01:00
Bart van Strien
083dd11185
Switch to a custom event system, where SDL pumps into
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To do this we needed to take ThreadVariant out of love.thread, and move it to common.
This also changes event names, instead of 1/2-letter abbreviations, full names!
2011-12-13 17:50:38 +01:00
Bart van Strien
a003f5d581
tostring all errors in the error handler (issue #332 )
2011-12-06 21:55:16 +01:00
Bart van Strien
35cfb66bf7
Poll for events before update/run and do a first timestep after window creation
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Moving the event loop improves accuracy of various input functions, and thus decreases mouse lag for custom pointers, for instance.
Doing a timestep after window creation makes sure that engine initialization isn't in the first dt.
NOTE: A near-zero dt can occur.
2011-11-19 15:38:51 +01:00
Bart van Strien
03927f5207
Use a fixed module loading order (bug #261 )
...
And yes, this means there won't be segfaults with jit builds, woo.
2011-11-12 15:11:09 +01:00
Bart van Strien
f9077ee1a6
Store the vera font as file data, instead of doing that every time it is loaded
2011-11-08 22:33:08 +01:00
Bart van Strien
f0aa29f9a5
The actual commit
2011-11-05 23:18:30 +01:00
Bart van Strien
49ec65dbf3
Oops, didn't have a clean tree
2011-11-05 23:17:32 +01:00
Bart van Strien
d8666202cd
Improve compatibility check (I still can't believe robin was right)
2011-11-05 22:07:15 +01:00
Bill Meltsner
a6eca47cef
Add love.audio.stop() call to the error handlers
2011-10-20 18:30:49 -04:00
vrld
6b7b68ebd0
Fix issue #314 : Can't use #define in shader code.
2011-10-12 12:37:09 +02:00
Bart van Strien
4f70742875
Display a warning if the game's version is incompatible.
2011-10-03 00:52:44 +02:00
Bart van Strien
bd2172f826
Update version keeping
2011-10-02 17:00:09 +02:00
vrld
eec0250545
Fix issue #292 : Can't send arrays to pixeleffects.
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Arrays of numbers, vectors and matrices are supported.
2011-09-07 23:32:54 +02:00
Bart van Strien
3d1fac07b2
Switch love.timer.sleep to seconds
2011-08-28 17:12:59 +02:00
vrld
28b4008797
Rename Framebuffer to Canvas (issue #263 ). Move error reporting code.
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Error reporting now resides in Graphics::newCanvas() instead of the
previous location wrap_newFramebuffer(). Changed error text for
"Error in implementation" to point to a possible fix.
2011-08-12 14:41:18 +02:00
vrld
24a52f056b
Add pixel effects (love-glsl)
2011-07-24 14:03:46 +02:00
vrld
26277b6450
Transformation tables are unlövely
2011-07-23 13:52:04 +02:00
Bart van Strien
9923c02b64
Fix automatic load of default font
2011-07-16 20:40:46 +02:00
Bart van Strien
4fa609a059
Use LÖVE as window title for the no game screen (apply Boolsheet's patch for issue #260 )
2011-07-15 20:22:36 +02:00
vrld
6ea187b2f1
Use *ARB versions for VBOs in SpriteBatch. Throw error if SpriteBatch not
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supported. Prettier overloading of SpriteBatch:add[q]().
2011-07-05 16:06:14 +02:00
vrld
dd143c76ac
Add transform tables to SpriteBatch:add() and SpriteBatch:addq().
2011-07-05 15:26:42 +02:00
vrld
d420d68048
Add shear transformation and transform object (issue #152 ).
...
Add origin parameters to love.graphics.print.
New shear parameters kx,ky for:
- love.graphics.draw,
- love.graphics.drawq,
- love.graphics.print,
- SpriteBatch:add,
- SpriteBatch:addq.
Transform objects apply to:
- love.graphics.draw,
- love.graphics.drawq,
- love.graphics.print.
2011-07-05 14:33:34 +02:00
Bart van Strien
a012a4408e
New no-game screen (credits go to rude), updated version number and codename
2011-06-23 17:08:26 +02:00
Bart van Strien
160c17c180
Drop old require syntax (no more .lua extension)
2011-06-22 14:54:29 +02:00
Bart van Strien
d34d907b00
Rewrite auto.lua
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Biggest advantages being automatic header+footer generation, minimal code verification and smaller diffs (from now on)
2011-06-21 19:45:00 +02:00
Bart van Strien
fc5cda36e2
Allow merged games marked as 'release' to have their save dir directly in the appdata dir
2011-06-15 13:09:32 +02:00
Bart van Strien
7fb2681836
Improve the release error handler a bit
2011-05-29 15:33:48 +02:00
vrld
a18632ce2d
Change Graphics::reset() to unbind FBO and clear stencil buffer. Change error
...
screen to call love.graphics.reset() instead of individual resets.
--HG--
branch : minor
2011-04-26 23:20:58 +02:00
vrld
b3162a4661
Clear mask before showing traceback on error screen
...
--HG--
branch : minor
2011-04-26 23:05:26 +02:00
rude
3fe9b2ff16
Reverted module selection feature. This is not really desired.
...
Users (or lovers) do not get to choose which implementation of
a module they would like to use.
The abstraction is for dealing with portability issues, not
for giving people the ability to choose an alternative
(inferior) backend. The best choice for any platform/situation
should at all times be the *default* for that platform/situation.
If this is not the case; it's a bug (that is easily fixed).
Any module should provide the functionality promised in the docs.
The lover (or user) should not care how, and if [s]he does, [s]he
does still not get to choose.
Also, a related note: duplication of wrapper code is something I
especially wanted to avoid when I first (or should I say ...
"eventually") formed the current architecture.
--HG--
branch : minor
2011-03-26 17:06:05 +01:00
Bart van Strien
254bd29244
Move luaopen_love_audio to love.audio.openal
...
--HG--
branch : minor
2011-03-13 20:17:31 +01:00
Bart van Strien
dc61911a25
Move luaopen_love_sound to love.sound.lullaby
...
--HG--
branch : minor
2011-03-13 20:02:56 +01:00
Bart van Strien
ff387790ce
Move luaopen_love_image from love.image to love.image.devil
...
--HG--
branch : minor
2011-03-13 19:51:08 +01:00
Bart van Strien
22e75f72f1
Allow selection of modules
...
--HG--
branch : minor
2011-03-06 15:11:47 +01:00
Bill Meltsner
ee282759e6
merge default into minor
...
--HG--
branch : minor
2011-03-05 22:13:48 -05:00
Bart van Strien
761c11427c
Finally fixed fused games (thanks Boolsheet)
2011-03-05 15:43:47 +01:00
Bart van Strien
bac51446a7
Only remove trailing /. in paths (bug #194 )
2011-03-03 09:46:52 +01:00
vrld
a13b792a5c
Revert to last commit, as msvc is stuck in the last millenium
2011-02-22 11:15:27 +01:00
vrld
08259a4a0e
Change auto.lua to create plaintext instead of hex code.
2011-02-20 23:34:48 +01:00
vrld
8581efae07
Change auto.lua to remove comments and unneeded whitespaces before converting to hex
2011-02-20 22:03:14 +01:00
Bart van Strien
18ca165718
Fix fused games
2011-02-20 00:58:15 +01:00