Alex Szpakowski
d5096840ba
Fixed Canvas:clear not working properly with antialiased Canvases
2014-03-02 15:49:29 -04:00
Alex Szpakowski
a3afb1a9ca
Refactored the ImageData decoding/encoding backends a bit
2014-03-02 03:17:47 -04:00
Alex Szpakowski
55514720a6
Fixed some minor compiler warnings
2014-03-01 21:16:01 -04:00
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
ecf37320a9
Changed love.graphics.newMesh, Mesh:setVertex, and Mesh:setVertices to default the u,v arguments to 0,0 instead of requiring them
2014-02-27 05:38:46 -04:00
Alex Szpakowski
fe5e7c17e7
Added Body:setUserData and Body:getUserData (resolves issue #853_
2014-02-26 20:47:05 -04:00
Alex Szpakowski
94aa39116e
Fixed stencils used when an antialiased Canvas is active
2014-02-16 14:54:33 -04:00
Bart van Strien
e92be92900
Add fused and version flags to love manpage
2014-02-16 13:19:59 +01:00
Bart van Strien
c2971f9568
Distribute associations, icons and manpages in the deb package
2014-02-16 09:59:27 +01:00
Alex Szpakowski
2a19a4444e
Allow Fixture:setUserData and Fixture:getUserData to be called in coroutines (resolves issue #850.)
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Bad things will still happen if you call them from a love Thread which didn't create the World and the Fixture object. Don't do it!
2014-02-15 20:59:57 -04:00
Alex Szpakowski
31134ada13
Updated changelog
2014-02-13 19:59:35 -04:00
Alex Szpakowski
6259e38d84
Meshes will now use the smallest integer data type possible for index buffer (vertex map) values, instead of always using 32-bit integer numbers.
2014-02-12 02:22:57 -04:00
Alex Szpakowski
c17cada9e0
Fixed World:getBodyList, World:getJointList, and World:getContactList causing hard crashes instead of Lua errors
2014-02-10 14:01:59 -04:00
Alex Szpakowski
0e28a9d01b
Added a header guard for luasocket's lua.h wrapper
2014-02-10 02:32:24 -04:00
Alex Szpakowski
d07e31370d
Added RandomGenerator:getState and RandomGenerator:setState (resolves issue #831.)
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getState returns an implementation-dependent string representing the current state of the RandomGenerator's PRNG. setState sets the PRNG's state to an implementation-dependent string.
2014-02-08 20:28:41 -04:00
Alex Szpakowski
de1f105e40
the AL_SOFT_direct_channels OpenAL extension shouldn't be required for compilation
2014-02-08 02:43:13 -04:00
Alex Szpakowski
615492540d
Added ParticleSystem:setRelativeRotation. If enabled, particle rotations and angles will be relative to their current velocities.
2014-02-06 05:46:47 -04:00
Alex Szpakowski
4edebe1789
Updated changelog
2014-02-05 02:21:16 -04:00
Alex Szpakowski
e54d771be4
Added love.math.gammaToLinear and love.math.linearToGamma for converting RGB color values from the sRGB color-space to linear and vice-versa.
2014-02-04 19:45:50 -04:00
Alex Szpakowski
823b1babc8
Specifying the srgb window flag should now cause it to fall back to srgb=false in all situations if an srgb-capable system framebuffer isn't supported, instead of failing to create the window
2014-02-04 02:02:54 -04:00
Alex Szpakowski
b625bb6624
moved Mesh:setWireframe to love.graphics.setWireframe (affects all draws until it's disabled.)
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Wireframe mode should only be used for debugging: the wireframe lines behave differently than regular lines, their widths aren't affected by the graphics scale, and the mode isn't available on OpenGL ES.
2014-02-03 04:59:58 -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
9e746c56fa
love.graphics.getBlendMode no longer does several glGetInteger function calls
2014-01-30 21:51:17 -04:00
Alex Szpakowski
40242689b1
Fixed rendering to multiple canvases, removed some redundant OpenGL calls when switching between canvases
2014-01-30 21:09:13 -04:00
Alex Szpakowski
2a4d47e614
Added a missing newline to a print statement
2014-01-29 23:10:57 -04:00
Alex Szpakowski
33f12a6091
Source:play now returns false if alSourcePlay failed
2014-01-29 17:04:03 -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
a49c2a88c1
Increased robustness of audio module initialization (see issue #646.) Also changed Source:play to return a boolean indicating success.
2014-01-29 05:24:47 -04:00
Alex Szpakowski
7ef0a6b576
Updated changelog
2014-01-28 03:27:42 -04:00
Alex Szpakowski
a7ed581204
Reverted ParticleSystem:setPosition’s functionality to 0.9.0’s beheaviour, added ParticleSystem:moveTo which has the new behaviour (new particles spawn in a line between the old position and where the emitter was moved to.)
2014-01-28 03:20:08 -04:00
Alex Szpakowski
6b538b5827
The emission rate for ParticleSystems is no longer restricted to integer numbers.
2014-01-27 23:42:26 -04:00
Alex Szpakowski
d70023e350
Enable OpenGL’s debug output when the LOVE_GRAPHICS_DEBUG environment variable is ‘1’. Resolves issue #607 .
2014-01-27 23:30:16 -04:00
Alex Szpakowski
a2a8b14cfd
Added love.getVersion (resolves issue #809 ).
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Syntax is: major, minor, revision, codename = love.getVersion().
2014-01-27 19:24:14 -04:00
Alex Szpakowski
0f9bf64cf8
Xcode project: added new build scheme ‘Distribution’, moved LTO from ‘Release’ to ‘Distribution’
2014-01-27 19:04:12 -04:00
Alex Szpakowski
0da21a430a
Mac: enabled link-time optimization for Release builds of love
2014-01-27 18:44:00 -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
3a24e73891
0.9.1’s API is designed to be backwards-compatible with 0.9.0 games (resolves issue #839 )
2014-01-27 02:28:38 -04:00
Alex Szpakowski
988404e4ca
Added love.graphics.getSystemLimit (resolves issue #840 ). Deprecated love.graphics.getMaxPointSize.
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love.graphics.getSystemLimit currently accepts these enum strings: “pointsize”, “texturesize”, “multicanvas”, and “canvasfsaa”.
2014-01-27 02:19:30 -04:00
Alex Szpakowski
7556fde5e6
Added antialiasing (MSAA) support to Canvases via a new optional parameter. Added Canvas:getFSAA.
2014-01-27 01:31:41 -04:00
Alex Szpakowski
10f1e23931
Increased version to 0.9.1
2014-01-22 18:26:10 -04:00
Alex Szpakowski
ba7e69d776
Added Mesh:setDrawRange(min, max) and Mesh:getDrawRange().
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If no vertex map is set, this restricts the drawn vertices to those whose indices in the vertex array are between [min, max] inclusive.
If a vertex map is set, this restricts the values used in the vertex map to those whose indices in the vertex map array are between [min, max] inclusive.
Added Mesh constructor variant: love.graphics.newMesh(vertexcount, texture, drawmode). Creates a Mesh with a certain number of vertices with x,y,u,v,r,g,b,a values of (0,0,0,0,255,255,255,255).
2014-01-21 06:16:47 -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
0e13975c11
Improved some error message text
2014-01-17 22:28:06 -04:00
Alex Szpakowski
ad65b577be
Updated changelog
2014-01-17 22:00:50 -04:00
Alex Szpakowski
50b7bdcea9
And another typo…
2014-01-17 21:17:11 -04:00
Alex Szpakowski
0d52ac6d52
Fixed dumb typo
2014-01-17 21:12:30 -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
29f47d9a10
Changed particle spawning behaviour in ParticleSystems to spawn at an interpolated position between the location at the previous update and the current one. This results in much smoother behaviour when moving a ParticleSystem constantly via ParticleSystem:setPosition.
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Also fixed particle spawning to better fill up the buffer.
2014-01-16 16:20:30 -04:00
Alex Szpakowski
dc35db1c7b
Fixed tab characters (‘\t’) in text to be drawn properly with love.graphics.print.
2014-01-15 23:38:39 -04:00