Commit Graph

1961 Commits

Author SHA1 Message Date
Alex Szpakowski 98873b593a Updated ENet to version 1.3.11 2014-03-12 02:55:03 -03:00
Alex Szpakowski 314a528996 Fixed loading BC4 compressed textures 2014-03-10 21:36:14 -03:00
Alex Szpakowski b9fd3f3554 Missed one 2014-03-04 01:09:48 -04:00
Alex Szpakowski 07aba4c147 Added some missing obscure key constants 2014-03-04 00:52:16 -04:00
Alex Szpakowski f7c0fc1888 Make sure love.window.getMode returns up-to-date information about the window, remove some Mac-specific windowing code now unnecessary with SDL 2.0.2. 2014-03-03 03:36:17 -04:00
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.)
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.)
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.)
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.
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).
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.
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().
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.
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