Commit graph

88 commits

Author SHA1 Message Date
Vinyl Darkscratch
74de315eda Prepare wallpaper changing on macOS 2018-03-01 14:50:22 -08:00
Vinyl Darkscratch
d4121948cd Merge remote-tracking branch 'elizagamedev/master' 2018-02-26 20:12:20 -08:00
tdixon
50e7468d35 remove some unnecessary stuff 2018-01-19 00:38:41 -04:00
Vinyl Darkscratch
dba5f7cee4 Implement cmake's BundleUtilities 2017-10-11 23:30:03 -07:00
tdixon
695d2af03a Merge branch 'localization' into chroma-intergration 2017-10-10 21:39:58 -03:00
Vinyl Darkscratch
5e29b2ba66 Merge remote-tracking branch 'mathewv/master' 2017-07-31 15:19:08 -07:00
tdixon
d4645c694c basic integration of chroma sdk 2017-07-09 14:39:29 -03:00
tdixon
9f8b1dd1fd Localization for keybinding menu 2017-06-29 13:22:36 -03:00
Vinyl Darkscratch
cac9b3c17d Update make files
Ignore if removing nonexistant files, allow for easy configuration of
thread count, and remove commented configuration removal in QMake file
2017-04-04 15:54:22 -07:00
Vinyl Darkscratch
08b90de8d1 Add journal reimplementation, update for Solstice update 2017-03-30 02:22:48 -07:00
Vinyl Darkscratch
b0b024a01a Merge remote-tracking branch 'mathewv/master' 2016-12-15 13:37:16 -08:00
Mathew Velasquez
d47a2241ee Messagebox fix 2016-12-15 05:39:51 -05:00
Vinyl Darkscratch
271c86bb27 Compile with Ruby 2.3, not 2.1 (to fix saves)
I found out what the actual issue was with saves — it wasn’t that
xScripts needed to be recompiled (although it helped load previous
saves from the Windows build on Steam), it was that Ruby 2.1 doesn’t
seem to work with the saves, @mathewv might have determined this when
selecting 2.2 as the minimum.  I have Ruby 2.3 on my system, installed
through Homebrew, so that is what I selected for my particular build.
2016-12-14 12:56:53 -08:00
Vinyl Darkscratch
0b7fdbf8e1 Updates for a future Mac build 2016-12-12 22:59:07 -08:00
Mathew Velasquez
aa7818847c Lots of stuff 2016-12-06 23:49:37 -05:00
Mathew Velasquez
78c4c3b9bf Niko/Journal for windows 2016-11-03 18:37:14 -04:00
Mathew Velasquez
99c9a27f2a Wallpaper functionality restored for windows 2016-10-13 20:26:01 -04:00
Mathew Velasquez
0dc872bcea Journal screen stuff 2016-10-13 20:26:01 -04:00
Mathew Velasquez
302ec6dd02 I stopped making commits for a good while. Here's the latest junk. 2016-09-19 13:54:38 -04:00
Mathew Velasquez
79fc639b83 Build portability fixes and name input issue fix 2016-03-07 17:14:48 -05:00
Mathew Velasquez
1fd808d0af Gutted more unused features 2016-02-29 15:40:10 -05:00
Mathew Velasquez
a4de9d9f10 integrated steamshim 2016-02-29 01:22:55 -05:00
Mathew Velasquez
882856c8d8 Fixed windows debug build 2016-02-26 18:13:32 -05:00
Mathew Velasquez
4be6c0d592 Gutted midi system 2016-02-26 17:03:01 -05:00
Mathew Velasquez
91862d8bce Cleaned up project file for cross compile 2016-02-25 01:10:52 -05:00
Mathew Velasquez
4d18909386 Fixed build on Windows 2016-02-17 19:01:58 -05:00
Mathew Velasquez
21fcc9e19c Basic Steamworks API support 2016-02-17 17:16:22 -05:00
Mathew Velasquez
ba0203169e Added obscured/scratched window puzzle 2016-02-17 17:14:16 -05:00
Mathew Velasquez
97368dd79c Added paths for OpenAL on unix 2016-01-05 14:50:18 -05:00
Mathew Velasquez
c9e41621ed Fixed up mkxp.pro for OS X 2016-01-05 14:50:18 -05:00
Mathew Velasquez
f4b33ad5bf Changed c++11 to gnu11 to fix windows build 2016-01-05 14:50:18 -05:00
Mathew Velasquez
e0548d1d3c Added C++11 to project 2016-01-05 14:50:18 -05:00
Mathew Velasquez
d84c534af8 updated windows build 2016-01-05 14:50:18 -05:00
Mathew Velasquez
1deef29c1a removed all traces of INI_ENCODING 2016-01-05 14:50:17 -05:00
Mathew Velasquez
10e0aaabd1 fixed OS X build 2016-01-05 14:50:17 -05:00
Mathew Velasquez
1c5d4c2645 added SDL controller support 2016-01-05 14:50:17 -05:00
Mathew Velasquez
3d2d1a9150 Manually rebased over latest mkxp commit. Some features, such as lighting, are not reimplemented yet. 2016-01-05 14:50:17 -05:00
Jonas Kulla
373b90af00 Graphics: Optimize Viewport effect rendering
Using the kitchen sink plane shader for viewport effects, even
if only a small part of them are active, incurs great performance
loss on mobile, so split the rendering into multiple optional
passes which additionally use the blending hardware for faster
mixing (lerping).
Also, don't mirror the PingPong textures if the viewport effect
covers the entire screen area anyway.
2014-12-31 18:52:19 +01:00
Jonas Kulla
3c0a530eba Sprite: Add special case shader for translucent effect
Translucent sprites (opacity < 255) are very common,
so using a custom shader instead of the full blown effect one
helps a lot, especially on mobile.
2014-12-31 18:52:19 +01:00
Jonas Kulla
a53163660f Shader: Refine preprocessing on GLES platform
Don't globally set float precision to mediump, only fragment
shaders need that and defining it for vertex shaders causes
tilemap cracks.

Also manually define low precision for variables that hold
color / alpha values.
2014-12-31 18:52:19 +01:00
Jonas Kulla
60f101f2e6 Tilemap(VX): Factor out common code into tilemap-common.h
Renamed flashmap.h to tilemap-common.h as it already contained
shared functions.
2014-11-30 17:46:28 +01:00
Jonas Kulla
c1aab96454 Rename src/debuglogger -> src/gl-debug 2014-11-29 17:51:37 +01:00
Jonas Kulla
5979c5f778 Add placeholder application icon 2014-11-29 17:30:53 +01:00
Jonas Kulla
577f606dac Tilemap: Factor out flash tile code
This will be reused later in TilemapVX.
2014-10-26 20:00:56 +01:00
Jonas Kulla
dd73db2e9d Introduce F1 menu to reconfigure key bindings at runtime 2014-10-11 20:48:44 +02:00
Jonas Kulla
af145c3a01 mkxp.pro: Make MRI version a qmake config option
Example: qmake MRIVERSION=2.2
2014-10-11 15:36:21 +02:00
Jonas Kulla
51a0f3903c Audio: Clean up threading and add AudioStream fadein (RGSS3) 2014-09-30 09:13:12 +02:00
Jonas Kulla
757a1d5e39 Load fluidsynth entrypoints dynamically (and make them optional)
This removes the static dependency on fluidsynth being present
at buildtime (even headers aren't needed anymore).

Even though midi is a default format for the RPG XP/VX series,
it has fallen more and more out of use, with VX Ace completely
abandoning it from the RTP and making ogg vorbis the de facto
standard. Midi support is kept for legacy reasons, but isn't
encouraged. On top of all this, fluidsynth together with glib
is a heavy dependency that often times won't even be used.
Making it optional at build time is an attempt to unify and
keep build config fragmentation low.

In RGSS3, fluidsynth / midi is not initialized at all by
default, but rather on demand when either a midi track is
played back or Audio.setup_midi is called.
2014-09-09 00:08:32 +02:00
Jonas Kulla
55f1542c76 Merge separate RGSS version build configs into one
Setup active RGSS version at runtime. Desired version can be
specified via config, or as default, auto detected from the game
files. This removes the need to build specifically for each
version, which should help packaging a lot.

This also greatly reduces the danger of introducing code that
wouldn't compile on all RGSS version paths (as certain code paths
were completely ifdef'd out).

This can be optimized more, eg. not compiling shaders that aren't
needed in the active version.
2014-08-28 23:22:05 +02:00
Jonas Kulla
10bfcb57b7 Config: Convert game title to valid UTF-8 (if it isn't already)
Removes the need to manually convert the Game.ini to UTF-8 every
time with eg. Japanese games. Also, setting the window title on
OSX with invalid UTF-8 crashes.

This functionality and the dependency on libiconv and libguess
are optional and can be enabled with `CONFIG+=INI_ENCODING`.
If turned off and invalid UTF-8 is encountered, the game title
is treated as being empty (ie. the folder name is used instead).
2014-08-20 23:32:18 +02:00