Vsevolod Kremianskii
f34b0fd3f4
Treat UseFeat as normal attack
...
Until special attacks are properly implemented.
2021-05-27 09:27:50 +07:00
Vsevolod Kremianskii
9166d49f08
Replace OpenLock with UseSkill(Security) action
2021-05-27 07:20:46 +07:00
Vsevolod Kremianskii
b993989ae3
Add use feat actions to the action queue
2021-05-26 23:16:40 +07:00
Vsevolod Kremianskii
76bb4113dc
Convert featureutil into Features class
2021-05-22 15:24:13 +07:00
Vsevolod Kremianskii
abe9aabc96
Convert stateutil to Context
...
Fits better into the new DI architecture.
2021-05-22 13:24:42 +07:00
Vsevolod Kremianskii
fe6abcc412
Refactor dependency injection
...
- Add Service class per module
- Services store and initialize dependencies
- To reduce number of dependenices passed, Service Locator pattern is
used
2021-05-22 11:20:24 +07:00
45de5e7699
fixup! Add install commands to CMake
2021-05-22 08:38:29 +07:00
05cdef97c8
Add install commands to CMake
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Signed-off-by: William Brawner <me@wbrawner.com>
2021-05-22 08:38:29 +07:00
Vsevolod Kremianskii
f5c0837fc3
Add service locator classes
2021-05-21 12:12:57 +07:00
Vsevolod Kremianskii
ec065ab68b
Simplify null checks in ctors
2021-05-20 21:07:35 +07:00
Vsevolod Kremianskii
e9d0aeac5f
Replace all remaining singletons with dependency injection
...
Needs major cleanup, but allegedly the code is more controllable now.
2021-05-20 20:26:54 +07:00
Vsevolod Kremianskii
1fee22c581
Convert all game singletons to injectable dependencies
2021-05-19 15:59:41 +07:00
Vsevolod Kremianskii
609afc7cf7
Rename SceneLeaf to SceneNodeElement
2021-05-19 12:42:26 +07:00
Vsevolod Kremianskii
8688e9d37b
Load Force Powers from 2DA
2021-05-19 12:06:27 +07:00
Vsevolod Kremianskii
081b4877b8
Load feats from 2DA
2021-05-19 10:10:55 +07:00
Vsevolod Kremianskii
95f9fce3c4
Fix render order between particles and grass clusters
2021-05-19 01:22:05 +07:00
Vsevolod Kremianskii
e27a77b1e9
Combine Object and ActionQueue
2021-05-18 12:21:07 +07:00
Vsevolod Kremianskii
6c47a9de8e
Make ObjectSelector, CreatureFinder and Perception part of Area
2021-05-18 11:44:51 +07:00
Vsevolod Kremianskii
eaaaa834bb
Remove unused DebugOverlay class
2021-05-18 11:22:41 +07:00
Vsevolod Kremianskii
3ea7c3f869
Flatten CreatureAttributes/Abilities/Skills structure
2021-05-18 11:15:26 +07:00
Vsevolod Kremianskii
2113d13a0d
Use Bezier curves for emitter constraints
2021-05-18 08:37:04 +07:00
Vsevolod Kremianskii
fc32d64642
Revert StateManager to stateutil
...
It's just easier to use that way.
2021-05-18 06:01:05 +07:00
Vsevolod Kremianskii
c4985f8684
Disable back-face culling for particles, grass and etc.
2021-05-16 14:08:25 +07:00
Vsevolod Kremianskii
740440ca78
Major refactoring of the scene management system
2021-05-14 23:31:05 +07:00
Vsevolod Kremianskii
aeffc4b453
Rename ModelNodeSceneNode to MeshSceneNode
2021-05-13 15:16:49 +07:00
Vsevolod Kremianskii
366d8d739d
Major graphics/model refactoring
...
- Decouple Model and ModelNode from MdlReader
- Make Emitter a nested struct under ModelNode
- Read all known controller types
2021-05-13 14:54:23 +07:00
Vsevolod Kremianskii
640b5a3c8e
Improve grass lightmapping
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- Read face materials from MDL
- Use AABB model node, not walkmesh, to create grass clusters
- Use barycentric coordinates to interpolate texture coordinates
While at it, add Mesh methods to draw a subset of triangles.
2021-05-12 12:05:04 +07:00
Vsevolod Kremianskii
2843761be0
Add mesh and texture subdirectories to engine/graphics
2021-05-11 23:05:34 +07:00
Vsevolod Kremianskii
214aded7a4
Refactor ModelMesh
...
- Make it a struct, given how it doesn't have a behavior
- Place it under ModelNode
2021-05-11 22:25:52 +07:00
Vsevolod Kremianskii
0e2ffbee9d
Refactor VertexOffsets
...
- Extract from Mesh
- Rename to VertexAttributes
- Move stride on top
2021-05-11 19:17:34 +07:00
Vsevolod Kremianskii
ad399815b7
Refactor collision detection
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- Drop CollisionDetector class as unnecessary abstraction
- Move collision detection code from area.cpp into area_collision.cpp
- Implement sliding along obstacle normals
- Temporarily disable collision between creatures
2021-05-10 21:57:21 +07:00
Vsevolod Kremianskii
e8ff1d9ece
Revise PBR shaders
...
While at it, move GLSL sources into a separate folder. Also split them
into multiple files: common, Blinn-Phong and PBR.
2021-05-07 18:55:17 +07:00
Vsevolod Kremianskii
a0e72164ed
Convert stateutil into StateManager
...
Apparently, application-side caching of GL states improves performance.
2021-05-06 08:07:12 +07:00
Vsevolod Kremianskii
ae7dc8eb12
Move GLSL shaders into a separate CPP file
2021-05-06 07:42:28 +07:00
Vsevolod Kremianskii
62ed8f58e2
Move tools, launcher, external and tests under src directory
2021-05-05 08:08:12 +07:00
Vsevolod Kremianskii
67076473b2
Rename librender to libgraphics
2021-05-05 00:24:53 +07:00
Vsevolod Kremianskii
e3d49fd3b2
Implement footstep sounds
2021-05-04 23:21:18 +07:00
Vsevolod Kremianskii
ae47b3de64
Replace libtga with a custom TGAWriter
2021-05-04 16:22:22 +07:00
Vsevolod Kremianskii
d78bd29e6d
Add basic lens flare implementation
2021-05-03 22:48:46 +07:00
Vsevolod Kremianskii
2212f0ff00
Merge ScriptObject and Object
...
ScriptObject is redundant, now, that variables store id, not pointers.
2021-05-03 13:52:22 +07:00
Vsevolod Kremianskii
25253405ce
Revert to storing object id, not object pointer in scripts
...
- This is how vanilla does it
- It will supposedly be easier to save delayed actions this way
2021-04-22 17:53:55 +07:00
Vsevolod Kremianskii
0e0f018b5b
Add tool to convert LIP to JSON and vice versa
2021-04-22 14:02:43 +07:00
Vsevolod Kremianskii
b6c5a9a8cd
Refactor save games
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SAV file is now an ERF archive with GFF (and later TGA) files.
2021-04-22 11:00:11 +07:00
Vsevolod Kremianskii
1c6e3e05cc
Revert to reading individual fields in MdlReader
...
This is to account for endianess.
2021-04-11 12:20:37 +07:00
Vsevolod Kremianskii
e21f3c66bf
Use Boost::Endian for byte order conversion
...
Less code to maintain and faster due to intristics.
2021-04-11 06:39:03 +07:00
Vsevolod Kremianskii
b00bb7bb00
Add tool to "unwrap" audio files
2021-04-10 16:49:12 +07:00
Vsevolod Kremianskii
6905d35e1f
Implement JSON to TLK tool
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While at it, make TLK to JSON tool output SoundResRef.
2021-04-10 15:13:52 +07:00
Vsevolod Kremianskii
ddb680c120
Separate TalkTable and TlkReader classes
2021-04-10 12:15:46 +07:00
Vsevolod Kremianskii
1c91fc707f
Replace portraitutil with Portraits class
2021-04-07 11:20:57 +07:00
Vsevolod Kremianskii
8b2613b717
Refactor blueprints
...
Blueprint loading is once again part of respective object classes. This
is because blueprints are not stateful and thus there is no need to
cache them separately.
2021-04-06 23:33:55 +07:00