| Commit message (Collapse) | Author | Age |
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Added a new element for client gui: iguicombobox
Added a part of the engine specifically for the server
so server is no longer just a stripped down client
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Changed the inode->setmaterial() call to be more consistent with
the rest of the engine. Also added some documentation for generic
nodes in a new classmod: iscenenode
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Corrected the callback "onChanged" for edit boxes
Also added a set_multiline(boolean) function, which sets if the
textbox is multiline or not.
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changed the api for interacting with sockets, sockets
now have a callback, `socket:receive(function(stream) ... end)`, which
they can use to decide what to do when called.
Sockets also have a block:recv() function, which will block EVERYTHING
until the socket receives data. This should probably not be used.
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Added a header for pusherrorfunc(lua_State* L)
to the shared/lua_api/common.hpp header
also deleted some prints, and fixed a bug that would
show up in an edge case of printing error messages.
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Callback handler now calls the callMouse() function instead of
duplicating the code in that function.
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Removed the parts of the makefile that tried to create
folders on the filesystem. I guess the project just needs to include the
folders.
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Fixed some things in the nng library to make a complete DEBUG=true
build on windows under msys
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Started working on some of the harder parts of building dependencies
with the makefile. bullet, irrlicht, and luajit all currently are
built automatically on windows under msys2
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Replaced various "make" calls in the makefile with $(MAKE)
Replaced a few __mingw_printf with just printf
Added some instructions to the readme
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Physics code for models now lives in the shared directory.
To get file loading without irrlicht, a single-file header library
(lib/tinyobjloader-c) was added.
Metatables for generics and physics generics have also been
seperated out.
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Removed documentation, users should generate it on-the-fly if needed.
This is to keep the codebase in a consistent state. If the code
is changed, the documentation must be chagned too, otherwise it is
possible to see the codebase with old documentation. Additionally,
updaing documentation with changes to the codebase would clutter
diffs.
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Added a GAME.exit() function
Added some bare bones unit tests
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Added an error handeling function to avoid crashes on errors in
callbacked handeled code (ex, error in button press)
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Added documentation for luadoc for
* io.*
* phys.*
* video.*
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Added documentation for several gui elements
also moved documentation of generic iguielements
to an iguielement class
Also added a setvisible() function to iguielements
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When init.lua fails, brokengine_client prints out the path to
init.lua, usefull for when game is not executing from default
path.
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Changed getabsrect() to now return getAbsolutePosition()
Added getabsclippingrect() to return what getabsrect used to return
Added getrelrect() to return getRelativePosition()
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Allow the second argument passed to brokengine on the command
line specify the location of the data/ folder the program
uses.
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Added a phys.raytest(vector3 from, vector3 to) :: boolean hasHit
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Added methods
* physgeneric:getvelocity() :: vector3
* physgeneric:setvelocity(vector3)
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Added init.lua files for both the client and server binaries.
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Added a default script to create the irrlicht window.
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Used an alternate constructor for physics boxes that gives more
control over the phys box
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cbphysbox now uses the functions defined in bphysgeneric
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Created bphysgeneric that holds all the shared code for bullet
rigidbodies. It needs to be included in any structs that have
a rigidbody field.
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Also added treeview guielemnt
Also added ifilesystem guielement
Also added io library
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Occasionally wierd characters would show in place of a window
title or button label, this was due to whcar_t s missing
their sentinal characters.
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Added a file open dialog to the gui library
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