| Commit message (Collapse) | Author | Age |
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Correct the link to clone the repo, and correct documentation for
building docs.
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Don't commit built documentation.
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Windows now build irrlicht luajit and nng from the makefile.
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Tinyobjloader-c modified it's api(backwards incompatable),
modify the call to fit the new api.
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Also more tests
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Added convext shape casts, still a little broken, but it might be
just broken bullet side.
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Add a raycast like function, which can cast shapes. phys.shapecast(),
along with a shape structure needed to call this function.
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Windows builds would break every time there was a windows update,
removing the -shared compile flag seems to fix that.
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Started refactoring the code to work on windows and linux
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Splitting up makefiles into several to make things more manageable
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Also properly deleted some old files that were sill
around
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Unit tests will use the .exe when on windows, and the binary
without extension on linux.
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Fixed up the networking test, and added something to create the
deviceinit file in the first test (so the tests just just run
on a new clone now)
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Updated some of the unit tests to reflect the new networking api
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Move all the physics code into the shared directory,
and fix the ghost objects (aabb only)
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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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