| Commit message (Collapse) | Author | Age |
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Update to tinyobj makes minor changes to the API
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Add some more print statements when we're starting up to get a
better idea of what's failing.
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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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Also properly deleted some old files that were sill
around
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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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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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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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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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