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Commit Graph

36 Commits

Author SHA1 Message Date
c8ef3908ef Update Win10 FCS Mouse fix to apply to later Win version (cherry picked from commit 1bc5d9b80fe28bca8f7071f561681eeb6d98e0b2)
Author: Adam Johnson <AdamJohnso@gmail.com>
Date:   Sat May 12 17:07:33 2018 -0400

    Cursor bug is still present in Windows 10 April 2018 Update
2020-04-16 13:35:31 -06:00
f8841b8264 Add workaround for mouse handling bug in Win10 FCU (cherry picked from commit d15e58f3da33c77d015f1af248354b01ca237362)
Author: Adam Johnson <AdamJohnso@gmail.com>
Date:   Sun Mar 25 21:08:57 2018 -0400

    Add workaround for mouse handling bug in Win10 FCU

    Windows 10 Fall Creators Update changed the behavior of SetCursorPos,
    which no longer sends the expected WM_MOUSEMOVE message when
    recentering the cursor.  This adds a function to detect affected
    versions of Windows and flags the necessity to manually send our own
    message.

    This workaround currently only detects the known affected version of
    Win10, in the hope that it will be fixed and no further attention
    will be required.  If this regression is not fixed, additional Win10
    versions can be added.
2020-04-16 11:14:56 -06:00
ec654905ee Fix spawning inside regions (cherry picked from commit fe5ad6d437)
Author: Adam Johnson <AdamJohnso@gmail.com>
Date:   Tue Feb 5 18:59:20 2013 -0500

    Reintroduce a fun hack

    Yeah, looks like PhysX 2.6.4 has a bug with spawning stuff inside of
    regions. So, let's bring back the hack that spawns the avatar at -2000
    feet. The link-in process will set the correct position on the controller
    and fire the appropriate detectors.
2020-04-15 10:57:24 -06:00
f1ed7f4b7d Fix crazy camera stack issues (cherry picked from commit 6ece5e6341)
Author: Adam Johnson <AdamJohnso@gmail.com>
Date:   Fri Feb 8 00:15:56 2013 -0500

    Fix crazy camera stack issues

    Turns out, it was an artifact of us suspending the simulation during links
    and partly because of Cyan's late adding of the avatar controller to the
    sim. Now, we add the avatar as soon as the age data is loaded. This causes
    the camera stack to be populated with whatever garbage PhysX decides on,
    then xJourneyClothsGen2 is free to set the real stack after we get all the
    SDL from the server.

    Verified to fix Teledahn oddness and not display a regression in Kemo.
2020-04-15 10:53:31 -06:00
ab400f11a7 Fix memory leak (cherry picked from commit 8cbde377ef)
Author: Adam Johnson <AdamJohnso@gmail.com>
Date:   Mon Feb 6 21:17:08 2012 -0500

    Fix an obvious memory leak.

    This thing was pissing me off, which made me piss off a lot of other people,
    which pissed off even more people, so the entire planet got pissed off and
    nuclear warfare began. So, let's not do stupid crap and piss me off, okay?
2020-04-15 10:39:21 -06:00
b187b8fc59 Fix edit error in plPXPhysical::ISetTransformGlobal, mismatched braces 2020-04-13 09:07:23 -06:00
c99bf23af4 Fix for animated detector regions ... (cherry picked from commit 057566416b)
Date:   Mon May 9 15:30:27 2011 -0400

    Fix for animated detector regions not actually animating (cleft bucket cloth, Er'cana harvester ladder)
2020-04-12 19:52:49 -06:00
f0f7377c48 Merge branch 'hoikas/panic-link-fix-1'
roll fforward syntax error fix
2020-04-12 19:45:46 -06:00
8c089f6cc9 Fix syntax error on patch application
pos -> kinPos
2020-04-12 19:43:43 -06:00
340a538c96 Fix Player and CGZ marker games (Cherry picked from b4e1dc352e)
Date:   Thu Jan 19 00:59:56 2012 -0500

    Fix player and CGZ marker games
2020-04-12 14:55:14 -06:00
906cebbd25 More panic link fixes. (Cherry picked from e733ca824b)
Author: Adam Johnson
Date:   Fri Feb 10 12:45:14 2012 -0500

    More panic link fixes

    Now, we check the armature mod to see if we're REALLY linked in (the screen
    is not black). That way, we can be sure all delayed transforms and false
    hits (like how we initially spawn into the AhnySphere04 panic region) don't
    panic link us.
2020-04-12 14:44:30 -06:00
9e1d8446ca Fix null pointer dereference in plSimulationMgr::InitSimulation.
This would cause game to crash with a stack dump if PhysX is not installed on the user's machine. See also:

    https://mystonline.com/forums/viewtopic.php?p=430761#p430761
    https://mystonline.com/forums/viewtopic.php?f=40&t=29221
    https://mystonline.com/forums/viewtopic.php?f=40&t=29218

As I originally proposed 6 years ago, we could eliminate the issue of PhysX being uninstalled by updating the included PhysX_Setup.exe with the NVIDIA PhysX Legacy Installer. Details here[http://forums.openuru.org/viewtopic.php?f=92&t=870].
2020-04-12 13:38:14 -06:00
73895318e9 Change Huru 'nullptr' to NULL in plMipmap.cpp 2019-11-21 14:48:53 -07:00
3a62c231d2 Merge H-uru GIT PR356:
Adam Johnson committed 48ad646 on 15 Jan 17
Manually merge #356 Merge remote-tracking branch 'deledrius/plMipmap_png'
2019-11-21 13:54:54 -07:00
8418dd54a5 Merge in H'Uru/Plasma PR 533 (PR#47) 2019-10-26 10:07:33 -06:00
a49cb6eb1f Backport of H'Uru/Plasma PR533 - Implement a generic hull/trimesh collider format.
PhysX requires all of its actors to have cooked mesh data. This cooked
data is unfortunately not compatible with other versions of PhysX outside
of the minor branch. The format is also largely unknown. Therefore, it is
relevant to allow CWE prps to include an engine agnostic physical format
to reduce our dependencies on proprietary libraries.

All PhysX blobs thankfully begin with the magic string NXS\x01, so we now
abuse that by adding our own format that begins with the magic string
HSP\x01. These blobs are cooked on the fly while already cooked blobs are
passed directly on to PhysX.


Original commit: 392c5f5cad
author = "Adam Johnson <AdamJohnso@gmail.com>
2019-10-25 02:43:37 -05:00
92e95d5a99 Add function NetCliAuthGetCurrentConnPort() to plNglGame to provide current Auth
server port to Game client connection code.

For use where non-default port is being used for Auth/Game servers.
2019-03-16 14:34:19 -06:00
1ab6781402 Merged in cwalther/cwe/setpublic (pull request #35)
Let ptVault.setAgePublic accept ptVaultAgeInfoNode in addition to ptAgeInfoStruct

In this case it now also works for non-owners of the age. Previously it only worked for owners because the ageInfoStruct does not contain the vault node ID, so it needed to be looked up somewhere, and that was in the AgesIOwnFolder.

Prerequisite for hood auto-bump (MOULSCRIPT-ou PR #22).

From H-uru/Plasma#461.
2015-04-03 23:10:31 +02:00
d8a5f03e9c Merged in cwalther/cwe/textrendering (pull request #36)
Shadowed Chat and Player List Text

This implements the (existing but unimplemented) plDynamicTextMap::kFontShadowed flag, making the text of the mini KI (player list and chat) better readable on light and patterned backgrounds.

For best results, an additional Python change is recommended: MOULSCRIPT-ou PR #23.

From H-uru/Plasma#392.
2015-04-03 23:09:00 +02:00
343c6ffbda Reintroduce plBinkPlayer stub
and reenable as much USE_BINK_SDK stuff as empirically needed to get the Yeesha intro movie cave to disappear on its own, as before merging Cyan's Build 918.

Not the cleanest way, but I'm trying to minimize effort spent on this until we can get the proper solution, VP9 video support, from https://github.com/H-uru/Plasma/pull/458 .
2015-02-13 22:42:13 +01:00
ce5719c83f Let ptVault.setAgePublic accept ptVaultAgeInfoNode in addition to ptAgeInfoStruct.
In this case it now also works for non-owners of the age. Previously it only worked for owners because the ageInfoStruct does not contain the vault node ID, so it needed to be looked up somewhere, and that was in the AgesIOwnFolder.
2014-12-25 00:26:39 +01:00
21e2a6de7b Fix MSVC7 warnings. 2014-08-23 21:10:55 +02:00
9c609b9fd8 Modulate text shadow opacity by the alpha of the text color to make the player lists fade properly.
Also, the text of the faded-out player list is re-rendered with alpha == 0 every time the mouse enters its area, do a little less needless work in that case.
2014-06-07 18:22:41 +02:00
a0bbef1819 Undo the kRenderJustXForceLeft bugfix of 4 commits back.
The fix (adding adjustment of fRenderInfo.fDestPtr) made kRenderJustXForceLeft behave as intended (left-aligning the edge of the bitmap rather than the side bearing of the first character) but cuts off shadows in some places (e.g. at the left edges of "BUDDIES" and "NEIGHBORS" in the mini KI). To ensure enough space for the shadow, and considering that all content was developed and visually optimized with the bug in place, it seems better to preserve the buggy behavior and make kRenderJustXForceLeft work exactly like kRenderJustXLeft.
2014-04-06 17:19:42 +02:00
5a10e2095a Link eax.lib and eaxguid.lib using #pragma comment(lib) rather than naming them in the linker options (brought back by e7bb0959f189). This is evil, but in the absence of more appropriate features (vsprops) in VS 2003 allows us to avoid separate projects or configurations for the cases with/without EAX and all the duplication that would bring with it.
Needs testing by someone who has EAX.
2014-01-01 23:36:09 +01:00
46a0cf6206 Build 918 2013-07-05 15:28:19 -07:00
3825317e5e Link shadowed text rendering to the plDynamicTextMap::kFontShadowed flag.
Conveniently enough, this existing but unimplemented flag is already set mostly the way we want it in the current PRPs.
2013-07-04 20:13:03 -04:00
68ba122afe Build 912 2012-06-14 17:09:15 -07:00
b343e389ab Implement shadowed text rendering.
Intended to make KI text (player list and chat) better readable on light and patterned backgrounds. In this WIP, all text on GUI controls is rendered shadowed.
2012-01-25 22:16:19 +01:00
e02141055a Use premultiplied alpha for plDynamicTextMaps on GUI controls.
This fixes the irregular dark fringes around light text when not exactly pixel-aligned that are caused by independent interpolation of color and alpha. It also makes calculations simpler for things to come.
2011-12-30 15:10:47 +01:00
1f0277e3e0 Pixel-accurately clip characters to the available space instead of omitting whole characters that stick out.
In addition to being a prerequisite for shadowed text, this also fixes an issue sometimes seen at the bottom of the mini KI player list where characters with a descender were missing.
2014-04-03 22:17:45 +02:00
db5e451622 Fix #303 2013-07-04 18:14:58 -04:00
16a6b8a28e Open source re-licensing 2011-10-20 15:20:01 -07:00
a363a783c5 MOULa build 1.902 - dragossh's "Bevin" into "Hood"
and Chogon added ability to select a specific age instance by a meta name
   and BuildMachine bumped buildID
2011-04-19 14:24:55 -07:00
30bbdbd327 Add empty folders to initial commit using text file 2011-03-12 15:04:56 -05:00
a20a222fc2 Initial Commit of CyanWorlds.com Engine Open Source Client/Plugin 2011-03-12 12:34:52 -05:00