Subject | Hash | Author | Date (UTC) |
---|---|---|---|
Change UV behavior | 7817fbe285427dd2c71a8460cf9a6adc5b58628c | mse | 2021-12-06 02:46:32 |
Bump version to v0.7.3 | d5ec7a787af02be5e4e89236b62f7c69326a7166 | mse | 2021-12-06 00:50:25 |
Add a minimap | 3da6d1001bcd89a903cd761492eab1cc23dbd0d6 | mse | 2021-12-05 16:04:36 |
Fix special item increment bug | 8e7425924c63f56351357e6690d25ee6ecf3048a | mse | 2021-12-04 06:41:02 |
Bump version to v0.7.2 | a4ccb6ce137ec34ec5852d95f8bff545f8b4b85c | mse | 2021-12-02 11:41:27 |
Make interact button also place items | 3f1f27d32e162fc9e0cbe5e420b0ec78ef705d15 | mse | 2021-12-01 13:33:37 |
Switch entity button to interact | a409b707d3e704e4370702bdb77a2a9841e624d3 | mse | 2021-11-30 06:37:25 |
Translate Continue button to Greek & bump version to 0.7.1 | 5dfb837cb70a16a71dc9338e1126f1cd69ada1a2 | mse | 2021-11-29 09:22:04 |
Bump version to v0.7.0 | e303b764c874b5e61bedc64b634f4ac80d5f27e5 | mse | 2021-11-28 07:48:29 |
Add CSL functions, syntax enhancements, OnPlayerEat, & remove init.json | a484c33465821c194fe5d34cfef6716de198aaa6 | mse | 2021-11-27 04:24:46 |
Fix libs.cpp | c736b9be42a871adc4827431961e8b769572c26b | mse | 2021-11-20 02:34:34 |
Fix tile seams | ae09d59880997b3e1fd1cdf2083f83b3f0f73312 | mse | 2021-11-20 00:29:03 |
Make particle light follow sun angle | ef944efffd223dd843a1471d6b651f5dc46d871b | mse | 2021-11-19 22:14:29 |
Work on particle light and bump version to v0.6.5 | 73b7b68133f7767f78c47492f693c5e9e965e214 | mse | 2021-11-19 08:04:32 |
Improve rim lighting and flatten floor gibs | 4a7082e02eda370dba12bb44089777552859c5bd | mse | 2021-11-18 04:30:05 |
Change rim lighting to specular | 937d99bee19b936fbf95927c5877a915c4128de1 | mse | 2021-11-18 03:49:41 |
Add sprite rim lighting | eb9ade21b6253e050d6962c273187f090c20ff2a | mse | 2021-11-18 01:29:22 |
Bump version to v0.6.4 | c2aeae76122cc95d03756a55a528b62609762820 | mse | 2021-11-17 11:38:37 |
Attempt to fix JSON serializing in locales with commas | beae8b63fb0deaaf0b66ef4f188df270120ebe1c | mse | 2021-11-17 11:19:18 |
Limit network settings to network-enabled builds | 8ccef75176b9059a45afa9ea251c313be7b7cfe0 | mse | 2021-11-17 09:20:56 |
File | Lines added | Lines deleted |
---|---|---|
include/fworld.h | 5 | 4 |
File include/fworld.h changed (mode: 100755) (index 501223c..051dd0c) | |||
... | ... | void World::drawSprite( fgl::Texture &tex, double posX, double posY, double imag | |
1467 | 1467 | } | } |
1468 | 1468 | posX += (double)sourceW * 0.5 * imageScale; | posX += (double)sourceW * 0.5 * imageScale; |
1469 | 1469 | posY += (double)sourceH * 0.5 * imageScale; | posY += (double)sourceH * 0.5 * imageScale; |
1470 | // Sorry, but this over-stretching thing is the only way to hide tile seams on low-precision OpenGL implementations. | ||
1470 | 1471 | fgl::texMatrix = linalg::mul( | fgl::texMatrix = linalg::mul( |
1471 | 1472 | linalg::translation_matrix( linalg::vec<double,3>( | linalg::translation_matrix( linalg::vec<double,3>( |
1472 | (double)sourceX / (double)tex.width, | ||
1473 | (double)sourceY / (double)tex.height, | ||
1473 | (double)sourceX / (double)tex.width + 0.0001, | ||
1474 | (double)sourceY / (double)tex.height + 0.0001, | ||
1474 | 1475 | 0.0 | 0.0 |
1475 | 1476 | ) ), | ) ), |
1476 | 1477 | linalg::scaling_matrix( linalg::vec<double,3>( | linalg::scaling_matrix( linalg::vec<double,3>( |
1477 | (double)sourceW / (double)tex.width * ( flipX ? -1.0 : 1.0 ), | ||
1478 | (double)sourceH / (double)tex.height * ( flipY ? -1.0 : 1.0 ), | ||
1478 | (double)sourceW / (double)tex.width * ( flipX ? -0.995 : 0.995 ), | ||
1479 | (double)sourceH / (double)tex.height * ( flipY ? -0.995 : 0.995 ), | ||
1479 | 1480 | 1.0 | 1.0 |
1480 | 1481 | ) ) | ) ) |
1481 | 1482 | ); | ); |