Remove unused shader, clean up scripts

This commit is contained in:
Lwmte 2022-08-04 05:23:56 +03:00
parent 1174cdb695
commit c519c0029f
7 changed files with 41 additions and 2128 deletions

View file

@ -9,35 +9,34 @@ local InventoryItem = Flow.InventoryItem
local InvID = Flow.InvID
local RotationAxis = Flow.RotationAxis
local ItemAction = Flow.ItemAction
local Fog = Flow.Fog
Flow.SetIntroImagePath("Screens\\Main.png")
Flow.SetTitleScreenImagePath("Screens\\Title.jpg")
Flow.SetFarView(80)
-- Title level
Flow.SetIntroImagePath("Screens\\Main.png")
Flow.SetTitleScreenImagePath("Screens\\Title.png")
Flow.SetFarView(210)
title = Level.new();
title = Level.new()
title.ambientTrack = "108_A8_Coastal";
title.levelFile = "Data\\title.ten";
title.scriptFile = "Scripts\\title.lua";
title.loadScreenFile = "Screens\\rome.jpg";
title.ambientTrack = "108_A8_Coastal"
title.levelFile = "Data\\title.ten"
title.scriptFile = "Scripts\\title.lua"
title.loadScreenFile = "Screens\\Main.png"
Flow.AddLevel(title);
Flow.AddLevel(title)
-- Test
test = Level.new();
-- First test level
test = Level.new()
test.nameKey = "level_andrea1";
test.scriptFile = "Scripts\\andrea1.lua";
test.ambientTrack = "108_A8_Coastal";
test.levelFile = "Data\\luatest.ten";
test.loadScreenFile = "Screens\\rome.jpg";
test.weather = 1;
test.weatherStrength = 1;
test.nameKey = "level_andrea1"
test.scriptFile = "Scripts\\andrea1.lua"
test.ambientTrack = "108_A8_Coastal"
test.levelFile = "Data\\andrea1.ten"
test.loadScreenFile = "Screens\\rome.jpg"
test.weather = 0
test.weatherStrength = 1
test.horizon = true
test.farView = 10
test.colAddHorizon = true
test.farView = 80
test.layer1 = Flow.SkyLayer.new(Color.new(255, 0, 0), 15)
test.objects = {
@ -92,7 +91,6 @@ test.objects = {
-1,
ItemAction.USE
)
}
};
Flow.AddLevel(test);
Flow.AddLevel(test)

View file

@ -1,26 +1,19 @@
-- TombEngine settings file
-- Created by MontyTRC
-- Place all the engine settings for your game in this Lua script.
-- WARNING: Bad values could make your game unplayable; please follow reference guide attentively.
local Flow = TEN.Flow
local settings = Flow.Settings.new();
settings.screenWidth = 1920;
settings.screenHeight = 1080;
settings.enableDynamicShadows = true;
settings.enableWaterCaustics = true;
settings.windowed = true;
settings.drawingDistance = 102400;
settings.showRendererSteps = false;
settings.showDebugInfo = true;
settings.errorMode = Flow.ErrorMode.WARN;
Flow.SetSettings(settings);
local settings = Flow.Settings.new()
settings.errorMode = Flow.ErrorMode.WARN
Flow.SetSettings(settings)
local anims = Flow.Animations.new();
anims.crawlExtended = true;
anims.crouchRoll = true;
anims.crawlspaceSwandive = true;
anims.monkeyAutoJump = false;
anims.pose = false;
Flow.SetAnimations(anims);
local anims = Flow.Animations.new()
anims.crawlExtended = true
anims.crouchRoll = true
anims.crawlspaceSwandive = true
anims.monkeyAutoJump = false
anims.overhangClimb = false
anims.slideExtended = false
anims.sprintJump = false
anims.pose = false
Flow.SetAnimations(anims)

View file

@ -1,5 +1,10 @@
-- Title script file
local Util = require("Util")
Util.ShortenTENCalls()
LevelFuncs.OnLoad = function() end
LevelFuncs.OnSave = function() end
LevelFuncs.OnControlPhase = function() end
LevelFuncs.OnEnd = function() end
LevelFuncs.OnControlPhase = function() end

View file

@ -13,15 +13,6 @@ void Settings::Register(sol::table & parent)
sol::constructors<Settings()>(),
sol::call_constructor, sol::constructors<Settings>(),
"screenWidth", &Settings::ScreenWidth,
"screenHeight", &Settings::ScreenHeight,
"enableDynamicShadows", &Settings::EnableDynamicShadows,
"windowed", &Settings::Windowed,
"enableWaterCaustics", &Settings::EnableWaterCaustics,
"drawingDistance", &Settings::DrawingDistance,
"showRendererSteps", &Settings::ShowRendererSteps,
"showDebugInfo", &Settings::ShowDebugInfo,
/*** How should the application respond to script errors?
Must be one of the following:
`ErrorMode.TERMINATE` - print to the log file and terminate the application when any script error is hit.

View file

@ -15,15 +15,6 @@ namespace sol {
struct Settings
{
int ScreenWidth;
int ScreenHeight;
bool EnableLoadSave;
bool EnableDynamicShadows;
bool EnableWaterCaustics;
bool Windowed;
int DrawingDistance;
bool ShowRendererSteps;
bool ShowDebugInfo;
ErrorMode ErrorMode;
static void Register(sol::table & parent);

File diff suppressed because it is too large Load diff

View file

@ -977,12 +977,6 @@ CALL gen.bat</Command>
<Image Include="ten.ico" />
</ItemGroup>
<ItemGroup>
<None Include="Shaders\Fxaa3_11.fxh">
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">false</ExcludedFromBuild>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">false</ExcludedFromBuild>
<DeploymentContent Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">true</DeploymentContent>
<DeploymentContent Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">true</DeploymentContent>
</None>
<None Include="Shaders\HUD\DX11_PS_HUD.hlsl">
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Pixel</ShaderType>
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">Pixel</ShaderType>