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synced 2025-04-28 15:57:59 +03:00
Remove unused shader, clean up scripts
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parent
1174cdb695
commit
c519c0029f
7 changed files with 41 additions and 2128 deletions
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@ -9,35 +9,34 @@ local InventoryItem = Flow.InventoryItem
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local InvID = Flow.InvID
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local RotationAxis = Flow.RotationAxis
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local ItemAction = Flow.ItemAction
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local Fog = Flow.Fog
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Flow.SetIntroImagePath("Screens\\Main.png")
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Flow.SetTitleScreenImagePath("Screens\\Title.jpg")
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Flow.SetFarView(80)
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-- Title level
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Flow.SetIntroImagePath("Screens\\Main.png")
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Flow.SetTitleScreenImagePath("Screens\\Title.png")
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Flow.SetFarView(210)
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title = Level.new();
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title = Level.new()
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title.ambientTrack = "108_A8_Coastal";
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title.levelFile = "Data\\title.ten";
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title.scriptFile = "Scripts\\title.lua";
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title.loadScreenFile = "Screens\\rome.jpg";
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title.ambientTrack = "108_A8_Coastal"
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title.levelFile = "Data\\title.ten"
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title.scriptFile = "Scripts\\title.lua"
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title.loadScreenFile = "Screens\\Main.png"
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Flow.AddLevel(title);
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Flow.AddLevel(title)
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-- Test
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test = Level.new();
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-- First test level
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test = Level.new()
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test.nameKey = "level_andrea1";
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test.scriptFile = "Scripts\\andrea1.lua";
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test.ambientTrack = "108_A8_Coastal";
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test.levelFile = "Data\\luatest.ten";
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test.loadScreenFile = "Screens\\rome.jpg";
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test.weather = 1;
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test.weatherStrength = 1;
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test.nameKey = "level_andrea1"
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test.scriptFile = "Scripts\\andrea1.lua"
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test.ambientTrack = "108_A8_Coastal"
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test.levelFile = "Data\\andrea1.ten"
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test.loadScreenFile = "Screens\\rome.jpg"
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test.weather = 0
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test.weatherStrength = 1
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test.horizon = true
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test.farView = 10
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test.colAddHorizon = true
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test.farView = 80
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test.layer1 = Flow.SkyLayer.new(Color.new(255, 0, 0), 15)
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test.objects = {
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@ -92,7 +91,6 @@ test.objects = {
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-1,
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ItemAction.USE
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)
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}
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};
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Flow.AddLevel(test);
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Flow.AddLevel(test)
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@ -1,26 +1,19 @@
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-- TombEngine settings file
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-- Created by MontyTRC
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-- Place all the engine settings for your game in this Lua script.
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-- WARNING: Bad values could make your game unplayable; please follow reference guide attentively.
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local Flow = TEN.Flow
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local settings = Flow.Settings.new();
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settings.screenWidth = 1920;
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settings.screenHeight = 1080;
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settings.enableDynamicShadows = true;
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settings.enableWaterCaustics = true;
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settings.windowed = true;
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settings.drawingDistance = 102400;
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settings.showRendererSteps = false;
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settings.showDebugInfo = true;
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settings.errorMode = Flow.ErrorMode.WARN;
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Flow.SetSettings(settings);
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local settings = Flow.Settings.new()
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settings.errorMode = Flow.ErrorMode.WARN
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Flow.SetSettings(settings)
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local anims = Flow.Animations.new();
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anims.crawlExtended = true;
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anims.crouchRoll = true;
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anims.crawlspaceSwandive = true;
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anims.monkeyAutoJump = false;
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anims.pose = false;
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Flow.SetAnimations(anims);
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local anims = Flow.Animations.new()
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anims.crawlExtended = true
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anims.crouchRoll = true
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anims.crawlspaceSwandive = true
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anims.monkeyAutoJump = false
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anims.overhangClimb = false
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anims.slideExtended = false
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anims.sprintJump = false
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anims.pose = false
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Flow.SetAnimations(anims)
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@ -1,5 +1,10 @@
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-- Title script file
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local Util = require("Util")
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Util.ShortenTENCalls()
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LevelFuncs.OnLoad = function() end
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LevelFuncs.OnSave = function() end
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LevelFuncs.OnControlPhase = function() end
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LevelFuncs.OnEnd = function() end
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LevelFuncs.OnControlPhase = function() end
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@ -13,15 +13,6 @@ void Settings::Register(sol::table & parent)
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sol::constructors<Settings()>(),
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sol::call_constructor, sol::constructors<Settings>(),
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"screenWidth", &Settings::ScreenWidth,
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"screenHeight", &Settings::ScreenHeight,
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"enableDynamicShadows", &Settings::EnableDynamicShadows,
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"windowed", &Settings::Windowed,
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"enableWaterCaustics", &Settings::EnableWaterCaustics,
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"drawingDistance", &Settings::DrawingDistance,
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"showRendererSteps", &Settings::ShowRendererSteps,
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"showDebugInfo", &Settings::ShowDebugInfo,
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/*** How should the application respond to script errors?
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Must be one of the following:
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`ErrorMode.TERMINATE` - print to the log file and terminate the application when any script error is hit.
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@ -15,15 +15,6 @@ namespace sol {
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struct Settings
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{
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int ScreenWidth;
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int ScreenHeight;
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bool EnableLoadSave;
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bool EnableDynamicShadows;
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bool EnableWaterCaustics;
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bool Windowed;
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int DrawingDistance;
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bool ShowRendererSteps;
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bool ShowDebugInfo;
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ErrorMode ErrorMode;
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static void Register(sol::table & parent);
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File diff suppressed because it is too large
Load diff
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@ -977,12 +977,6 @@ CALL gen.bat</Command>
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<Image Include="ten.ico" />
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</ItemGroup>
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<ItemGroup>
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<None Include="Shaders\Fxaa3_11.fxh">
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<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">false</ExcludedFromBuild>
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<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">false</ExcludedFromBuild>
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<DeploymentContent Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">true</DeploymentContent>
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<DeploymentContent Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">true</DeploymentContent>
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</None>
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<None Include="Shaders\HUD\DX11_PS_HUD.hlsl">
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<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Pixel</ShaderType>
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<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">Pixel</ShaderType>
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