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Massive angelscript gameworld and game driver updates. [Main] #115

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66b2f29
Modular self-driving item class system
PyroFire232 May 9, 2021
21e72c8
Reworked item class system to use templates
PyroFire232 May 9, 2021
a1abe00
Added large chunks of item code from original source
PyroFire232 May 9, 2021
2accd12
Imported Gasmask, First Aids, and Batteries
PyroFire232 May 10, 2021
2a6ce52
Merge branch 'juanjp600:main' into main
PyroFire232 May 10, 2021
e1719ed
Merge branch 'juanjp600:main' into main
PyroFire232 May 11, 2021
e6f28f7
Merge branch 'juanjp600:main' into main
PyroFire232 May 12, 2021
acaf3f6
Major GUI and engine update.
PyroFire232 May 12, 2021
99b090d
Update Engine
PyroFire232 May 13, 2021
7e7b864
change pge branch to string-refactor to match scpcb
PyroFire232 May 13, 2021
4411559
Added AngelMath vector lib + tidyup
PyroFire232 May 13, 2021
d0587c8
Started tidying up gui system + WordWrapped Label
PyroFire232 May 13, 2021
2f9c862
accidental space in mathdefs.cpp
PyroFire232 May 13, 2021
341df26
Revert Vector2d missed
PyroFire232 May 13, 2021
2f45563
GUI Cleanup
PyroFire232 May 14, 2021
ab9b33c
Typos and some more cleanup
PyroFire232 May 14, 2021
aa22fb0
more cleanup + Console Menu
PyroFire232 May 14, 2021
596d4d7
backup old gui
PyroFire232 May 14, 2021
9052ff5
Improved item system
PyroFire232 May 15, 2021
73b1a13
Sorted some items around, and added a bunch of fonts
PyroFire232 May 15, 2021
62335f5
Staged Loading system
PyroFire232 May 15, 2021
10fac15
Data Prepping. Installed INIDefinitions namespace/utils into AngelScript
PyroFire232 May 15, 2021
3a9cdaa
Glitch text testing
PyroFire232 May 15, 2021
80bcd0e
Create branch and room prep
PyroFire232 May 15, 2021
b3d8f25
Merge pull request #1 from PyroFire232/main
PyroFire232 May 15, 2021
cbc24eb
Revert "Create branch and room prep"
PyroFire232 May 15, 2021
ab4f402
Revert "Revert "Create branch and room prep""
PyroFire232 May 15, 2021
b1bcacf
fix files
PyroFire232 May 15, 2021
ba065e9
Added noclip command
PyroFire232 May 15, 2021
1711eb9
Rooms are working with spawn button
PyroFire232 May 15, 2021
066d574
World engine rework
PyroFire232 May 16, 2021
5478f22
Update CachedArgument.cpp
PyroFire232 May 16, 2021
87e3b50
Renamed Model to CModel
PyroFire232 May 16, 2021
0f81e66
added AvgFramerate and hooks for Resolution Changed
PyroFire232 May 16, 2021
d542aff
loading state and engine calls
PyroFire232 May 17, 2021
2d298f7
GUIProgressBar and HUD.
PyroFire232 May 17, 2021
c1e2f36
Merge branch 'juanjp600:main' into main
PyroFire232 May 17, 2021
b3a271a
Added CMODEL::SET_TEXTURE!!!!
PyroFire232 May 17, 2021
61c3145
conflict merge
PyroFire232 May 17, 2021
f2dd766
Merge branch 'main' of https://github.com/juanjp600/scpcb into Room-S…
PyroFire232 May 17, 2021
37e215d
Counter Merging
PyroFire232 May 17, 2021
34e21fc
Attempt to finalize merge, but major issues
PyroFire232 May 17, 2021
28fbf9e
testing camera bug
PyroFire232 May 17, 2021
567517a
debugging
PyroFire232 May 17, 2021
9af8e55
Update ScriptManager.cpp
PyroFire232 May 17, 2021
45d0832
Merge pull request #4 from PyroFire232/Room-Script
PyroFire232 May 17, 2021
bb8249c
fix interp bugs
PyroFire232 May 17, 2021
4a39d5f
Merge branch 'main' into feature
PyroFire232 May 17, 2021
6fdf5f4
Merge pull request #5 from PyroFire232/feature
PyroFire232 May 17, 2021
abaadc3
Fixed glitchy cam stuttering
PyroFire232 May 17, 2021
9c5c363
Material definitions
PyroFire232 May 17, 2021
8fcb1da
Material definitions
PyroFire232 May 17, 2021
546afb4
Added MaterialDefinitions and Item Model Materials!!
PyroFire232 May 18, 2021
97e5555
Added keycards
PyroFire232 May 18, 2021
dd1b175
Added buttons and fixed noclip
PyroFire232 May 18, 2021
c69401e
Door props
PyroFire232 May 18, 2021
d2dd930
Doors and door precision
PyroFire232 May 18, 2021
df6c8e2
doors
PyroFire232 May 18, 2021
d4a21bb
First door aligned to a room.
PyroFire232 May 18, 2021
13b855b
object.onPicked() and start noclipped
PyroFire232 May 18, 2021
7e07c5f
Player is a tad bit shorter
PyroFire232 May 18, 2021
19ac8c6
CBR Import + CBR Collisions!!
PyroFire232 May 19, 2021
9155ee0
Merge branch 'juanjp600:main' into main
PyroFire232 May 19, 2021
2642729
Merge branch 'juanjp600:main' into feature
PyroFire232 May 19, 2021
90edf98
CBR prep
PyroFire232 May 19, 2021
dd28c5f
Merge branch 'feature' of https://github.com/PyroFire232/scpcb into f…
PyroFire232 May 19, 2021
294b7f8
Update Engine
PyroFire232 May 19, 2021
fdf408b
Update Engine
PyroFire232 May 19, 2021
d8326c7
cbr rooms
PyroFire232 May 19, 2021
6a84cfd
turn off room spawning
PyroFire232 May 19, 2021
323e63e
moved obsolete rmesh2 to oldsrc
PyroFire232 May 19, 2021
6cc3875
pre conflict
PyroFire232 May 19, 2021
e845490
Revert "pre conflict"
PyroFire232 May 19, 2021
f2b7807
resolve merge conflicts
PyroFire232 May 19, 2021
e05f082
CBR update - Merge pull request #6 from PyroFire232/feature
PyroFire232 May 19, 2021
5f75dea
post resolve conflicts
PyroFire232 May 19, 2021
153dd07
Merge pull request #7 from PyroFire232/feature
PyroFire232 May 19, 2021
d164ddb
please leave a message after the tone [SOUNDS]
PyroFire232 May 20, 2021
3ac2b15
libvorbis and libogg
PyroFire232 May 20, 2021
6b216ae
successful build LibOGG
PyroFire232 May 20, 2021
2084b52
first working .ogg playback
PyroFire232 May 20, 2021
cce33be
Update Engine
PyroFire232 May 21, 2021
0dd502e
Update Engine
PyroFire232 May 21, 2021
1e375b0
getting merge ready
PyroFire232 May 21, 2021
10017bb
no more matrix.product
PyroFire232 May 21, 2021
10cde11
did textentry correctly
PyroFire232 May 22, 2021
e5f4850
Finished textentry cleanup
PyroFire232 May 22, 2021
3a54f14
Merge pull request #8 from PyroFire232/feature
PyroFire232 May 22, 2021
ad6d6a8
Update Engine
PyroFire232 May 22, 2021
8ce9baf
Update Engine
PyroFire232 May 22, 2021
b542e82
item and prop spawn menu
PyroFire232 May 22, 2021
56f44c9
Minor cleanup
PyroFire232 May 22, 2021
9043acc
Merge pull request #9 from PyroFire232/feature
PyroFire232 May 22, 2021
5b3e0a1
Merge remote-tracking branch 'upstream/main' into main
PyroFire232 May 22, 2021
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23 changes: 23 additions & 0 deletions Content/Assets/CBR/Import/_CBX.as
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namespace Room { namespace rcbx { Template@ thisTemplate=Template();
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@juanjp600 juanjp600 May 22, 2021

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Put namespace openers, any code following them, and closing braces on separate lines, like so:

namespace Room {
namespace RCBX {
Template@ thisTemplate=Template();
...
}
}

You can choose to not indent namespaces.

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@PyroFire232 PyroFire232 May 23, 2021

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This is done literally everywhere for a reason, but it can be removed later on.
I would like to open discussion about the coding style differences, and to describe for you where I am intending to follow style guidelines (but I may be short of the mark here and there), and where I am intentionally not following the guidelines.

I'm used to writing what I call quasi-encrypted compressed shorthand, as code is all just a's, b's and c's to me, but this is not at all conducive to a collaborative coding environment.
I am still intentionally writing compressed, however, for the same reason that I am using notepad and tabs for indentation in all .as files.

That reason is simple: To fit more code onto the screen at one time.
That is my biggest issue: When writing modules that are the size of these ones, it is really useful to be able to view and access all parts of the system in as small a screen space as possible. I don't want to have to scroll for 10 minutes, or click and drag the scrollbar and guess where something is, or ctrl+f through a bunch of generic names, because my program is filled with a bajillion practically empty lines that have a single statement on it, or worse, is simply a lone closing bracket. 3 lines are not needed for every foreach() { a(x); b(x); } This kind of thing is extremely wasteful on screen-space.
Abbreviating variables down to just "a" and "b" is done for the same reason, but I'm avoiding that because it does not work in collab, and equally for the same reason, too much compression would be non-conducive to collab as well.
I'm trying to find a good balance between compression for prototyping, and expanding for functions that do anything too varied or complicated.
At the end, I expect to completely decompress all lines and translate tabbing into the 4-space standard.

As for all other styling issues, I'm generally looking to follow them wherever I can.
Snake case was used because I was still learning the class system and how to lay it all out.
There's also one particular case where I am completely unsure: I think funcdefs should be defined as camelcase, as they are treated much like a class.

Lastly, I have questions about documentation, namely, how would you like that done?
Is there a particular format you'd like?
And what of code file comment headers, if any, i.e do you like having a description of what the script is and its purpose?

class Template : Room::Template { Room@ instantiate() { return (Instance()); }
Template() { super();
name = "cbx";
zone = "LCZ";
@model = Room::ModelCBR(rootDirCBR + "Import/" + name + ".cbr");
}
}

class Instance : Room {
Instance() {super(@thisTemplate); };
void construct() {
float ang=rotation;
Vector3f doorPos=position+Util::Vector3f::rotate(Vector3f(0,0,-101),-ang);
Prop::spawn("door",doorPos,Vector3f(0,ang,0));
}

}
class Spawner : Room::Spawner {
Spawner() {
}
}
}};
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14 changes: 13 additions & 1 deletion Content/Changelog.txt
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v1.3.11
v1.4.0

- Massive Engine overhaul.
- Modernized 3d engine.
- Re-worked and rebuilt all features from scratch to be improved and optimized.

...tba



---------------------------------------------------------------------------------

v1.3.11

- Added the ability to toggle mouse smoothing.
- New voice lines for SCP-049.
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5 changes: 4 additions & 1 deletion Content/Credits.txt
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*********************************************************
*********************************************************

A big thank you to everyone who's supported the project during these years
- it would have never gotten to where it is now without your help.
Expand Down Expand Up @@ -171,6 +171,9 @@ Contributors
Pylcrafte
Textures, dared question Regalis' font choices.

Pyro-Fire
Programming.

Reilly Grindle ("Mirocaine")
Modelling.

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