Cleaning up game environments and code
This commit is contained in:
parent
5f57f10210
commit
c6267745f4
@ -1,7 +0,0 @@
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echo "GMTK 2025"
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echo "Made with MPFW"
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echo ""
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show_cursor
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disable_game
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ui_show
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ui_create_window "data/menus/mainmenu.wnd"
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@ -1,91 +0,0 @@
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This Font Software is licensed under the SIL Open Font License, Version 1.1.
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This license is copied below, and is also available with a FAQ at:
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https://openfontlicense.org
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-----------------------------------------------------------
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SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
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-----------------------------------------------------------
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PREAMBLE
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The goals of the Open Font License (OFL) are to stimulate worldwide
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development of collaborative font projects, to support the font creation
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efforts of academic and linguistic communities, and to provide a free and
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open framework in which fonts may be shared and improved in partnership
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with others.
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The OFL allows the licensed fonts to be used, studied, modified and
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redistributed freely as long as they are not sold by themselves. The
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fonts, including any derivative works, can be bundled, embedded,
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redistributed and/or sold with any software provided that any reserved
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names are not used by derivative works. The fonts and derivatives,
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however, cannot be released under any other type of license. The
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requirement for fonts to remain under this license does not apply
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to any document created using the fonts or their derivatives.
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DEFINITIONS
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"Font Software" refers to the set of files released by the Copyright
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Holder(s) under this license and clearly marked as such. This may
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include source files, build scripts and documentation.
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"Reserved Font Name" refers to any names specified as such after the
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copyright statement(s).
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"Original Version" refers to the collection of Font Software components as
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distributed by the Copyright Holder(s).
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"Modified Version" refers to any derivative made by adding to, deleting,
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or substituting -- in part or in whole -- any of the components of the
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Original Version, by changing formats or by porting the Font Software to a
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new environment.
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"Author" refers to any designer, engineer, programmer, technical
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writer or other person who contributed to the Font Software.
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PERMISSION & CONDITIONS
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Permission is hereby granted, free of charge, to any person obtaining
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a copy of the Font Software, to use, study, copy, merge, embed, modify,
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redistribute, and sell modified and unmodified copies of the Font
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Software, subject to the following conditions:
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1) Neither the Font Software nor any of its individual components,
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in Original or Modified Versions, may be sold by itself.
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2) Original or Modified Versions of the Font Software may be bundled,
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redistributed and/or sold with any software, provided that each copy
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contains the above copyright notice and this license. These can be
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included either as stand-alone text files, human-readable headers or
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in the appropriate machine-readable metadata fields within text or
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binary files as long as those fields can be easily viewed by the user.
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3) No Modified Version of the Font Software may use the Reserved Font
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Name(s) unless explicit written permission is granted by the corresponding
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Copyright Holder. This restriction only applies to the primary font name as
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presented to the users.
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4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font
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Software shall not be used to promote, endorse or advertise any
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Modified Version, except to acknowledge the contribution(s) of the
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Copyright Holder(s) and the Author(s) or with their explicit written
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permission.
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5) The Font Software, modified or unmodified, in part or in whole,
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must be distributed entirely under this license, and must not be
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distributed under any other license. The requirement for fonts to
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remain under this license does not apply to any document created
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using the Font Software.
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TERMINATION
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This license becomes null and void if any of the above conditions are
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not met.
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DISCLAIMER
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THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
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EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF
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MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT
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OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE
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COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
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INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL
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DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM
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OTHER DEALINGS IN THE FONT SOFTWARE.
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@ -1,22 +0,0 @@
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<window>
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<title>GMTK 2025</title>
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<menubar>
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<menu>
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<title>File</title>
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<item>
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<title>New game</title>
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<command mode="0">echo "this should be a new game"</command>
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</item>
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<item>
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<title>Quit</title>
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<command mode="0">quit</command>
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</item>
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</menu>
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</menubar>
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</window>
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vid_3d_renderer true
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vid_3d_grid false
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vid_2d_background false
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@ -1,8 +0,0 @@
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[Window][Debug##Default]
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Pos=60,60
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Size=400,400
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[Window][GMTK 2025]
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Pos=57,64
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Size=262,178
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33
mpfw/MPFW_Atlasing.cpp
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33
mpfw/MPFW_Atlasing.cpp
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#include "MPFW_Atlasing.h"
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int MPFW::Render::LoadTextureAtlasFromImages(std::vector<Image> images)
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{
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int largestWidth = 0;
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int atlasHeight = 0;
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for (int i = 0; i < images.size(); i++) {
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if (images[i].width > largestWidth) largestWidth = images[i].width;
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atlasHeight += images[i].height;
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}
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Image atlasImage = GenImageColor(largestWidth, atlasHeight, BLANK);
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int currentImageHeight = 0;
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for (int i = 0; i < images.size(); i++) {
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ImageDraw(&atlasImage, images[i], { 0,0,(float)images[i].width, (float)images[i].height }, { 0,(float)currentImageHeight,(float)images[i].width, (float)images[i].height }, WHITE);
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currentImageHeight += images[i].height;
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}
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// ExportImage(atlasImage, "testatlas.png");
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return 0;
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}
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10
mpfw/MPFW_Atlasing.h
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10
mpfw/MPFW_Atlasing.h
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#pragma once
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#include <raylib.h>
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#include <vector>
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namespace MPFW {
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namespace Render {
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int LoadTextureAtlasFromImages(std::vector<Image> images);
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}
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}
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@ -210,7 +210,7 @@ MPFW::Physics::CollisionMap MPFW::Physics::GenerateCollisionMap(std::vector<Poly
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// std::lock_guard<std::mutex> guard(collSetMutex);
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retval.collisionSets[vCount].collisionFaces.push_back(pStructs[p]);
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}
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std::print("v:{},p:{}\n", vCount, p);
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// std::print("v:{},p:{}\n", vCount, p);
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}
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vCount++;
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#include <string>
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#include <iostream>
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#include <algorithm>
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#include "MPFW_Atlasing.h"
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#include <rlgl.h>
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@ -109,8 +110,6 @@ void MPFW::Quake::Maps::MapFile::LoadBSPMap(std::string path)
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// we're loading models first because that's
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// what the spec does <3
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ds = Debug::MODELS;
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#ifdef MPFW_QUAKE_SLOW_LOADING
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data.models.resize(data.header.models.size / 64);
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@ -160,8 +159,6 @@ void MPFW::Quake::Maps::MapFile::LoadBSPMap(std::string path)
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// parsing vertices
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ds = Debug::VERTICES;
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#ifdef MPFW_QUAKE_SLOW_LOADING
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verticesCDBG = 0;
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data.vertices.resize(data.header.vertices.size / 12);
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@ -182,15 +179,12 @@ void MPFW::Quake::Maps::MapFile::LoadBSPMap(std::string path)
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}
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#else
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std::string verticesStr = Utils::Strings::IterativeStringExcerpt(buffer, data.header.vertices.offset, data.header.vertices.size);
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data.vertices.resize(data.header.vertices.size / 12);
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std::memcpy(data.vertices.data(), verticesStr.data(), data.header.vertices.size);
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#endif
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// parsing edges
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ds = Debug::EDGES;
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#ifdef MPFW_QUAKE_SLOW_LOADING
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edgesCDBG = 0;
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data.edges.resize(data.header.edges.size / 4);
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@ -240,7 +234,6 @@ void MPFW::Quake::Maps::MapFile::LoadBSPMap(std::string path)
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std::memcpy(data.texInfo.data(), texInfoStr.data(), data.header.texinfo.size);
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#endif
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ds = Debug::LEDGES;
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#ifdef MPFW_QUAKE_SLOW_LOADING
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for (int i = 0; i < data.header.ledges.size / 2; i++) {
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int base = data.header.ledges.offset + (2 * i);
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@ -261,10 +254,6 @@ void MPFW::Quake::Maps::MapFile::LoadBSPMap(std::string path)
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// parsing faces
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ds = Debug::FACES;
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#ifdef MPFW_QUAKE_SLOW_LOADING
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for (int i = 0; i < data.header.faces.size / 20; i++) {
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@ -327,12 +316,12 @@ void MPFW::Quake::Maps::MapFile::LoadBSPMap(std::string path)
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texOffsets.push_back(Utils::Strings::StringIndexToInteger_4b_le(buffer, data.header.miptex.offset + 4 + 4 * i));
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}
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for (int i = 0; i < cmh.numtex; i++) {
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unsigned int base = static_cast<unsigned int>(texOffsets[i]) + (unsigned)data.header.miptex.offset;
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// this shit is ¤ undocumented! ¤
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// fuck the unofficial quake specs
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// this stuff is ¤ undocumented! ¤
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// screw the unofficial quake specs
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if (texOffsets[i] == -1) {
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// is a texoffset of 0xFFFFFFFF a reference to the fact that
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// it starts right after the mipheader? probably not, but it
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@ -534,16 +523,6 @@ void MPFW::Quake::Maps::MapFile::LoadBSPMap(std::string path)
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Physics::CollisionMapGenParams cmgp;
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*collMap = Physics::GenerateCollisionMap(collPolygons, totalRlVec, cmgp, std::format("{}", std::hash<std::string>{}(path)));
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ds = Debug::DONE;
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}
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Vector3 MPFW::Quake::Maps::qVec2RLVec(Vector3 q) {
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return { q.y / 2, q.z / 2, q.x / 2 };
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#include <mutex>
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#include "MPFW_Physics.h"
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#define DISTANCE_FROM_FLOOR 15
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#define DISTANCE_FROM_WALL 5
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@ -156,7 +157,7 @@ void ___test___(T a, T b) {
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bool consoleOn = false;
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// #define SOLIPSE_TEST
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int main() {
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@ -185,6 +186,9 @@ int main() {
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std::print("\nEnd of unit testing\n\n\n");
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#endif
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// if not already created...
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std::filesystem::create_directories("data/cache/collisiondata");
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@ -236,9 +240,9 @@ int main() {
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while (!WindowShouldClose()) {
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if (framebuffer < 5 && !uiRenderer.showCursorOnLaunch) {
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if (framebuffer < 5) {
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DisableCursor();
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if(!uiRenderer.showCursorOnLaunch) DisableCursor();
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framebuffer++;
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}
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@ -262,7 +266,7 @@ int main() {
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ClearBackground(BLACK);
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if(IsCursorHidden() && !consoleOn){
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if(framebuffer > 5){
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if(framebuffer >= 5){
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if (chr.cvars["math_3d_floor_collision_work"] == "true") {
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float potentialNewFloor = -FLT_MAX;
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for (int b = 0; b < collisionMap.collisionSets.size(); b++) {
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@ -478,7 +482,7 @@ int main() {
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rlVertex3f(b.x, b.y, b.z);
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rlTexCoord2f(ct.x, ct.y);
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rlVertex3f(c.x, c.y, c.z);
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rlVertex3f(c.x, c.y, c.z); // why does RLGL fuck up triangles? is there something i'm missing?
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rlVertex3f(c.x, c.y, c.z); // why does RLGL screw up triangles? is there something i'm missing?
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rlEnd();
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@ -488,12 +492,6 @@ int main() {
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}
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/*for (int i = 0; i < collisionMap.collisionSets.size(); i++) {
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BoundingBox b; b.min = collisionMap.collisionSets[i].size.min;
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b.max = collisionMap.collisionSets[i].size.max;
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DrawBoundingBox(b, RED);
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}*/
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EndMode3D();
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}
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<ClCompile Include="..\deps\include\pugixml.cpp" />
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<ClCompile Include="..\deps\include\rlImGui.cpp" />
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<ClCompile Include="main.cpp" />
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<ClCompile Include="MPFW_Atlasing.cpp" />
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<ClCompile Include="MPFW_Backend_raylib.cpp" />
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<ClCompile Include="MPFW_Console.cpp" />
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<ClCompile Include="MPFW_HL.cpp" />
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<ClCompile Include="MPFW_Utils.cpp" />
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</ItemGroup>
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<ItemGroup>
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<ClInclude Include="MPFW_Atlasing.h" />
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<ClInclude Include="MPFW_BackendDefinition.h" />
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<ClInclude Include="MPFW_Backend_raylib.h" />
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<ClInclude Include="MPFW_Console.h" />
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<ClCompile Include="MPFW_Physics.cpp">
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<Filter>Source Files</Filter>
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</ClCompile>
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<ClCompile Include="MPFW_Atlasing.cpp">
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<Filter>Source Files</Filter>
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</ClCompile>
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</ItemGroup>
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<ItemGroup>
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<ClInclude Include="MPFW_HL.h">
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<ClInclude Include="MPFW_Physics.h">
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<Filter>Header Files</Filter>
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</ClInclude>
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<ClInclude Include="MPFW_Atlasing.h">
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<Filter>Header Files</Filter>
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</ClInclude>
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</ItemGroup>
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</Project>
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<?xml version="1.0" encoding="utf-8"?>
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<Project ToolsVersion="Current" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
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<LocalDebuggerWorkingDirectory>$(SolutionDir)/techdemo</LocalDebuggerWorkingDirectory>
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<LocalDebuggerWorkingDirectory>$(SolutionDir)/gameenv</LocalDebuggerWorkingDirectory>
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<DebuggerFlavor>WindowsLocalDebugger</DebuggerFlavor>
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</PropertyGroup>
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
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<LocalDebuggerWorkingDirectory>$(SolutionDir)/techdemo</LocalDebuggerWorkingDirectory>
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<LocalDebuggerWorkingDirectory>$(SolutionDir)/gameenv</LocalDebuggerWorkingDirectory>
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<DebuggerFlavor>WindowsLocalDebugger</DebuggerFlavor>
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</PropertyGroup>
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</Project>
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