Tim Sarbin
6832a5a0db
merged d2shared into the core package ( #275 )
2020-01-26 00:39:13 -05:00
Ziemas
6cea2bded0
Update ebiten ( #272 )
2020-01-02 09:17:55 -05:00
Alex Yatskov
1b03e691b9
High level resource caching; resource cleanup ( #264 )
...
* Work on resource loading
* Use new material flag name. (#261 )
Update ebiten ref while at it
* Hopefully fix CI (#262 )
* Don't try to copy config.json on travis (#263 )
I doesn't exist anymore
* Update D2Shared references
* Fix character selection rect
Co-authored-by: Ziemas <ziemas@ziemas.se>
2019-12-21 20:53:18 -05:00
Ziemas
006dcddfb7
Use new material flag name. ( #261 )
...
Update ebiten ref while at it
2019-12-19 20:01:00 -05:00
Alex Yatskov
cc678ba747
Add asset manager ( #253 )
...
* Add asset manager
* Fix rebase
* Update asset manager to support mpq hash caching
* Update vendoring
2019-12-16 22:23:01 -05:00
Alex Yatskov
61d63bc902
Remove ebiten reference in d2shared ( #252 )
...
* Remove ebiten reference in d2shared
* update d2shared reference to latest
2019-12-15 14:07:57 -05:00
Tim Sarbin
88b9fb6207
Updated D2Shared reference. ( #242 )
2019-12-02 19:16:57 -05:00
Ziemas
51d78bfcbf
Draw object layers in order and generally untangle the direction mess. ( #239 )
...
* Implement drawing COF Layers by priority
Hack it up by using always draw order for direction 0 until we get a
better handle on directions in the engine.
* Take directions in "cof directions"
Transform into dcc directions for loading frames.
* Set characters to dir 0 in char select.
Direction 0 is now facing down universally
2019-11-26 21:04:36 -05:00
nicholas-eden
19257abddb
Extract sprite from dc6 from D2Shared ( #234 )
...
Remove processing of dc6 file type from sprite creation. Use dc6 loader from D2Shared.
2019-11-24 17:58:23 -05:00
Ziemas
c0e931eb4f
Animate floor tiles ( #232 )
...
* Caching functions decide if we get random tile
We might not always want to.
* The caching functions don't need to return images
* Cache all frames of animated tiles
Also some error checking
* Update animations before drawing floors
* Fix missing frame
Animate from index 0 to 9
* Update refs
2019-11-24 01:11:32 -05:00
Ziemas
48f81c82cd
Update d2shared reference ( #229 )
2019-11-22 23:40:45 -05:00
Ziemas
5ba9470c3a
Switch to using the TileType type for tiles. ( #228 )
2019-11-22 23:30:02 -05:00
Tim Sarbin
93a421c5ed
More CI fixes. ( #225 )
...
* Fix CI builds. Removed old go.sum stuff.
2019-11-21 22:31:58 -05:00
Tim Sarbin
3e55453450
Fix CI builds. Removed old go.sum stuff. ( #224 )
2019-11-21 22:26:08 -05:00
Tim Sarbin
e3e52fd36d
Updated ebiten ref. Removed tag generation. ( #223 )
2019-11-21 22:00:37 -05:00
Ziemas
b0d753aef9
Changing the terminology of tile components. ( #220 )
...
Orientation > Type
MainIndex > Style
SubIndex > Sequence
2019-11-21 20:34:29 -05:00
Ziemas
90b5e8a334
Fix GetTiles being called for already cached tiles. ( #219 )
...
* Don't call GetTile from the render functions.
Don't bother trying to render uncached tiles.
* Added back randomization code
* Update refs
* Fix random tiles selection.
No sorting the input, no selecting 0 probability tiles if there are
other options.
2019-11-21 19:54:56 -05:00
Tim Sarbin
a0a0600737
Updated module references. ( #214 )
2019-11-19 17:10:39 -05:00
Tim Sarbin
dba17fc5fe
Fixed tile cache leak. Broke tile randomization. ( #213 )
2019-11-19 00:38:02 -05:00
Tim Sarbin
0c7f4e0647
Minor enhancements to map loading ( #202 )
...
* Minor improvements to map loading/rendering speed.
* Update region.go
2019-11-17 14:21:48 -05:00
Tim Sarbin
297184376f
Phase 1 prep work for gameplay ( #196 )
...
* Updates
* More merge adjustments.
* Don't commit local changes...
2019-11-17 01:14:58 -05:00
ndechiara
1c2b4869a1
Migrate out d2common d2helper d2data modules ( #195 )
...
* Switch items to dynamic load with a common struct, add misc.txt loading
* Update Ebiten Reference
* Switch references to point to D2Shared
* Migrate part 2
2019-11-17 00:16:33 -05:00
ndechiara
7044a1695c
Update Ebiten Reference ( #192 )
...
* Update Ebiten Reference
2019-11-16 20:36:02 -05:00
Tim Sarbin
4c9f0ec03e
Performance improvements ( #180 )
...
* Performance improvements for rendering.
* Update go.mod
* Changed ebiten revision to support less copying
2019-11-15 13:40:26 -05:00
Tim Sarbin
b41f7f4dab
Restructured everything. ( #128 )
2019-11-10 03:36:53 -05:00
Tim Sarbin
7859b69da6
Performance Enhancements ( #118 )
...
* More optimizations. Fixed button rendering issue.
2019-11-08 16:50:33 -05:00
Tim Sarbin
a105bb390a
More optimizations. Fixed button rendering issue. ( #115 )
2019-11-08 11:05:51 -05:00
Tim Sarbin
e433c758e9
Lowercased all of the packages ( #96 )
2019-11-06 22:12:15 -05:00
Tim Sarbin
da4ffba9c1
Map stitching and render upates ( #95 )
...
* Added region stitching and modified the rendering loops.
2019-11-06 21:25:09 -05:00
Tim Sarbin
01a48d8720
Added object support ( #93 )
...
* Fixed LevelTypes load
* Update ResourcePaths.go
* Added DCC loading support
* Added animation data. Fixed bitshift version compile issue.
* Fixed another go build error
* Initial support for object rendering
2019-11-06 18:25:19 -05:00
Tim Sarbin
bf0412554f
Big fixes. Added start of video decode. Enhanced MPQ error messages.
2019-10-31 21:17:13 -04:00
Tim Sarbin
dd403cb0eb
Automatically use wine prefix base path with default config on linux
2019-10-30 01:09:39 -04:00
Tim Sarbin
027202ce1e
Added go module information for builds
2019-10-26 13:03:22 -04:00