This introduces type parsing for all types used within the scripting
documentation. This improves the generated JSON output and also
validates new code via the unit test.
This was 20.1 since I erronously thought that the "current" nightly
version was lower than that. This updates the version to a release that
has not been built yet.
Since that function already has full support for UV scaling it makes
sense to unify the behavior in one function instead of having a separate
monochrome function that does weird things.
Also deprecates that function since all its use cases are now covered by
drawImage.
This can be used for producing even leaner builds for standalone
servers. It also provides a nice architecture verification since now
using internal OpenGL functions will cause a compilation or linking
failure.
This adds an Antlr grammar for parsing argument lists instead of using a
hand written parser. This allows to write much more complicated syntax
constructs and have all the code being auto-generated. It will also
produce a much more correct parser instead of having all those hacks in
the hand-written one.
This also adds (in addition to supporting the previous syntax) support
for function types along with support for them in HTML and JSON output
formats.
The ANTLR generated parser is included in source form so that it is not
necessary to have an ANTLR installation around if you are not going to
change the grammar. Also includes the necessary runtime code from Antlr.
Previously the scripting call `gr.drawOffscreenIndicator` did not properly draw the indicator and/or return coordinates. After some bug hunting it turns out it is because there gauge was not being set to active. This PR adds that line and retores the intended functionality. Tested and works as expected.
Previously deprecated enum for hasViewmode() lua function didn't have a warning. This fixes that.
Also, I am adding a check to ignore it while writing scripting.hmtl.
This adds JSON as an additional scripting documentation output format.
This can be used by external tools to examine the scripting
documentation and generate interface declarations or documentation for
any language. The existing documentation code is left largely in place.
This allows to mark certain functions or virtvars to be declared as
"deprecated" starting with a specific engine version. What this means is
that a special message will be added to the documentation stating since
when the function is deprecated and can contain an optional message. The
actual enforcement of the deprecation depends on the target version of
the mod so that we can stay backwards compatible.
If the mod supports the version since when the function is deprecated,
it will not be added to the Lua state which means that it doesn't exist
for the calling script. If the targetted version is before the stated
version, the function will still be added to the Lua state.
As the first function to use this feature, I have deprecated
createParticle in the testing library and moved it to the graphics
library with a new name reflecting that it creates a persistent
particle. I also added the corresponding function for adding a
non-persistent particle.
This PR fixes a bug where an invalid lua font handle would not be properly returned as invalid. An invalid handle is returned properly if the font name is invalid, but not if the index is invalid, thus this PR fixes that.
This will automatically call the destructor of a type of Lua calls the
garbage collector for an object of that type. This is the last step
towards fully supporting non-trivial objects in the Lua API and all
previous workarounds have been removed.
This maintains the type information which can be used for enforce
const-correctness and also for implementing more advanced ways of
handling the type information.
Nobody ever thought to add a reset-post-effects SEXP to complement set-post-effects, so this remedies that. Also, a few minor edits were made to the scripting documentation.
This adds a playback property for making the movie loop to the start
when the end is reached. The way this is done is by simply keeping the
decoder running even if the end of the movie is reached. Then the movie
is reset to the beginning and decoding continues. The player detects
this reset by examining the frame times which keeps the playback
constant.
This also includes support for this in the movie scripting API.
This adds an API for the scripting system which allows it to load and
display movie files using the standard movie player code which includes
multi-threaded frame decoding.