feat: TU19 (Dec 2014) Features & Content (#155)
* try to resolve merge conflict
* feat: TU19 (Dec 2014) Features & Content (#32)
* December 2014 files
* Working release build
* Fix compilation issues
* Add sound to Windows64Media
* Add DLC content and force Tutorial DLC
* Revert "Add DLC content and force Tutorial DLC"
This reverts commit 97a4399472.
* Disable broken light packing
* Disable breakpoint during DLC texture map load
Allows DLC loading but the DLC textures are still broken
* Fix post build not working
* ...
* fix vs2022 build
* fix cmake build
---------
Co-authored-by: Loki <lokirautio@gmail.com>
This commit is contained in:
@@ -189,7 +189,7 @@ void UILayer::ReloadAll(bool force)
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int lowestRenderable = 0;
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for(;lowestRenderable < m_sceneStack.size(); ++lowestRenderable)
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{
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m_sceneStack[lowestRenderable]->reloadMovie();
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m_sceneStack[lowestRenderable]->reloadMovie(force);
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}
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}
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}
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@@ -253,6 +253,18 @@ bool UILayer::NavigateToScene(int iPad, EUIScene scene, void *initData)
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case eUIScene_AnvilMenu:
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newScene = new UIScene_AnvilMenu(iPad, initData, this);
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break;
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case eUIScene_HopperMenu:
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newScene = new UIScene_HopperMenu(iPad, initData, this);
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break;
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case eUIScene_BeaconMenu:
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newScene = new UIScene_BeaconMenu(iPad, initData, this);
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break;
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case eUIScene_HorseMenu:
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newScene = new UIScene_HorseInventoryMenu(iPad, initData, this);
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break;
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case eUIScene_FireworksMenu:
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newScene = new UIScene_FireworksMenu(iPad, initData, this);
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break;
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// Help and Options
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case eUIScene_HelpAndOptionsMenu:
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@@ -282,6 +294,9 @@ bool UILayer::NavigateToScene(int iPad, EUIScene scene, void *initData)
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case eUIScene_HowToPlayMenu:
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newScene = new UIScene_HowToPlayMenu(iPad, initData, this);
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break;
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case eUIScene_LanguageSelector:
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newScene = new UIScene_LanguageSelector(iPad, initData, this);
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break;
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case eUIScene_HowToPlay:
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newScene = new UIScene_HowToPlay(iPad, initData, this);
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break;
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@@ -386,6 +401,9 @@ bool UILayer::NavigateToScene(int iPad, EUIScene scene, void *initData)
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case eUIScene_EULA:
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newScene = new UIScene_EULA(iPad, initData, this);
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break;
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case eUIScene_NewUpdateMessage:
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newScene = new UIScene_NewUpdateMessage(iPad, initData, this);
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break;
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// Other
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case eUIScene_Keyboard:
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@@ -700,6 +718,12 @@ bool UILayer::updateFocusState(bool allowedFocus /* = false */)
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m_scenesToDestroy.push_back(scene);
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#endif
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}
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if (scene->getSceneType() == eUIScene_SettingsOptionsMenu)
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{
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scene->loseFocus();
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m_scenesToDestroy.push_back(scene);
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}
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}
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/// UPDATE STACK STATES
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@@ -723,6 +747,12 @@ bool UILayer::updateFocusState(bool allowedFocus /* = false */)
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case eUIScene_DispenserMenu:
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case eUIScene_BrewingStandMenu:
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case eUIScene_EnchantingMenu:
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case eUIScene_TradingMenu:
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case eUIScene_HopperMenu:
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case eUIScene_HorseMenu:
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case eUIScene_FireworksMenu:
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case eUIScene_BeaconMenu:
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case eUIScene_AnvilMenu:
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m_bContainerMenuDisplayed=true;
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// Intentional fall-through
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@@ -786,7 +816,7 @@ void UILayer::handleInput(int iPad, int key, bool repeat, bool pressed, bool rel
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}
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// Fix for PS3 #444 - [IN GAME] If the user keeps pressing CROSS while on the 'Save Game' screen the title will crash.
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handled = handled || scene->hidesLowerScenes();
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handled = handled || scene->hidesLowerScenes() || scene->blocksInput();
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if(handled ) break;
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}
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@@ -823,6 +853,15 @@ void UILayer::HandleDLCLicenseChange()
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}
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#endif
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void UILayer::HandleMessage(EUIMessage message, void *data)
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{
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for(AUTO_VAR(it,m_sceneStack.rbegin()); it != m_sceneStack.rend(); ++it)
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{
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UIScene *topScene = *it;
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topScene->HandleMessage(message, data);
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}
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}
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bool UILayer::IsFullscreenGroup()
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{
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return m_parentGroup->IsFullscreenGroup();
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