Commit Graph

2524 Commits

Author SHA1 Message Date
Ethan Lee 9adb0552ff Network: Update to latest Steamworks SDK ABI.
This is mostly to support AArch64.
2026-07-15 10:13:26 -04:00
Sönke Holz be29c31511 Correctly calculate FAudio block alignment
This fixes music playback on FAudio 26.01.

FAudio 26.01 added bounds checks to FAudioSourceVoice_SubmitSourceBuffer
in 033498ab08f5a1349ed5723a47aaa87163654be6.

The calculation of nBlockAlign is currently incorrect. nBlockAlign is
set to the block size in bits, not in bytes, causing this new bounds
check to trip.

Similarly, the wav_length for sound effects is in bytes.
2026-05-05 17:20:42 -04:00
NyakoFox 08c3590a0a Fix audio buffer issues on some platforms
On certain ports of the game, and possibly some Linux distros, the
game's audio would crackle, or slow down with loud buzzing. This commit
attempts to fix that, by enabling `FAUDIO_1024_QUANTUM`, which should
increase the internal FAudio buffer size.
2026-04-30 17:07:58 -04:00
Ethan Lee ea811e15bd 2.4.4 2026-04-21 12:02:06 -04:00
NyakoFox 4b9f26bf81 Solve render recaching issues
Past solutions were just "recache the screen textures under these known
circumstances" where whenever things OUTSIDE of those known
circumstances happened, the issue would reoccur.

I recently learned about an SDL event, `SDL_RENDER_TARGETS_RESET`,
which is for this exact problem. I ripped out all of the other places
`Screen::recacheTextures()` was called, and just slotted it in there,
and it worked perfectly.

...well, the old behavior worked perfectly; but the old behavior was
flawed as well, because it only checked for "ingame_titlemode" (if
you're in the main menu during gameplay) and forgot to check for the
map screen... plus, it didn't ever regenerate the minimap in custom
levels, which is another "persistant" render target.

Hopefully, this is the last time we'll ever have to think about this
one. I'm certainly sick of it.

This should 100% be backported into 2.4, as the bug occurs there as
well.
2026-04-12 09:09:49 -04:00
NyakoFox 6ed72297da Clamp editor mouse coordinates
The editor has never clamped mouse bounds, and instead relied on SDL to
return clamped mouse coordinates. Unfortunately, in #1140, this detail
was missed, and the behavior changed, allowing the cursor to leave the
bounds of the screen.

This isn't much of a problem most of the time because anything that
uses position as array indeces has bounds checks. Unfortunately,
placing entities outside of a room's bounds leads to entities you can't
ever touch ever again without modifying the level externally. This is
the worst with checkpoints, as pressing Enter in a room will now take
you to the out-of-bounds checkpoint, causing you to immediately wrap to
another room.

This fix should be backported to 2.4, as the issue can lead to level
files which need manual editing to fix!
2026-04-12 09:09:43 -04:00
NyakoFox cf66323721 Make sure special roomnames have enough text
There's another crash, which is indexing out of bounds if there's
not enough text. This adds simple bounds checks for them.
2026-02-16 11:43:24 -05:00
NyakoFox b708b8911c Fix empty roomnames potentially crashing the game
TinyXML2 seems to sometimes return NULL when an element has either no
text or whitespace, instead of returning an empty string. Why it does
this, I'm not sure, but I have recently learned from Dav999 that it
will crash the game. Great.
2026-02-16 11:43:17 -05:00
Ethan Lee 529ff46eb2 2.4.3 2025-06-19 12:17:27 -04:00
Dav999 c9ad49a050 Fix vertical position of Comms Relay textbox
Fixes #1242.

Turns out it was a really simple fix - the X positions were good, but
the Y positions were always at the top of the screen regardless of the
height of the textbox. Now they're vertically centered respective to
the speaker.
2025-06-15 21:15:27 -04:00
Dav999 f4788a38de Update SheenBidi to 2.9.0
This fixes our problem with Valgrind reporting a jump based on an
uninitialized value; see https://github.com/Tehreer/SheenBidi/issues/19

Just to be sure nothing unexpected happens, I tested that this doesn't
cause any changes in behavior by outputting bidi-transformed versions
of all strings in strings.xml to a file for both our Arabic and Persian
localizations before and after the update, and confirming that the
files are the same.
2025-06-11 15:28:23 -04:00
Dav999 a3c8d43f93 Apply translations for 2.4 strings
This includes translations that were missing translations, with varying
extent between different languages, for the following things:
- "X mode is enabled" in-game warnings
- "Press {button} to freeze/unfreeze gameplay" for the level debugger
- Some credits strings for the post-2.4.0 extra Spanish options, the
  PT_BR proofread, and Persian
- The recent gamepad menu changes (#1229)

Furthermore:
- "TAB" (used in the level debugger string) is now a separate string
  instead of being hardcoded, because some languages needed it
  translated
- Added missing arrows to Arabic/Persian font (needed for the gamepad
  menu, and also a translator menu actually)
2025-06-08 17:06:04 -04:00
NyakoFox cd785316b6 Fix mouse coordinates being wrong on HiDPI displays
When writing the initial stretch mode code, the existence of HiDPI
displays completely slipped my mind -- or at least I didn't realize
that they'd be a problem.

We implement scaling modes ourselves, so transforming the mouse
coordinates to our 320x240 viewport is done manually. Unfortunately,
that code did not take into account HiDPI scaling whatsoever, meaning
that all of the math which assumes the window size and the renderer
size is wrong.

To fix this, we use `SDL_GetWindowSizeInPixels` and `SDL_GetWindow` to
find the scaling factor, and then apply that to the mouse coordinates
to get the mouse coordinates in the pixel-space instead, and then we do
all of our normal logic after.

Due to our usage of `SDL_GetWindowSizeInPixels`, this bumps the minimum
SDL version to 2.26.0.

Closes #1235.
2025-05-03 15:15:38 -04:00
Dav999 3320ee5962 Add check for converting negative SDL_GameControllerButton to glyph
A SDL_GameControllerButton below 0 is out of array bounds, so that
should trip the assert and return GLYPH_UNKNOWN just like when the
value is too high.
2025-05-03 14:09:30 -04:00
Dav999 f715897fdd Add confirmation and removal to bindings menu
This makes the following improvements to the gamepad bindings menu:

- The menu now shows a hint that you can press a button while any of
  the bind options are selected (or that you can navigate away from
  those options)
- Instead of button presses immediately setting a binding, they now
  ask for confirmation: press the same button a second time to confirm
- You can now remove a binding, the same way you add it (this has the
  same type of confirmation)
- This menu used to be inconsistent with pretty much every other menu
  in the game by showing a permanent title and description for the menu
  itself ("Game Pad", "Change controller options.") rather than showing
  a title and description for the currently selected option.
  This inconsistency is now fixed.
2025-05-03 14:09:30 -04:00
Dav999 b921ffbedc Add Persian to credits screen 2025-05-02 22:32:29 -04:00
Dav999 e72d59de56 Fix squeak and save spam in gamepad menu
If you push a button to set a controller binding, you may either hear
one Viridian squeak, two Viridian squeaks (a louder one), or Viridian
doesn't stop squeaking until you let go of the button. While you hear
the continuous squeaking, your save file is also repeatedly saved.

There are two small bugs at play here:
- the squeak is actually played in two different places at the same
  time (both in titleinput() whenever a button is pressed, and in
  updatebuttonmappings() when a mapping is succesfully changed)
- titleinput() doesn't register that a button is held down and applies
  the button (and saves to file) every frame for as long as the button
  is held

This commit fixes both these issues. Now a single button press always
causes one squeak, and only if the bindings actually changed. Your save
file is also no longer saved repeatedly from holding down the button.
2024-12-22 15:53:27 -05:00
NyakoFox 25dd9d56ad Make 0-length gravity lines invisible again 2024-11-17 11:46:55 -05:00
Dav999 149f5fbebc Tweak IME selection background left bound
Just extending the selection background left by one pixel so there's
not one pixel of black background to the left of a selection that
starts at the beginning of the text, and so some characters being
selected show up better (particularly where there's a long vertical bar
at the first pixel). We shouldn't be overlapping any part of the
previous character, since every character normally has a pixel of
spacing on the right.
2024-08-06 18:16:46 -07:00
Dav999 9ec8d8b637 Add selection background to IME rendering
Decided to implement it anyway since the broken behavior (selection
length always being 0, at least on Windows) may get fixed later in SDL,
so let's do it right in one go.
2024-08-02 22:25:00 -07:00
Dav999 8b8f827b70 Add IME text rendering
This shows the uncommitted text in a box in the bottom left corner.
This doesn't show the selection (defined by the start and length fields
in the event) yet, but this is already much better than it was on its
own, and I don't know how urgent the selection is since it's broken on
Windows anyway.
2024-08-02 22:25:00 -07:00
Dav999 a9ca63b367 Add buffer for IME editing events
When inputting uncommitted text from an IME, this is now stored in a
std::string imebuffer, just like keybuffer. It also enables extended
editing events, so text longer than what fits in the standard editing
event is also supported. This commit does not yet display the text
onscreen.
2024-08-02 22:25:00 -07:00
Misa 345eca5e10 Fix regression: Escape from conveyor spikes
This fixes a regression from 2.3. Consider the following diagram:

       CC
    X  CC
      <<<<

"C" indicates one tile of a checkpoint entity, "X" indicates a spike
tile, and "<" indicates one tile of a conveyor entity that has the
default speed (4 pixels per frame) going leftwards.

Now consider if the player were to touch the checkpoint and die. In 2.2,
they would be able to escape from the spike by holding right. But in
2.3, they would not be able to, and would die from the spike
continuously with no escape.

This happens because in 2.2, the player would spawn a couple pixels off
the surface, and this gained them an extra frame of movement to move
away from the conveyor. 2.3 places the player directly on the ground,
moving them one frame earlier and thus forcing them to their doom.

Now consider the following diagram:

      CC
    X CC
     <<<<

The difference with the previous diagram is that this time, the spike is
one tile closer. This time, there is no escape in 2.2 and you will
always die no matter what.

By the way, both diagrams have the same behavior if the conveyor is
rightwards and if everything is flipped upside-down. Thankfully, it
doesn't seem to be direction-dependent.

The reason 2.3 lowered the player onto the surface was for consistency
(see PR #502), and I don't want to undo that. So I think the best
solution here is to re-add the extra frame of control by conveyors only
moving the player after lifeseq has advanced enough.
2024-07-31 22:17:50 -07:00
Misa 6930bde91b Use variable timestep for SDL_Delay
This fixes a bug where fast-forward wouldn't work in 30-FPS-only mode.

This is because the 30-FPS-only code has a hardcoded check for the
number 34, as in 34 milliseconds must pass before the next frame can
advance. This is why slowdown still worked, because slowdown means
you're waiting longer than 34 ms anyways, but fast-forward tries to wait
for only 1 ms, which wouldn't work if the 34 limit was still enforced.

So instead, swap out the 34 with game.get_timestep() and this will be
fixed.

Fixes #1185.
2024-07-20 18:40:16 -07:00
mothbeanie 487e0c6b2d fix music ear blast bug 2024-07-13 13:11:05 -07:00
Misa 7d01c6bdb0 Fix double error dialog if data.zip is missing
A minor gripe, but one thing I didn't notice with commit
b4579d88d3 is that it now results in two
dialogs if data.zip is missing: The first being the "data.zip is
missing" dialog, and the second is the generic "Unable to initialize
filesystem" dialog.

So just bail early if data.zip can't be found, it's going to take the
error path in main() and also bail regardless.
2024-07-11 11:47:59 -07:00
Misa 64c554261e Fix regression: Entities not moving
Commit 53d725f78a, intended to fix an
overzealous commit, was itself overzealous. This is because it applied
to all entities when it should only apply to entity-emitting entities.
To fix this, `entityclonefix` needs to no-op if the entity is not an
entity emitter.

Fixes #1176.
2024-06-09 19:41:48 -07:00
Misa 53d725f78a Fix regression: Overzealous emitter dupe fix
Commit 4f881b9e26 fixed a duplication bug
where enemy movement types 10 and 12 would keep duplicating itself on
every frame if it was spawned outside of the rooms they were supposed to
be used in the main game. The downside was that this was an overzealous
fix and unintentionally broke some cases that were working before.

As brought to my attention by Ally, you can no longer place an edentity
with a `p1` of 10 or 12 (translating to movement type 10 or 12) in the
proper rooms and have it spawn perfectly working entities (that don't
clone on themselves every frame), whereas you could in 2.2. This is
considered a regression from 2.3.

So the problem here is that the reason the two emitter entities were so
dangerous outside their respective rooms is because the entity they
spawned (`createentity` entry 1) checked if it was in the correct rooms,
and if so, it would call `setenemy`, and `setenemy` would set the
`behave` attribute (movement type) correctly, and so the new entity
would have a different `behave` that wouldn't be the exact same `behave`
as the previous one, so it wouldn't be a duplicate emitter entity.

The previous `entityclonefix` worked okay for entry 1, because it would
only be run if the room checks failed and `setenemy` wasn't called, but
it broke a previously-working case for entry 56, because it was always
run for entry 56.

So the best way to check if we have a dangerous entity is not by seeing
if it is still `behave` 10 or 12 at the end of entity creation - because
10 or 12 could be harmless under the right conditions - but by checking
if the right conditions were satisfied, and if not, then neutralize the
entity.

I considered making the emitter entities work everywhere - which would
be simpler - but I didn't want to go too far and add a new feature,
especially in a minor release.
2024-06-07 14:20:28 -07:00
Misa c20db02f15 Unload zips before loading zips
This fixes a minor issue where if you had a zip in the levels list, but
then removed it, it would still show up in the levels list after
reloading it (if you also had a .vvvvvv file named the same as in the
zip) even though it shouldn't.

Thankfully, this didn't lead to a memory leak or duplicate zip mounts or
anything like that, because PhysFS ignores mounting a zip if it's
already mounted.

This also didn't result in a level entry from a zip persisting after
removal after reloading the levels list, because the entry would be gone
due to the .vvvvvv file not being found.
2024-06-04 15:42:39 -07:00
Misa dd15d67e62 Fix info args not working with -console
The intention of the `-console` argument was to enable seeing console
output on Windows without having to use workarounds. However, this
didn't actually work for arguments like `-addresses` and `-version`,
because the program would exit first before it could get the chance to
create the console.

The other issue is that the console closes too quickly before output can
be read by the user. So to fix that, we must hold it open and let the
user close it when they want to by waiting for an enter press from
STDIN.
2024-06-03 21:42:57 -07:00
Misa a9d43b543f Fix regression: Foreground redraw after G keybind
This fixes a regression from 2.4 where the foreground wouldn't update
after using the G keybind to go to a room, requiring the user to touch a
tile to update the rendering.
2024-06-03 20:58:52 -07:00
Misa 16d75d2da8 Disable state locking if inc'ing state w/ ACTION
This fixes a bug report from Elomavi that you could still softlock from
warping to ship and incrementing the gamestate by pressing ACTION, which
is diverging behavior from how it was in 2.3. Warping to ship and
incrementing by pressing ACTION is useful behavior for a couple niche
speedrun categories.

I had already fixed this earlier by ignoring state locking if
glitchrunner 2.2 or 2.0 was enabled, but softlocks could still happen
because having glitchrunner mode off still enabled you to increment the
gamestate when otherwise unintended. Softlocks shouldn't happen.

But without removing state locking entirely, I've chosen a middle ground
where it will only be disabled if you press ACTION. That signifies
intent that you still want to perform state incrementing glitches even
with glitchrunner mode off (but in the future it could be considered a
2.3/2.4 glitch that could be patched and made re-enable-able). That way,
casual players can't interrupt the warp to ship by accident (unless they
accidentally press ACTION) while softlocks will be removed.
2024-05-25 23:34:03 -07:00
Misa ff6bb68f3a Fix "Thanks for playing!" reversed in Flip Mode
For localization, the "Thanks for playing!" text was split into two
lines, when it was originally one line. Unfortunately, it was not
updated to account for Flip Mode, so in Flip Mode, it looked like
"playing! Thanks for".

This has been fixed.
2024-05-25 23:33:45 -07:00
leo60228 4b2b4fb7c9 CONTRIBUTORS.txt: leo60228 -> leo vriska 2024-05-21 20:57:19 -07:00
Misa ff785aaa8a Bump version to 2.4.2
We still need to fix a couple bugs from 2.4.0.
2024-03-29 21:18:39 -07:00
Misa 217996b134 Fix UB from out-of-range <stretch>
If there was a scaling mode value (serialized in the XML as <stretch>
for legacy reasons) that was not 0 or 1 or 2, then the rectangle with
the stretch information would not be initialized by get_stretch_info,
which would lead to a crash, either from dividing by zero (most likely)
or from reading an uninitialized value.

To fix this, when reading <stretch>, normalize it to a sane default if
the value is otherwise bogus. And for good measure, an assertion is
added in get_stretch_info() if the value is still somehow bogus.

Fixes #1155.
2024-03-29 20:22:00 -07:00
Misa 8640ead937 Fix copy-paste error in customposition
This would otherwise result in text boxes for custom crewmates being
improperly positioned.
2024-03-29 19:55:41 -07:00
Dav999 a9d438968d Change reply scripting command to player color
This is just a small visual fix to an inconsistency with textbox
colors in simplified scripting. The `reply` command is meant to be
used for the player, and always correctly positions it above the
player, while the `say` command may be used to generate a cyan textbox
that's positioned above a cyan non-player crewmate. However, the color
for both textboxes is always `cyan`, so the `reply` command doesn't use
the (normally identical) `player` color even though all its other
behavior (squeak, position) does. Now that customized textbox colors
were added in 2.4 (#910), it's a shame that this distinction isn't
made between `cyan` and `player`, so this change addresses that (before
we're stuck with levels that change `cyan` but not `player`).
2024-03-29 19:47:46 -07:00
Dav999 99a1562d87 Only re-show language screen in default basedir
After some discussion about the previous commit, the usecase of
managing tons of basedirs and locking files in the filesystem might
mean it gets annoying to have the language screen show up again
whenever a new language is added, for a small group of people. The
solution to get the best of both worlds is to only re-ask for the
language in the default basedir. This means barely anyone will miss
their language having been newly added (especially since barely anyone
will use any custom basedirs, let alone ONLY custom ones).
2024-02-08 10:28:27 -08:00
Dav999 fbc3bd4d5a Make language screen show up once more
Now that two new variants of Spanish have been added, it would be
a shame that many players from Latin-America/Argentina may stay on
Castilian or English because they don't realize the new versions
were added for them. So now, if you've set your language in 2.4.0,
the language screen will show up once more in 2.4.1. This is done by
simply incrementing the lang_set flag to 2 - so that if it's 0 or 1,
your language setting is considered to be possibly outdated.

This shouldn't inconvenience players who don't need to select a new
language - their existing language will still be pre-selected, so they
can just hit ACTION once.

Terry confirms he did the same thing with Dicey Dungeons and says
it's a good idea (and that nobody minds).
2024-02-08 10:28:27 -08:00
Misa 365ee963eb Fix resize-to-nearest could be larger than desktop
This fixes the possibility of the "resize to nearest" graphics option
resizing the game window to be bigger than the resolution of the user's
desktop monitor.

To fix this, just subtract multiples of 320x240 until the chosen
multiple is smaller than the dimensions of the desktop.

Discord user Dzhake discovered this issue.
2024-02-05 18:03:32 -08:00
Ally 3e57d6620c Update desktop_version/src/Graphics.cpp
Co-authored-by: Misa Elizabeth Kai <infoteddy@infoteddy.info>
2024-02-03 18:11:11 -08:00
AllyTally 77a571017d Implement scaling modes manually
For future PRs, it'll be very nice to have full control over how VVVVVV
gets drawn to the window. This means we can use the entire window size
for things like touch input, drawing borders, or anything we want.
2024-02-03 18:11:11 -08:00
Misa 935db27d39 Revert "Translate editor notes on-the-fly"
This reverts commit ec3de52970.

The complexity is not worth it for something that only lasts less than
two seconds anyway. *shrug*
2024-02-02 19:13:59 -08:00
Misa ec3de52970 Translate editor notes on-the-fly
This is so they will be updated when switching language with CTRL+F8.

Most of the editor notes are simple text that don't use any string
formatting. For the ones that aren't, some (saving and loading, changing
map size) reference variables that wouldn't change without initiating a
new note anyway. For the others, i.e. the ones that _do_ reference
variables that could easily be changed (tileset name, speed) by
switching the current room, we cache their values and use the cached
values when drawing the note. Unfortunately, this requires adding a
couple of ugly attributes to editorclass, but it'll be fine.
2024-02-02 18:57:24 -08:00
Misa 67f41a780c Translate editor prompt text on-the-fly
These are simple strings (no vformat), so we can just un-bake them to
make sure that cycling languages with one of them onscreen updates them
accordingly.
2024-02-02 18:57:24 -08:00
Misa a7acf4e177 Fix cycling menus in editor not updating
While there's a check to recreate the menu if you cycle the language
while in a menu, editor menus are a special case and need specific
handling.
2024-02-02 18:57:24 -08:00
Misa 53ed33039f Translate level title and creator on-the-fly
These weren't getting updated when cycling language with CTRL+F8. This
is because they would be already baked. Luckily, at least the bool
keeping track of whether or not to translate them in the first place
already exists, so we can just rely on that.
2024-02-02 18:57:24 -08:00
Misa 0aea27f237 Fix limits check not updating with CTRL+F8
This makes it work pretty well. It basically just resets the state of
the limits check and starts from the first limit broken (if any), which
is behavior that makes sense to me.

Otherwise, without this, it seems to invalidate pointers and, on my
machine, start pulling strings from the language XML, which is
horrifying.
2024-02-02 18:57:24 -08:00
Misa ad6e31aa12 Disable switching languages during cutscene tests
Not gonna lie, I am a bit disappointed at having to do this, because it
actually worked pretty well despite a few bugs depending on which
language you entered with. But that's only because I'm working with
the official translation files, which are in sync with each other.

With translation files that are completely arbitrary, it would be
apparent that switching languages during the cutscene test doesn't
really make sense. Like, at all. That's because the list of cutscenes is
populated entirely from language-specific XML and the cutscenes in them
are also from language-specific XML. So keeping the same position in the
menu doesn't really make sense, and keeping the same position in a
cutscene definitely doesn't make sense.
2024-02-02 18:57:24 -08:00