Commit Graph

557 Commits

Author SHA1 Message Date
f75ff36c3d luaconsole.cpp has been removed. Ascii driver is still sending text via stdin, but it is now ignored. So in ascii mode, commands are currently not interpreted. 2025-12-16 00:34:30 -05:00
1b7f917cdf Using CHANNEL_PRINTS to transfer printbuffers to stdout is now working. 2025-12-15 23:35:47 -05:00
9dc974ebca Eliminate stdostream (finally, that was awful.) 2025-12-15 22:42:02 -05:00
f528ba69fe Stop channeling printbuffers to stdostream. Instead, provide an invocation CHANNEL_PRINTS. 2025-12-15 22:22:03 -05:00
a0703effc3 Console overhaul, part 2. New console is mostly working. 2025-12-09 15:51:35 -05:00
2d1def8dc6 Lua Console Overhaul in progress 2025-12-09 02:42:13 -05:00
a242244f9c Add VALIDATE_LUA as a function in lpxserver and lpxclient 2025-12-03 19:55:53 -05:00
27b5ce7ef4 Add mini-diffs and change the difference transmission frequency. 2025-12-02 18:06:23 -05:00
383ed25453 Completed the play-seq animation command for characters 2025-11-18 00:40:43 -05:00
63dcbb7434 Convert anim step hashes from uint64 to int64, because blueprint has no uint64 2025-10-10 19:03:04 -04:00
4b0f85ef19 Removed 'autofinish' from the animation C++ system, replaced it with more elegant implementation in blueprint. 2025-09-22 16:17:21 -04:00
9b304985e3 Fix name reuse issues for actors, and make luprex IDs more readable 2025-08-04 17:13:34 -04:00
fd453e6b30 Fix bugs in animation queue handling, and add animation timeouts 2025-07-02 16:01:18 -04:00
c0307b970b Some corrections to lpxclient code 2025-06-27 20:03:38 -04:00
88b02c5458 Fix null pointer in lpxserver 2025-06-27 19:58:39 -04:00
be9ff4db35 Add global variables 'actor' and 'place' 2025-06-27 16:34:11 -04:00
be45f55222 More work on making intellisense work 2025-06-16 21:32:40 -04:00
80ff7d7d92 Refactor code for invoke_lua_source and world.init. Also, add compile_commands.json to luprex 2025-06-16 19:58:26 -04:00
f150b14d30 Improve consistency of naming in 'invoke/access' pipeline. 2025-06-13 21:03:13 -04:00
8940dd9e70 Hotkeys working now 2025-06-02 19:21:17 -04:00
40da211985 Still working on event handling for hotkey widgets 2025-05-23 15:33:18 -04:00
dea3444be4 Working on CommonUI conversion. Need to stop using SetAnchorsInViewport as way to position widgets, so now implementing new thing using GridPanels. 2025-05-12 18:23:37 -04:00
11b509cfdf Some work to make hotkeys a 'real thing' on the lua side 2025-04-15 18:59:03 -04:00
c060b87556 Got the whole look-at demo up and running. 2025-04-07 19:29:47 -04:00
865297331a Better error handling in 'Call a Lua Function' k2node 2025-04-07 18:00:45 -04:00
d35125eb70 Lots of work on look-at widgets 2025-04-07 16:48:27 -04:00
b26d56048f Lots of work on several unrelated things. 2025-03-28 23:31:44 -04:00
c9fd224a38 Class vector was a mashup between 3D vectors and lua arrays. Fixed that, they're two separate classes now. 2025-03-03 17:18:01 -05:00
551b3fb6b1 Improvements to pretty-printer, including code to support printing classnames of tables 2025-03-03 17:07:54 -05:00
3da5e7534a Add class vector. Change probe_lua_call to handle multiple return values. 2025-02-26 16:45:11 -05:00
23f6401a93 Improve invoke_lua_call and probe_lua_call, don't pass actor/place, better support for classname/funcname 2025-02-26 15:58:12 -05:00
72eda3026f A lot of work on the Lua Call interface and some work on animation queues 2025-02-26 14:47:53 -05:00
bed4f3e805 Lots of work on lua call interface, also improved makefiles 2025-02-24 16:46:05 -05:00
4023d19247 Add support for LuaToken to the LuaCall unreal pipeline 2025-02-05 16:08:34 -05:00
07dbec4bef Can now pass tokens as values in animation steps 2025-02-05 15:45:48 -05:00
22644c64fa Another small tweak to tokens. 2025-02-05 14:08:44 -05:00
742fc29ab3 Merge 2025-02-05 13:14:42 -05:00
0e63edd538 Modify LuaToken so that it emits in base36. The emit and parse routines are 64-bit clean, ie, they can parse and emit any 64-bit number in base36. 2025-02-04 18:35:26 -05:00
69cb659d78 Added constructors to tangible.build, more work on keyword argument parsing, added LS.tailcall. 2025-01-21 20:20:54 -05:00
485caee05d Implement the 'keywords' lua module 2025-01-20 21:11:59 -05:00
2d531b28b3 Reworking the keyword parser, also fixed some dynamic linking issues 2025-01-20 18:54:05 -05:00
a01f6f4e7b Changes related to ray-collision, and luprex global variable stuff 2025-01-14 18:37:31 -05:00
3561b9c4c7 Overhaul build-everything with goal of supporting Windows 2024-11-07 19:33:22 -05:00
e501f8ab80 More work on getting intellisense to work right 2024-09-30 18:52:39 -04:00
71586f7e14 More work on merging integration and luprex 2024-09-30 18:20:20 -04:00
14b5c4ed8f Improve implementation of LS.getclass and LS.classname, make it more consistent. 2024-09-18 16:09:05 -04:00
2913f2bac2 Finish implementing LUA_PROBE 2024-09-05 01:33:14 -04:00
2d8015c2ae Add StreamBuffer::open 2024-09-04 23:14:39 -04:00
43a02db7f3 Working on probe: drv_call_function can now return a string 2024-09-04 21:00:47 -04:00
a6e68cbb35 Move queued invocations down into lpxserver/lpxclient 2024-09-03 22:44:22 -04:00