main/wall.c: Made wall_damage() and blast_blastable_wall() similar to D2X-Rebirth code base. Also fixing regression introduced in a4068234b4 causing blast_blastable_wall() being called multiple times and causing high damage
main/net_udp.c: In restricted game mode check for player callsign and sockaddr at the same time; Clear Netgame struct each time player enters a new IP in manual join menu
arch/sdl/rbaudio.c: Added a lot of status messages for RBA code shown with -verbose, hopefully making it easier for users to track down problems and made all RBA messages start with RBAudio prefix
main/lighting.c, main/render.c: Removed light_frame_count due to being unnecessary since lighting is now time-based and messed up deletion of dynamic light
main/render.c: Due to additive blending, transparent sprites will become invivible in font of white surfaces (lamps). Fix that with a little desaturation
main/net_udp.h: Made UPID_GAME_INFO_SIZE, UPID_GAME_INFO_LITE_SIZE and UPID_SEQUENCE_SIZE change if NETGAME_NAME_LEN, MISSION_NAME_LEN or CALLSIGN_LEN changes, fixes bug where joining games was not possible anymore due to recent change of MISSION_NAME_LEN
d1x-rebirth.xcodeproj/project.pbxproj, editor/ehostage.c, main/custom.c: Updated Xcode project, changed references to error.h to dxxerror.h, since it was renamed
main/controls.c: Increased ship wiggle from 20FPS- to 30FPS-base as I think this more representy the 486 play style - feels way more natural to me, too
main/gamerend.c, main/menu.c, main/multi.c, main/multi.h, main/net_udp.c, main/playsave.c, main/playsave.h: Added Rankings functionality like in D2X-Rebirth while still utilizing eff file from original D1X source
main/multi.c, main/multi.h: Decrease personal score when killing multi buddy and don't increment towards kill goal
arch/carbon/conf.h: Used new D1XMAJORi / D1XMINORi / D1XMICROi version constants for Mac
main/inferno.h, main/mission.c, main/mission.h: Increased the maximum number of levels and secret levels per mission to 127 each, using MALLOC'd arrays; defined 'd_fname' type (mainly for my pointers to arrays of 13 character filenames, but could be convenient elsewhere)
arch/carbon/messagebox.c, arch/win32/messagebox.c: If there's a messagebox to show on exit, and we *were* in fullscreen, don't try to toggle fullscreen and crash
main/gamerend.c, main/multi.c, net_udp.c: Fixed some minor HUD-text related issues: For team assignment messages, joining player name would appear; team color assignment in netgame info screen could be wrong due to wrong syntax handling; when rewrapping text messages to specific player, game would not add space behind colon
main/kconfig.c: Added default keys for weapon cycling similar to Descent 2 and reverted default reverse key to Z as default as more convinient for the QUERTY keyboard layout
arch/include/key.h, arch/sdl/key.c, main/kconfig.c: Made key_properties readable in other files; Eliminated key_text variable; Marked unicode_frame_buffer as extern in header - patches by Kp
include/console.h, main/console.c: Marked con_printf fmt as const, Increased console lines from 512 to 2048; Marked console private entries as static - patches by Kp
main/hostage.h, include/u_mem.h: Fixed inconsistency in hostage_rescue() definition and revoked recent patch for u_mem.h due to infinite loops in mem.c caused by this
main/fireball.c, main/laser.c: Removed Assert in create_smart_children() which has been taken from D2X code but does not apply for D1X and only will let the Assert fail
SConstruct, main/vers_id.h: Some Sconstruct lovin': Respect LDFLAGS; Made D1XMAJORi/MINORi/MICROi compile time constants; Do not pass CFLAGS to CXX; Mark some more warnings as errors - patches by Kp
main/bmread.c: No calling piggy_dump_all() when EDITOR is defined, it causes a failed Assert and causes it to exit when the PC Shareware descent.pig is used
English.lproj/InfoPlist.strings, d1x-Info.plist, d1x-rebirth.xcodeproj/project.pbxproj, d1xgl-Info.plist: Increment version number for Mac files (should have committed this ages ago)
include/strutil.h, main/collide.c, main/dumpmine.c, ui/gadget.c, ui/radio.c: Fix warnings (add d_splitpath prototype, no checking ubyte 'id' is < 0, fix say_totals prototype, include d_strdup prototype for radio.c and make sure that 'text' gets freed)
main/gamerend.c, main/multi.c: removed temp_string buffer for ingame message inputs preventing the string from being messed up if containing special characters
main/game.c, main/gameseq.c, main/multi.c, main/multi.h, main/player.h, main/powerup.c: Introduced INITIAL_ENERGY and INITIAL_SHIELDS defines from d2x and on that way added handicap feature for multiplayer as well; incremented multi proto version
arch/sdl/digi_mixer_music.c, arch/sdl/jukebox.c, main/songs.c, main/songs.h: added songs_play_file() to play any song depending on filename-extension as a more streamlined approach to handle all different kinds of formats; also used for jukebox to make it independent from SDL_mixer; cleaned up supported filename extenstions
math/vecmat.c: in vms_matrix_from_quaternion put the definition of tmp1 and tmp2 variables at the beginning of the functions because i was a baaaad boy
main/kconfig.c, main/kconfig.h, main/menu.c, main/playsave.c, main/playsave.h: Introduced sensitivity sliders for keyboard which cause movement increase the longer the designated key is pressed
main/gauges.c, main/menu.c, main/net_udp.c, main/songs.c, misc/physfsx.c: use size of output buffer for snprintf; on the way changed rebirth-specific song file to dxx-r.sng to respect hog 8+3 file convention
editor/med.c, misc/physfsx.c: changed extension for archive (addon) content from zip to dxa - still a zip-file but renamed to not accidentially add user generated backups and possibly mess things up
main/collide.c: Fit player/player collisions to not take damage from bump while remote player has possibly not aligned to the collision, yet; Added FORCE_DAMAGE_THRESHOLD for minimum force damage to receive from object bumps to not simply take damage from touching objects
include/vecmat.h, main/gameseg.c, main/multi.h, main/net_udp.c, main/net_udp.h, main/object.h, maths/vecmat.c: Optimization for quaternion structure: Stuffed orientation in shorts and removed figure out segnum by position - saving 10 bytes for each positional update in Multiplayer; Also removed render_type from pdata to save yet another byte
main/cntrlcen.c, main/game.c, main/switch.c: Cancel out do_controlcen_dead_frame() when not playing and only check triggers for playing players for further host-authority stuff; Made GameProcessFrame not cause endless loop by closing kmatrix over and over again due to game_leave_menus(); Also only close menus when level ends and when we die only the automap will close - otherwise menus can stay (user request)
main/gameseq.c, main/multi.c: in StartLevel() only call disable_matcens() and clear_transient_objects() in Singleplayer to keep consistency with remote clients
include/vecmat.h, main/gameseg.c, main/multi.c, main/multi.h, main/net_udp.c, main/net_udp.h, main/object.h, main/playsave.c, maths/vecmat.c: Introduced quaternion functions to replace vector matrix where size matters - created by Florian Feucht; Added option for pdata packets based on quaternion in Multiplayer game; Removed PF_LEVELLING from new player objects to prevent jittering in player banking
editor/kmine.c, editor/mine.c, include/strutil.h, include/u_mem.h, main/gamesave.c, mem/mem.c, misc/strutil.c: using our own functions for strdup and _splitpath with the d_ prefix for all platforms for consistency
main/gamecntl.c, main/object.c: allow PAUSE key during death sequence to pause or view multiplayer game stats; Also reset hostages_on_board when ship blows up so pause menu during death sequence will show 0 hostages soon as the ship explodes; fixed crash for slew_init by removing old numlock hack
main/net_udp.c: Do not send endlevel packets to disconnected (but still saved) clients; Do not allow ports below 1024; More verbosity for udp_open_socket()
2d/disc.c, SConstruct, editor/medmisc.c, include/gr.h, include/internal.h, main/menu.c, main/net_udp.c, main/playsave.c, main/state.c, misc/hmp.c, misc/physfsx.c: Fixed some non-critical compiler warnings; Now compiling with -std=c99 -pedantic and fixed warnings (except for editor build) caused by this
2d/bitblt.c, 2d/pixel.c, arch/sdl/digi_mixer.c, main/gauges.c, main/menu.c: Made inline functions static
include/gr.h, main/ai.c, main/aipath.c, main/automap.c, main/cntrlcen.c, main/fuelcen.c, main/game.c, main/game.h, main/gamecntl.c, main/gamerend.c, main/laser.c, main/mglobal.c, main/object.c, main/render.c, main/texmerge.c, main/wall.c: Renamed FixedStepCalc() to cald_d_tick() and FixedStep became d_tick_step; Also ther eonly is a 50ms-timer used to d_tick_step as it was the only one used so far; Replaced FrameCount with d_tick_count which only increments by 50ms-timer used in calc_d_tick() - that now scales timed actions for certain functions properly and makes AI work FPS-independent without any hacks in that regard
main/multi.h, main/state.c: Reuse pre-defined player objects when loading coop savestate to revent messup when player amount or orders change in a certain way
main/menu.c, main/playsave.c, main/playsave.h, main/weapon.c: Wrote seperate function for weapon autocycling that also cycles through non-autoselect weapons; Added option to not autoselect weapon when firing; On the way, smoothed the menu text in misc menu a bit
main/laser.c, main/multi.h: Added more versatility in picking targets for the creation of smart blobs - especially for Multiplayer; cleaned that code a bit; made dodging of homing projectiles a little easier
main/inferno.c, main/multi.c, main/multi.h: Similar to Network_new_game introduced imulti_new_game to exclusivly use in multi.c to execute stuff in new level only when starting a new game - for example resetting player ship inventory which is not supposed to happen on each level; Removed long obsolete control_invul_time varible
main/gauges.c: little reorganization for draw_hud(): draw multiplayer names first, reticle last to prevent anything being drawn over by floating names and reticle not messed by anything else
main/gameseq.c, main/gameseq.h, main/gauges.c, main/multi.c, main/net_udp.c, main/state.c: Removed usage of 'oldmaxnet' variable when switching between coop and other game modes which would not be correctly set when coop mode is loaded from a netgame profile; Removed 'MaxNumNetPlayers' variable as already replaced by Netgame.max_numplayers
main/newdemo.c: Set object lifeleft to IMMORTAL_TIME if the byte read in demo playback is -1. This allows the objects to stay when playing a demo, going to the editor then playing the game from the editor
main/newdemo.c, main/object.c, main/object.h: Call new obj_relink_all after playing a demo, so the editor is (hopefully) never faced with poorly linked objects and hence crashes
main/gameseq.c, main/multi.c, main/multi.h: fixed two bugs caused by recent Multiplayer cleanup: Set more player-death-related veriables outside of dead_player_end() when creating new ship as not covered in subfunction is Palyer_is_dead is not true; also init my own inventory properly in multi_prep_level to get our inventory straight after receiving netgame information
editor/data/med.mnu, editor/med.c, editor/medmisc.c, main/slew.c, ui/ui.c: Make movement in the editor's game screen use the player controls, make that movement more like the automap and resolve some likely conflicting key commands
editor/centers.c, editor/eswitch.c, editor/med.c, editor/medrobot.c, editor/medwall.c, main/game.c, main/gameseq.c: Avoid crashes when clicking on close box with a center, switch, object or wall editing dialog open; also when playing a level, going to the editor, going back to the game then dying
editor/eglobal.c, editor/med.c, main/game.c, main/gamesave.c, main/menu.c, main/mission.c, main/mission.h: Make a new mission when making a new mine to avoid a crash when testing it straight from the editor and winning, only create a new mine if a mission isn't loaded, if it thinks it needs to use Cursegp to fix the player object make sure Cursegp is initialised, remove key command for ToggleDrawAllSegments since add segment now has ctrl-A
main/multi.c, main/multi.h, main/net_udp.c: When possibly sending player positions prior to firing, do that before messing multibuf; Added more strict sanity checks for outgoing and incoming multi packets; Moved some general game stuff from net_udp_init() to multi_new_game()
2d/gpixel.c, arch/ogl/gr.c, editor/meddraw.c, include/ogl_init.h, main/multi.c, main/render.c: Clicking on mine elements in the editor now works in ogl
main/bmread.c, main/game.c, main/gameseq.c, main/gameseq.h, main/gauges.c, main/kmatrix.c, main/multi.c, main/multi.h, main/net_udp.c, main/state.c: Further Multiplayer cleanup: moved gobal variable resets from multi_new_game() to proper function calls; added pnum variable to init_player_stats_game() and init_player_stats_new_ship() so these can be set for each player when starting match; added multi_new_level() calls when setting up game as well when trying to join game; cleaned multi_reset_stuff() from variable resetting that happen in general game code; when being dumped from game, made sure no packets are sent during messagebox dispaly; replaced MAX_NUM_NET_PLAYERS by MAX_PLAYERS as it's the same definition
editor/segment.c, include/editor/editor.h, main/gamesave.c: Set Gamesave_current_version to correct version when making a new mine, move create_new_mine to gamesave.c
main/gamesave.c: Don't bother generating a game text file (.txm) every time a level is loaded, even if the EDITOR is compiled. Just when a level is saved
editor/med.c, main/game.c, main/gamecntl.c: Delete-E while playing a level now works properly - it closes Game_wind and sets Cursegp if necessary when going to the editor
editor/med.c, main/dumpmine.c, main/gamecntl.c, ui/ui.c: Fix bugs switching between game and editor and back: make sure ModeFlag is set to 0 before it has any chance to show an alert message, fixing a crash; allow OBJ_NONE in Assert; make Game_wind invisible when loading editor in case we show an alert; call mouse_flush() in ui_init() to fix mouse issues
main/collide.c, main/gameseq.c, main/multi.c, main/multi.h, main/net_udp.c: Fixed some Multiplayer bugs: Reactor invulnerable time did not checked for hours spent in level so reactor would become invulnerable again after 60 minutes; Fixed the fix (heh) for misordered explode/reappear packets; Reset Player_eggs_dropped when initializing new ship so eggs are properly dropped when player disconnects two times without respawning; Cleaned player disconnecting a little bit and made code more straightforward
main/menu.c, misc/hmp.c: Removed redundant call of songs_stop_all() when starting credits; Added failsafe for loop in case MHDR_DONE flag is not properly set by MIDI device; Added more verbosity for hmp_reset()
editor/autosave.c, editor/info.c, editor/med.c, editor/objpage.c, editor/texpage.c, include/ui.h, ui/keypad.c, ui/uidraw.c: Get the clock, 'keypad' info, texture choosing page and object choosing page to draw (latter two just show black squares for ogl)
arch/sdl/window.c, ui/menubar.c: Fix a nasty bug where pressing 'Alt' to explore the editor menubar would split the window stack in two, rendering the editor unresponsive
2d/bitblt.c, 2d/box.c, 2d/font.c, arch/ogl/gr.c, editor/med.c, ui/dialog.c, ui/uidraw.c, ui/userbox.c: Fix all remaining known editor drawing issues. In ogl: get the texture previews to draw, get userbox borders to draw in the right location, properly underline characters in the menus, draw all the borders properly (i.e. no gap), no scaling fonts. Software render: draw userbox borders again. Both: clear the whole status bar, clear to the right edge of the screen.
main/newmenu.c: No setting the screen mode when calling a newmenu function, so if it shows the 'Save Mine' messagebox in the editor, it won't change the screen resolution and trash everything. (If this causes problems, we can make it use the MessageBox if it's still in the editor, nm_messagebox otherwise)
2d/rect.c, editor/info.c, editor/med.c, include/ui.h, main/inferno.c, ui/dialog.c, ui/menubar.c: Editor exits cleanly when clicking the close box, no more redundant gr_uscanline call in gl_urect for ogl (an initial attempt to fix the previous bug)
main/mission.c, main/mission.h, main/titles.c: added specification for Descent: Destination Saturn briefing screen to properly show briefings; added different briefing structure for Descent 1 Shareware which has a slightly different order of the usual briefings
main/collide.c: plasma fire can ignite bombs which are dropped while firing. to compensate added a timed check where at least one projectile must be older than 200ms to trigger a possible collision. this fixes this issue if the player is moving away from the bomb
include/maths.h, main/fvi.c, maths/fixc.c: Introduced fixmul64 returning fix64 type to use with check_point_to_face() and prevent fix overflow with very large faces; on the way cleaned up NO_FIX_INLINE remnants and replaced QLONG with fix64
d1x-rebirth.xcodeproj/project.pbxproj, 2d/font.c: Make sure the ogl font code recognises the editor font is fixed width, fixing a crash; take the plunge and make D1X Rebirth compile with editor for Mac OpenGL build (won't work yet)
editor/med.c, editor/meddraw.c, editor/medmisc.c, include/editor/editor.h, main/render.c: Make all drawing in the editor single buffered, since the whole screen is double buffered. Fixes crash - but only shows a black screen and the menu for ogl
editor/med.c, editor/meddraw.c, editor/medmisc.c, ui/button.c, ui/checkbox.c, ui/dialog.c, ui/file.c, ui/icon.c, ui/inputbox.c, ui/listbox.c, ui/menubar.c, ui/radio.c, ui/scroll.c, ui/userbox.c: Make the main stuff (gadgets, two viewers) draw for the editor in ogl, still more tweaking required
editor/medmisc.c, ui/button.c, ui/checkbox.c, ui/icon.c, ui/inputbox.c, ui/listbox.c, ui/radio.c, ui/scroll.c, ui/userbox.c: Make the editor draw the same for the non-ogl build as the ogl build, since I just made it draw the grey background over everything in the last commit. If you want to see what it's *supposed* to look like, go to yesterday's commit :P
arch/include/event.h: Changed declaration of event_get_idle_second() from int32_t to fix since Windows does not know it without pstypes.h. Included maths.h for this but should now work flawlessly on all platforms
main/multi.c, main/multi.h, main/net_udp.c, main/net_udp.h: Immediately relay pdata packets from clients to others which should reduce artificial delay; allow sending of pdata packet when firing if enough time has passed since last update; only answer full game info requests 2 times per second and lite info 8 times per second
main/collide.c, main/physics.c: Fixed double wall-object-damage introduced 20111124 by applying more strict rules to wall-colliding and wall-scraping where latter now is player-exclusive
main/net_udp.c: Since the kicked message is shown after player is technically removed from the game we do not know hosts name anymore. Message changed accordingly
main/multi.c, main/multi.h, main/newdemo.c, main/player.h: Allow a total of 32 different player ship textures and stored N_PLAYER_SHIP_TEXTURES in player.h
arch/ogl/gr.c, arch/sdl/gr.c, ui/menubar.c: Draw the editor menubar properly - by drawing in response to EVENT_WINDOW_DRAW and initialising the screen canvas properly. The latter fixes a lot of other editor drawing issues as well
2d/bitmap.c, arch/include/window.h, arch/sdl/gr.c, arch/sdl/window.c, include/gr.h: Update the canvas data pointers for all windows after changing the screen mode, so the main menu draws properly after leaving the editor
arch/include/event.h, editor/centers.c, editor/curves.c, editor/ehostage.c, editor/eswitch.c, editor/med.c, editor/meddraw.c, editor/medrobot.c, editor/medwall.c, ui/dialog.c, ui/userbox.c: Draw in response to EVENT_UI_DIALOG_DRAW, uncomment medlisp_update_screen call and use gr_box instead of gr_rect in some places. You can now see what you're doing!
editor/med.c, include/editor/editor.h, include/ui.h, main/gamecntl.c, main/gameseq.c, main/inferno.c, main/menu.c: The editor now falls back to the main event loop in inferno.c, File->Exit now works as intended and get closer to making the editor and game work together
editor/med.c, main/endlevel.c, main/gamecntl.c, main/gamesave.c, main/inferno.c, main/inferno.h, main/menu.c, main/powerup.c, main/render.c, main/slew.c: Remove all remaining uses of Function_mode, checking for the existence of EditorWindow where necessary instead
editor/med.c, editor/texpage.c, include/editor/editor.h, main/game.c: Do a bit of a tidy up for the editor, dump code from editor() within the loop into new editor_handler()
editor/info.c, editor/med.c, editor/medmisc.c, editor/objpage.c, editor/texpage.c, include/editor/objpage.h, include/editor/texpage.h, include/ui.h, ui/userbox.c: Make editor_handler into a proper callback, iron some problems out. Seems to draw a different bunch of stuff now (still erroneous)
editor/eswitch.c, editor/med.c: Make do_trigger_window into a proper callback
editor/med.c, editor/medrobot.c: Make do_robot_window and do_object_window into proper callbacks, doing both in the same commit because of global recycling
editor/centers.c, editor/med.c, ui/dialog.c, ui/file.c, ui/gadget.c, ui/radio.c: Make do_centers_window into a proper callback, iron out some problems that have become apparent
include/ui.h, ui/file.c, ui/gadget.c, ui/keypress.c, ui/listbox.c, ui/menu.c, ui/message.c, ui/popup.c: Use the gadget-sent events in the dialogs in ui
editor/med.c, include/ui.h, ui/menu.c, ui/menubar.c, ui/popup.c: Make editor menubar and associated menus into windows; either remove or make event-based all the B1_* macros
main/collide.c, main/collide.h, main/fireball.c, main/game.c: Smoothed disabling of friendly fire to re-enable splash damage possible when friendly fire is disabled
main/physics.c: calling scrape_object_on_wall in each case of HIT_WALL more reliable to properly do hazard surface damage and prevent weapon objects from possibly sliding against walls
ui/gadget.c, ui/scroll.c: Make ui_scroll_do fully event-responsive, make sure scrolling actually works by calling all controls' ui_*_do functions (like before)
include/ui.h, ui/button.c, ui/dialog.c, ui/gadget.c, ui/scroll.c, ui/userbox.c: Make B1_JUST_PRESSED event-based, leave ui_dialog_do_gadgets early if a key makes another gadget current, make ui_button_do fully event-responsive (but won't *send* events yet)
SConstruct, arch/carbon/conf.h, main/inferno.c, main/multi.h, main/net_udp.c, main/net_udp.h, main/vers_id.h: Introduced extra short based on MULTI_PROTO_VERSION for version-independent Multiplayer-compability-check; Changed version to 0.57.2 to make new version checking not cause problems with stable release 0.57.1; Removed old version_major/minor variables from netgame and player structures since DXX handles this independently; Cleaned up old version stuff and copyright messages
arch/include/mouse.h, arch/sdl/mouse.c, ui/dialog.c: Return 1 (event handled) in ui_dialog_handler for mouse button events if the mouse was in the dialog
arch/include/event.h, arch/include/window.h, arch/sdl/event.c, arch/sdl/window.c, include/ui.h, ui/dialog.c, ui/file.c, ui/keypress.c, ui/menu.c, ui/message.c, ui/popup.c: Add support for 'modeless' windows - windows that will allow events to be passed on to the underlying window. Intended for the editor
d1x-rebirth.desktop, SConstruct, misc/physfsx.c: Patches by Hans de Goede: Made the .desktop file follow the official specifications; Added explicit link to libmath for newer versions of binutils; Fixed crash using PhysFS 1.x in PHYSFSX_addArchiveContent()
main/kconfig.c, main/menu.c, main/playsave.c, main/playsave.h: Gave throttle it's own sensitivity and deadzone settings; Added patch by Hans de Goede to let Slide-On and Bank-On settings use invert settings from Slide- and Bank-axes
3d/interp.c, arch/ogl/ogl.c, main/bm.c, main/endlevel.c, main/object.c: Avoided variable array initializations which some compilers do not like; Also made sure declarations happen first inside (sub)functions; Fixed set but unused variables
main/fvi.c, main/gameseg.c, main/object.c: Consistency check for segment number in find_vector_intersection() and obj_create(); Added more debug output for invalid segment numberin get_seg_masks()
main/cntrlcen.c, main/newdemo.c, main/switch.c, main/wall.c, main/wall.h: Reworked wall_toggle() to work with index for segnum instead of a pointer, hopefully making the consistency check less error prone
main/state.c: When restoring Coop players and make turn them into ghosts perform a check if this player is actually a valid player so we do not just blindly use any object number from a possibly uninitialized player structure
main/net_udp.c: Streamlined joining, rejoining, disconnecting players and timeouts, getting rid of unwanted rejoin messages and let host remove a player for good without rejoining it via pdata packet to really get rid of lossy or unwanted players; Care for rollover of pkt_num of stored mdata packets
main/net_udp.c: Added wrapper functions dxx_sendto and dxx_recvfrom to collect simple statistics about amount and size of packets sent/received per second; Actually fixed packet scheduling in main UDP frame - was sending more than intended - stupid me
main/multi.h, main/net_udp.c: Reworked Packet Loss Prevention: If an important packet could not be recovered until it timed out, dump player who failed sending/receiving it; Noloss queue can proces spackets until a certain traffic has been reached; In main UDP frame schedule different types of packets depending on PPS to decrease traffic produced in one frame, hopefully preventing too much loss in high-traffic situations; Small code cleanups; Added new dump signal for loss of important packet; When dumping player also disconnect that one in case the dumped player does not accept the signal
main/laser.c, main/laser.h, main/multi.c, main/multi.h, main/multibot.c, main/net_udp.c, main/net_udp.h: Added new priority level for MDATA packets to also send them ASAP without the need for an ACK; Streamlined sending multibot and fire packets and on the way artificially and automatically scaling fire rates, energy/ammo usage and damage of weapons in Multiplayer to decrease traffic easy way without changing the Gameplay
INSTALL.txt, README.txt, SConstruct, arch/carbon/conf.h, d1x.ini, include/args.h, main/inferno.c, main/kmatrix.c, main/kmatrix.h, main/menu.c, main/multi.c, main/multi.h, misc/args.c: Removed support for IPX protocol and MS-DOS-Multiplayer-compability due to age and lack of real need and to really improve on the Multiplayer without adding too much complexity for backwards-compability
arch/sdl/mouse.c, ui/mouse.c: Move EVENT_MOUSE_DOUBLE_CLICKED support from ui/mouse.c to arch/sdl/mouse.c for tidiness and to possibly use it outside the editor
main/ai.c: Due to conversion from fix64 to fix Boss_dying_start_time was not 0 when saving even if boss was not dead - fixed; Fixed warning about set but unused variable
main/songs.c: Correctly proceed to new Redbook track if songnum != Song_playing (hopefully - to confirm); Using songs_stop_all() in songs_uninit() to clear redundancy; added some notes to functions to shine a bit light on the mess of some functions; Also if there's no escape song, continue level music
arch/sdl/rbaudio.c, main/inferno.c: Fixing Redbook hooks: Initialize last_check_time in RBACheckFinishedHook(); Execute RBACheckFinishedHook() during EVENT_WINDOW_DRAW in standard_handler() as EVENT_IDLE rarely happens if you have a shivering Joystick connected for example
arch/sdl/digi.c, main/digi.h, main/songs.c, misc/hmp.c: Bail out of hmp_reset() if midiOutOpen fails and return error with -debug set; execute hmp_reset() before first song plays; renamed digi_win32_stop_current_song() to digi_win32_stop_midi_song() to keep naming convention; Fixed some compiler warnings
main/net_udp.c, main/net_udp.h: Fixed typo in Packets per sec. in GAME_RULES screen; Reduced max amount of games shown on netlist to 900 to reduce RAM usage... as if we'd ever reach this
main/collide.c: When colliding with robot not controlled by us in Multi-Robot game do not apply force or damage - wait until the robot is under our control - preventing juggeling robots back and forth between players and creating massive damage
arch/sdl/event.c, arch/sdl/key.c, main/kconfig.c, main/menu.c: Stability fixes: avoid somfusions with same named variables in one function; Properly sort out players from player list that use too long filenames; Removed call for gr_set_fontcolor in kconfig where no canvas is set, causing crashes when trying to reassign a button, key or axis
main/gameseg.c: Added complex error output if illegal segnum passed to get_seg_masks(); Fixed warning about set but unused variables
20110709
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main/lighting.c: Added new dynamic light calculation which works with find_connected_distance() preventing vertecies to be lit up without connection to light source but still maintaining illumination. Still deactivated as it needs more optimization - planned for 0.58. Removed old alternative dynamic lighting which was suppoed to work via fvi but way slower than the new one
main/net_udp.c: Slight improvement for Packet Loss Prevention: Be able to send to 35 packets per call of net_udp_noloss_process_queue() and also let counter only increase if a packet was actually sent, making sure the queue is not stuck on the first 5 packets in the list
d1x.ini, main/inferno.c, main/net_udp.h, misc/args.c: Made formatting for help text more consistent and prettier; Somewhat changed the code for help text so we can use variables in the help text. For example: If we change MAXIMUM_FPS, it will automatically be displayed in the help text without manual editing needed
editor/group.c, editor/ksegsize.c, editor/meddraw.c, editor/segment.c, editor/seguvs.c, include/editor/editor.h, main/automap.c, main/fireball.c, main/gamecntl.c, main/gameseg.c, main/gameseg.h, main/lighting.c, main/render.c, main/render.h, main/segment.h: changed variables and pointer carrying vertex indexes from short to int to handle levels with over 900 segments properly
main/newdemo.c: Due to design issue in demo system initial recording of doors could place same texture on front and back sides of doors - fixed as good as possible (wish I could expand the demo format)
main/state.c: Fixed possible memory corruption when saving Current_mission_filename which is not necessarily a 9 byte long allocated string; Bit safer string handling with snprintf; Fixed set but unused variables like a boss
main/net_ipx.c: Correctly disable/initialize Multiplayer features not supported by IPX games for compability; Removed show_games_rules as there isn't much useful to show there; Some more code simplicity
main/switch.c: when entering secret level reset Control_center_destroyed when we start the level and not in between as it will break sending endlevel packets
main/hud.c: PlayerCfg.MultiMessages was supposed to only show messages of class HM_MULTI but turned out to only block HM_REDUNDANT, too. Fixed this copy/paste error of mine
main/laser.c: For Hotshot and above made homing missiles turn to player a bit less agressive which is hardly noticable but slightly increases the chance to shake off a projective even if dodged without perfect timing. This makes possible to survive in case a player/bot shoots several homing projectiles in spread fashion
main/render.c: Saturate colored dynamic light just like normal one - makes the hwole thing a bit less colorful but makes for better balanced color mixing (theoretically) and does not reduce static light
main/menu.c, main/playsave.c: For all filename strings use PATH_MAX as size, make sure they are inited correctly and only fill them with snprintf instead of sprintf
main/lighting.c: Since set_dynamic_light() is not necessarily processed each frame, added own counter for delayed precession of vertex-clight calculation; Added possibility to page in a bitmap in case an object which has never been rendered before is supposed to cast light visible by the player
main/sounds.h, main/weapon.c: Fix weapon selection sounds fpr pc shareware and do not allow selecting weapons not available in this content (i.e. if obtained by cheat)
main/multi.c: for flexibility in terms of modding, allow player ship textures in Multiplayer be <= N_PLAYER_SHIP_TEXTURES and not hit Assert but pull out Eroor if there are more
main/game.c: Executing timer_update() at the beginning of calc_frame_time in case event_process() taking a significant amount of time to reach the game window and therefor could make FrameTime be inaccurate
arch/include/digi_audio.h, arch/include/digi_mixer.h, arch/sdl/digi.c, arch/sdl/digi_mixer.c, main/digi.h, main/digiobj.c: Added own channel management to SDL_mixer sound interface since the builtin channel management of this lib cannot handle our needs; Little code cleanup
arch/sdl/event.c: In event_process() if a window closes while being drawn and there isn't a previous window we can get the next from just finish processing for this frame
main/game.c, main/multi.c, main/multi.h, main/net_udp.c, main/net_udp.h: Added multi_send_data_direct to send multibuf to a specific player (i.e. Host<->Client, not Client<->Client); Overhauled kill sending/receiving and computation to rely in host information about game_mode-related variables (team_vector, Bounty_target) which are vital for consistent kill computation; Added function to send/update game_mode-related variables and solve /move command with this as well instead of workaround via updating lite_info; Introduced /move commend from Descent2 to move players between teams
editor/med.c, main/game.c, main/gameseg.c, main/gameseq.c, main/menu.c: Like in BigEndian builds do netmisc_calc_checksum() only with expected items of segment/side struct to prevent different checksums in case these structs change; Fixed several issues when building with editor; Fixed compiler warning regarding set but unused variable
main/net_ipx.c, main/net_udp.c: Rearranged code to check for netgame-closed flag and refuse-players flag so they are updated correctly if another part of the code changes the menu item without activating it
main/automap.c, main/menu.c, main/playsave.c, main/playsave.h: Made Automap Free Flight controls an optional feature which can be set in MISC OPTIONS; Fixed possible path string issue in plyr_read_stats_v() and fixed compiler warning regarding set but unused variable
main/net_udp.c: Making D1X- and D2X-Rebirth more similar in behavior of which player limit is needed to start team-based game in both RELEASE and DEBUG builds
main/fvi.c, main/fvi.h, main/physics.c: Improvement for fix_illegal_wall_interesection(): Move away from wall in right angle - not towards center. This improves the bumping in many situations and prevents ship getting stuck in small segments. Simplified and optimized code as well and removed check for degenerated Segments as not needed with this approach; Fixed some compiler warnings regarding set but unused variables
main/multi.c: Reset new_Bounty_target after using it and let host add a number on how often Bounty is reassigned. Both additions should help keeping target correct no matter how if multiple packets of the same type are disordered, delayed or both
main/physics.c: for fix_illegal_wall_intersection() try using the distance we moved to move out from the wall. Just in case it's a sane value, i.e. > 0 and <= obj->size/2
arch/ogl/gr.c, main/game.c: Removed key_flush() call from save_screen_shot() - not needed anymore due to new input reading and only screws up ingame controls
main/menu.c: for debug build ignore player Highest_level_index when starting a mission, making *Load Level* entry in main menu obsolete; Fixed two compiler warnings regarding set but unused variables
main/multi.c: Solved possible issue when setting new Bounty_target via host messing up scores or new target itself - only set if player decided why to unset Bounty_target, keeping code flow and game logic in order; Fixed two compiler warnings regarding set but unused variables
main/multi.c: Send player position also when multi_send_player_explode() is called so powerups drop at the right spot in case the respawn packet arrives first
RELEASE-NOTES.txt, README.txt, SConstruct, arch/carbon/conf.h: Changed version from 0.56 to 0.57; Added first draft for RELEASE-NOTES.txt; updated docs
main/endlevel.c: Taken out Render_depth reduction of Endlevel sequence in Software rendering build; Fixed two compiler warnings regarding set but unused variables
main/automap.c: Don't call automap_process_input() if autmap_key_command() returns 1 preventing input mess; Fixed two compiler warnings regarding set but unused variables
main/gauges.c, main/multi.h, main/net_udp.c, main/net_udp.h, main/playsave.c: Host can now decide (again) if players are allowed to display enemy names on HUD
main/gauges.c, main/piggy.c, main/piggy.h: When using PC Shareware pigfile do not show key icons in CM_FULL_SCREEN since pigfile does not have these icons
editor/segment.c, main/fvi.c, main/gameseg.c, main/physics.c, main/segment.h: Since current approach to improve wall collisions prevented the player to enter segments which basically are too small for the player ship, added simple bumping function via object_intersects_wall(); Also when validating segments check for segment degeneration outside the editor build, too and set flag in segment structure for all different purposes but right now helps us to disable bumping when encountering degenerated segments and not break such levels
main/physics.c: To compensate fewer FVI runs in lower FPS and wall penetration caused by strong forces allowed fix_illegal_wall_intersection() to move an object out of the wall half it's size improving the collisions once more
main/segment.h, main/state.c: Due to increased size of MAX_SEGMENTS old savegames became incompatible. To compensate added MAX_SEGMENTS_ORIGINAL with the original segment amount and read certain savegame info with this info when dealing with standard-sized levels and use Highest_segment_index when dealing with larger levels which are incompatible with older versions of the game anyways. Makes savegame site more efficient and still maintain backwards compability
d1x-rebirth.xcodeproj/project.pbxproj, main/newmenu.c: Check if a menu closed in a subfunction before setting it's return value, fixing crash when levels are mismatched in multiplayer; Small tidy up for Xcode project
2d/rle.c, SConstruct, main/segment.h, main/texmerge.c: Expanded possibilities for level authors: RLE- and Texture-cache accepts textures bigger than 64x64, only limit being Texture width must be equal height; Increased maximum amount of Segments from 900 to 9000 - not dynamically allocating them, yet
arch/sdl/mouse.c, main/kconfig.c, main/menu.c, main/playsave.c, main/playsave.h: When reading ingame controls only flush mouse delta timer-based since reading is event-based already, allowing high precision no matter the game speed; Removed Mouse smoothing/filtering as it's now unnecessary due to event-based motion handling
main/menu.c, main/net_udp.c, main/playsave.c, main/playsave.h: Remember previously set up netgame variables in pilot-related file with extension ngp - due to feature consistency for UDP only
main/multi.c, main/state.c: Resolved termination issue when reading and comparing callsigns fro Coop savestates; Added scores sending after Coop savestate loading as unrestored players will send them when loading new level
arch/sdl/digi_mixer_music.c, arch/sdl/jukebox.c, main/config.c, main/menu.c, main/songs.c, main/songs.h: Fix broken m3u playlist support (in jukebox_play() path resolving); point to default descent.m3u playlist for Mac OS X (will be included in bundle); better error reporting in mix_play_file(); only make relative Jukebox path in the menu absolute after browsing it - relative paths are more flexible; allow select_file_recursive() to figure out PhysicsFS relative paths passed to it; stop the music if Jukebox is chosen and unavailable (used to just keep playing the last song)
main/gamecntl.c, main/gauges.c: Due to controls rewrite was not possible anymore to send multiplayer messages while being dead - added specific exception to allow this; Rewrote show_HUD_names to only show names, indicators or typing string for enemy players when they are not cloaked
misc/hmp.c: Check for hmp before pausing/resuming it
main/net_udp.c, main/net_udp.h: Improved security for UDP protocol: Add checks for correct packet size and - if possible - valid sender address (valid player) and making sure Clients only accept packets meant for Clients and Hosts only accept packets meant for Hosts
main/fvi.c, main/physics.c: Bit more safeguarding in find_plane_line_intersection() and as a result less agressive but more beautiful back-bumping on illegal wall interesections; Scaling of movement from PhysTime to FrameTime now done with vector math functions
main/gauges.c, main/multi.h, main/net_udp.c, main/net_udp.h: Little fix for typing-indicator in multiplayer - was showing comma even if no player name was displayed; Removed team_vector from UDP lite_info structure - it's not needed; Increased UDP_NETGAMES_PAGES to actually show 3000 possible games
include/gr.h, main/bm.c, main/bm.h, main/gamesave.c, main/lighting.c, main/multi.c, main/object.c, main/object.h, main/piggy.c, main/render.c, main/state.c: Execute set_dynamic_light 60 times per second max since more would just be a waste of CPU time; When executing set_dynamic_light, process ALL lights; Instead of storing light color in objects, do it on-thy-fly but store bitmap-based color in grs_bitmap - vastly speeds up colored dynamic lights; Improved saturation for vertex lighting to make light color a bit more subtile
main/game.c, main/gamecntl.c, main/gamerend.c, main/gauges.c, main/multi.c, main/multi.h: Improved syntax for Multi messages/commands: Commands starting with '/' and those accepting arguments as well as Player/Team messages require space after ':' ; Added indicator on HUD to show if a player is typing a message to prevent accidential kills
main/hud.c, main/hudmsg.h, main/powerup.c, main/weapon.c: Introduced HUD message class HM_MAYDUPL for messages that may appear once per frame but the player might not able to supress via option
main/net_udp.c: Allow multi_send_fire when necessary and not crop to PPS so fix weapons with high firing rate
main/game.c, main/gamerend.c, main/gauges.c, main/net_udp.c, main/titles.c: Fixed text-related annoyances: "Show reticle names" now named "Show player names on HUD"; Fixed positions of strings TXT_CLOAKED and TXT_CRUISE in CM_FULL_SCREEN; Fixed typo in tracker timeout screen; Fixed scaling of tab_stop in briefings (again); Removed some little D2 code for briefings as it broke some briefing screens
arch/ogl/gr.c: Smash texture list when switching between window mode and fullscreen prevent invalid textures; Made code to capture Screenshots more similar between OpenGL and OpenGL ES
3d/draw.c, 3d/interp.c, 3d/rod.c, arch/ogl/ogl.c, include/3d.h, include/ogl_init.h, main/endlevel.c, main/gamesave.c, main/lighting.c, main/lighting.h, main/menu.c, main/morph.c, main/multi.c, main/object.c, main/object.h, main/playsave.c, main/playsave.h, main/polyobj.c, main/polyobj.h, main/render.c, main/state.c, main/terrain.c: Made lighting code work with actual RGB values and added feature to let certain objects emit colored dynamic light as well as let mine flash red when control center destroyed (OpenGL-only at the moment)
SConstruct, arch/win32/ipx.c, d1x.ini, include/args.h, main/inferno.c, main/menu.c, main/multi.h, main/net_ipx.h, main/net_udp.c, main/net_udp.h, misc/args.c: Client-side implementation for Tracker support by Matt "1360" Vandermeulen including improvements in udp_dns_filladdr and IPv4/IPv6 compability; Very little adjustments by me, too including IPv6 support for Windows (untested); Actual tracker code will follow later as seperate branch when it's done
main/cntrlcen.c, main/cntrlcen.h, main/state.c: Dead_controlcen_object_num should be set when a new level starts in debug build, too; Setting Total_countdown_time when loading a savestate so SEF-DESTRUCT SEQUENCE ACTIVATED sample will not play soon as timer reaches 0
main/endlevel.c, main/newdemo.c: Properly record the event of reset_rear_view() while switching levels to make it work right when rewinding as well; Properly record Countdown seconds for each newdemo frame instead of second change to get display showing up right while playback and still preserving backwards compability
main/physics.c: Another rework for anti-stuck-bumping: Execute after calculation of velocity and add fvi check to make sure we deal with an actual wall collision
main/fvi.c, main/physics.c: Again reworked new bump hack to only apply when fate == HIT_WALL (to not break level SKYBOX) and made bumping by distance between object position and wall hit point; Removed/handled some safety checks in find_plane_line_intersection() to make sliding along joining edges smoother again while bad values *should* be handled in pyhsics.c and not make object warp-crashing tru the whole level or stuck in walls (fvi code should still be rewritten tho)
main/songs.c: Be safer not interrupting other ports of descent or the original MS-DOS game when it comes to reading song files: Try reading from MISSION_NAME.sngdxx to have a way reading a song file for a specific mission outside the mission's HOG, next try reading from descent.sngdxx which shall serve as an alternative song file specifically for DXX and then try descent.sng. This should give authors enough possibilities to add OSTs for all different versions of the game without the need to publish different versions of their missions
2d/2dsline.c, 2d/canvas.c, arch/ogl/gr.c, arch/ogl/ogl.c, arch/sdl/gr.c, include/3d.h, include/gr.h, include/ogl_init.h, main/ai.h, main/console.c, main/effects.h, main/gamerend.c, main/gauges.c, main/hud.c, main/menu.c, main/multibot.c, main/newmenu.c, main/object.c, main/playsave.c, main/playsave.h, main/render.c, texmap/tmapflat.c: Added cv_fade_level to canvas structure to replace Gr_scanline_darkening_level; Added cv_blend_func to canvas structure to set blending; Introduced gr_settransblend to set cv_fade_level and cv_blend_func; Added function to set normal blending, additive alpha blending and additive color blending; Moved Special transparency effects from g3_draw_bitmap to render_object to set individual transparency and/or blending for each object outside of OpenGL-specific code; Added special blending for fuelcenter and force field effects as well; Removed unused LASER_HACK code; Renamed OglAlphaEffects variable of PalyerCfg to AlphaEffects as I plan to implement this kind of effects for Software renderer, too
misc/strutil.c: Fix a critical bug in string_array_add - when d_reallocing the buffer containing the string data, update all the pointers in '*list' as well as next_str, preventing ugly crashes
arch/ogl/ogl.c, include/ogl_init.h, main/endlevel.c, main/object.c: Draw laser effects with special blending instead of disabled DepthMask; Added special blending for transparency effects as well to let them kick more ass; Corrections while rendering outside part of endlevel sequence with disabled depth testing and dynamically changing Render_depth to make the mine exit visible again while not rendering the exit tunnel tru the planet terrain
arch/ogl/ogl.c: Set zNear for gluPerspective to 0.1 to prevent ugly clipping while passing illusory walls; Set zFar to 5000.0 to prevent disappearing automap in large distance - all still sane enough for Intel chips so my eeePC is safe nyahahaha
d1x.ini, include/args.h, main/ai.c, main/ai.h, main/automap.c, main/cntrlcen.c, main/collide.c, main/config.c, main/config.h, main/fvi.c, main/game.c, main/game.h, main/gamecntl.c, main/gamerend.c, main/gameseq.c, main/gameseq.h, main/gauges.c, main/inferno.c, main/kconfig.c, main/laser.c, main/menu.c, main/multi.c, main/net_ipx.c, main/net_udp.c, main/physics.c, main/player.h, main/render.c, main/state.c, main/titles.c, main/titles.h, misc/args.c: Moved all these unsorted global cheat variables to a handy structure; Simplified reading of the cheats without trying to make it complicated so no one finds them (everyone can get the source); Removed one or two cheats which carry more garbage than they are worth; Added replacement for the bittersweet cheat; Made FPS Counter an option of Graphics menu
main/credits.c, main/titles.c: For credits and briefings moved all code happened in EVENT_IDLE to EVENT_WINDOW_DRAW since a jitterish Joystick could slow down text rendering
arch/inlcude/window.h, arch/sdl/event.c, arch/sdl/window.c, main/game.c: New approach to handle a bunch of closing windows - removed window_do_close() again, reworked game_leave_menus by checking window_get_front() and closing this window until it's Game_wind, while event_process checking if window still exists after drawing and if not, take next window from previous which should be updated by then
main/gamecntl.c, main/kconfig.c, main/newmenu.c: Controls.select_weapon_count needs to be incremented differently to get non-0 when we want to select the laser type weapon; Readded jumping from first to last item in newmenu and vice versa
main/automap.c, main/gauges.c, main/gauges.h, main/kconfig.c, main/newmenu.c, main/newmenu.h: Fixed broken FlightSim indicator on Automap; Fixed Assert for using mouse buttons in kconfig (which can react to UP and DOWN states); Added scrolling support for menus flagged tiny_mode and all_text
arch/ogl/gr.c, arch/sdl/gr.c, d1x.ini, include/args.h, main/inferno.c, misc/args.c: Simplified ogl version of gr.c in terms of SDL video flags and fullscreen toggle; Added command-line/INI option to remove borders from windowed program
main/ai.c, main/game.c, main/gamecntl.c, main/menu.c, main/multi.c, main/multi.h, main/state.c, main/state.h, main/titles.c: Reintroduced Savegames for Coop games using the original Descent2 implementation but correctly handling player slots in their pre-loading state preventing accidential player shifting which never really worked in the original game and we do not want with UDP anyways - was all tested but still might need a fix or two; Added some missing initializations for saving players and AI stuff; Completely ripped out remnants of saving between levels code
arch/include/key.h, main/automap.c: Increased key repeat values to react a little more like the MS-DOS version of the game but a little slower so I can still stop at the correct item; In automap reorganized control_info swapping as well as wiggle state handling to properly work in connection with the new input handling and Multiplayer where game is not paused
main/automap.c, main/gamecntl.c: Little fixes for recent kconfig/event overhaul: Automap inputs read by kconfig should be processed by input rather than idle and automap frame calculations should be done while drawing; Fixed drop_bomb_count which could roll over to 255 dropping bombs without end
arch/include/window.h, arch/sdl/event.c, arch/sdl/window.c: Included new window structure flag w_closing_state and let window_close() set this flag - after drawing all windows, check them again and call window_do_close() which then actually closes the window(s) marked to. Solving all sorts of problems when windows close while being drawn (network error messageboxes, game_leave_menus(), etc.)
arch/include/event.h, arch/include/joy.h, arch/include/key.h, arch/include/mouse.h, arch/sdl/event.c, arch/sdl/joy.c, arch/sdl/key.c, arch/sdl/mouse.c, main/automap.c, main/endlevel.c, main/game.c, main/gamecntl.c, main/inferno.c, main/kconfig.c, main/kconfig.h, main/multi.c, main/newmenu.c, main/slew.c: Added event types for all input actions; Rewrote kconfig code to work with events; static defined inputs will not trigger kconfig-mapped inputs anymore; Simplified keyboard, mouse and joystick code a lot due to event-based handling; Added function to toggle SDL key repeats on and off; Put timer_update() to event_process; Removed return when event_poll() is idle to get cursor hiding to work again; Added a small delay between cursoe hiding and re-enabling to cursor will not accidentially enable by SDL event centering cursor while hiding
main/fireball.c, main/gameseq.c, main/net_ipx.c, main/net_udp.c: Little more smoothness for Multiplayer: Before dropping Powerups in random segment, make sure it's accessible by the player who drops it; Got rid of goto in InitPlayerPositions() and made code more D2-ish; Allow host to send 50 object/extra packets per second which does not overload network stack, yet but speeds up joining
main/physics.c: Revamped what previously was the BUMP_HACK by checking if an object is actually intersecting a segment and move it out towards segment center just after the initial object movement composed by fvi and before velocity is made - should make inaccurate wall collisions a bit smoother and prevent objects from goind inside or through walls, too
main/physics.c: Added some new conditions to the bumping code: Only bump objects which can slide (alive robots and players) and added a count making sure this function can never get stuck in an infinite loop
main/collide.c, main/fireball.c: Some improvements and cleanups for Persistent Debris: Let them bounce, added drag and let them explode on hazardous walls
main/ai.c: Taking out one Assert in init_boss_segments() stopping the program if there is more than one boss in level - taking out because it's not fatal or unsafe to do that
main/physics.c: Increasing the collision count for objects so there can be 8 for all objects; also do not increase count when colliding with a powerup as it should not change our movement
main/console.c, main/game.c, main/gamerend.c, main/gauges.c: Added timer_update() to stop/start/reset_time() functions so resumed last_timer_value will be precise; Added new FPS counter which actually does count the frames rendered per second and is less irritating; Added timer_dleay2 call to console to not stress CPU too much; Imporoved placement for show_time(), multi messages
main/cntrlcen.c, main/cntrlcen.h, main/fuelcen.c, main/multi.c, main/state.c: Handling Controlcen countdown Descent2-way to make code more similar but more importantly to avoid issues in Multiplayer levels which do not even have a Controlcen type Station causing the game get stuck in an infinite loop; Fixed small issue parsing killreactor command in Multiplayer
include/byteswap.h: Added swapping for 64Bit sized integers in case we want to store/read them some day (i.e. new Savegame version storing object instead of object_rw)
arch/sdl/jukebox.c, main/digi.h, main/menu.c, main/songs.c: Added a simple random function for the Jukebox; Removed one small printf I once added for debugging
include/3d.h, main/game.h, main/gamerend.c, main/gauges.c, main/multi.c, main/multi.h, main/net_udp.c: Introducing new BOUNTY Multiplayer game mode by Matt "1360" Vandermeulen <matt1360@gmail.com>; Fit show_HUD_names code to be more similar to D2X - names display still client-decided tho
main/gauges.c, main/multi.c: Fix for showing bounty target in kill list - was not actually checking if player_num == Bounty_target; When Bounty_target player leaves game host must select a new target so the game can proceed; Made Bounty sound play a bit louder
main/gamerend.c, main/multi.c, main/multi.h, main/net_ipx.c, main/net_udp.c, main/text.h: On NETGAMES list Bounty mode was not shown since MODE_NAMES define was not adjusted - so in the end introduced GMNames and GMNamesShrt Arrays in multi.c for globally displaying full or short Multiplayer game mode names
2d/bitmap.c, 2d/bitmap.h, 2d/canvas.c, 2d/font.c, 2d/rect.c, 2d/scale.c, 2d/scalec.c, 2d/tmerge.c, 3d/draw.c, 3d/instance.c, 3d/matrix.c, 3d/points.c, 3d/rod.c, 3d/setup.c, SConstruct, arch/linux/alsadigi.c, arch/sdl/digi_audio.c, arch/sdl/digi_mixer.c, include/3d.h, include/error.h, include/gr.h, include/maths.h, include/texmap.h, main/fvi_a.h, main/inferno.c, main/piggy.c, main/state.c, maths/fixc.c, maths/vecmat.c, texmap/scanline.c: Retired most of the Assembler code except the generic i386 scanline renderer; Removed all leftovers of Direct3D implementation; On the way make a some code more similar between D1X-Rebirth and D2X-Rebirth
main/gamecntl.c, main/gameseq.c: Allowing loading a savestate while being in death sequence and resetting Dead_player_camera correctly in init_player_stats_level() so forther death sequences won't screw up
main/net_ipx.c, main/net_udp.c: Instead of calling object/extras sending every frame, use a delay of 100ms between packet send to not overload the network stack
main/kconfig.c, main/newmenu.c, ui/mouse.c: Fix cursor recentering issues - comment out redundant event_toggle_focus(1) calls in kconfig.c and newmenu.c and use event_toggle_focus(0) in ui_mouse_show()
main/terrain.c texmap/ntmap.c, texmap/scanline.c: Fixing memory corruptions produced by the scanline renderer; Dynamically allocate y_pointers to free scanline renderer from resolution limits
2d/bitblt.c, arch/ogl/gr.c, arch/ogl/ogl.c, include/ogl_init.h, main/menu.c: Added feature to enable Anisotropic filtering is supported by hardware or driver; Reworked way of handling texture filtering information so ingame switching is possible again; Little fix for ogl_get_verinfo which was taken out for ordinary OGL code but should for OGLES
main/menu.c: When changing resolutions and Game_wind is present, send EVENT_WINDOW_ACTIVATE shortly so it's canvase will align to the new resolution seamlessly
arch/ogl/ogl.c, main/menu.c: in ogl_filltexbuf add pixel row matching color of bitmap edge to get a clean border when filtering cockpit overlay bitmaps; Small text correction for sound menu to fit better on screen
main/collide.c, main/fireball.c, main/gamesave.c, main/gameseq.c, main/gameseq.h, main/laser.c, main/multi.c, main/multi.h, main/multibot.c, main/net_ipx.c, main/net_udp.c, main/object.c, main/powerup.c, main/powerup.h, main/weapon.c, main/weapon.h: Removed D1X implementation of multiplayer powerup capping and added D2X code to replace this (UDP-only); Added a bunch of D2X code for general and multiplayer powerup dropping to make codes more consistent to each other; Removed MULTI_PROTO_D1X_VER and MULTI_PROTO_D1X_MINOR defines since they are not needed anymore
main/gamesave.c, main/multi.c, main/object.h: In multi_leave_game check for Player_eggs_Dropped before actually dropping to prevent multiple drops in case player quits game after being killed; put console output level of multiplayer powerup cap messagers to CON_VERBOSE; Fixed small compiler warning in gamesave.c due to last commit
main/newmenu.c: Moved scroll arrow one unit to the left to be not pixel-aligned to possible checkbox; Made newmenu sliders only react to spacebar, backspace, left and right since pageup/down is already taken for menu scrolling and all other previous key assignments will not work on most spread keyboard layouts
include/console.h, main/console.c, main/gamecntl.c, main/gamerend.c, main/inferno.c, main/kmatrix.c, main/net_ipx.c, main/net_udp.c: Converted console into a window and allow it to show in every part of the game; Fit several poll functions and kmatrix so they won't get interrupted by the console
arch/include/event.h, arch/include/key.h, arch/include/mouse.h, arch/sdl/event.c, arch/sdl/key.c, arch/sdl/mouse.c, editor/med.c, include/ui.h, main/automap.c, main/gamecntl.c, main/inferno.c, main/inferno.h, main/kconfig.c, main/kmatrix.c, main/menu.c, main/net_ipx.c, main/net_udp.c, main/newmenu.c, main/scores.c, main/titles.c, ui/file.c, ui/keypress.c, ui/menu.c, ui/menubar.c, ui/message.c, ui/mouse.c, ui/popup.c, ui/window.c: For editor, replace use of ui_mega_process() with event_process(), with the editor's own default event handler; add EVENT_MOUSE_MOVED event with event_mouse_get_delta() accessor; add event_key_get() to replace ugly casting; rename mouse_get_button() with event_mouse_get_button() to keep with name convention; only send idle events when there are no input events so editor still works properly (or the same anyway); add and use event_send() function for input events (including idle)
main/credits.c, main/songs.c, misc/hmp.c: Let credits track fade out at the end of text sequence; Fixed usage for RBAPlayTracks - when playing only one track last must be equal first, not 0; In hmp_open changed data from long to int, preventing memory explosion depending on optimisation of the code
arch/sdl/timer.c: In timer_update() convert cur_tv to fix scale before substracting from last_tv to get a little more accurate values to F64_RunTime (insignificant tho); Added rollover check for SDL_GetTicks() to timer_delay2()
arch/sdl/digi.c, inlcude/hmp.h, misc/hmp.c: Improvement on the HMP track loop feature by TURRICAN; Added small template fix for descent.hmp which is supposed to be activated soon as we have some kind or Checksum function
SConstruct, arch/ogl/gr.c, arch/ogl/ogl.c, include/loadgl.h, include/ogl_init.h, main/gamecntl.c, main/state.c, misc/args.c: Added OpenGL ES support - contributed by Florian Feucht and Oliver Haag
d1x.ini, include/args.h, main/gauges.c, main/inferno.c, main/kconfig.c, main/kconfig.h, main/menu.c, main/playsave.c, main/playsave.h, misc/args.c: Introduced FlightSim control scheme for mouse which adds delta values to absolute position to behave like a Joystick; Added Deadzone slider for FlightSim as well as an optional Reticle display to show the positional data on screen; Removed old Mouselook hack in favor of this new feature
arch/sdl/joy.c, arch/sdl/key.c, arch/sdl/mouse.c, include/args.h, main/kconfig.c, main/kconfig.h, main/playsave.c, misc/args.c: Added Cycle Primary/Secondary to the config panels for keyboard and joystick like in D2X-Rebirth and store them in the designated key/button arrays; Added Cycle Primary/Secondary for Mouse which makes wheel axis cycling unnecessary and also let Weapon Keys be assigned to a Mouse button; If GameArg.NoStickyKeys do flush these keys so they can be used as normal game keys - otherwise ban them; Fixed crash when reassigning mouse button greater than 3; Joystick/Mouse function taking button as argument now check for sanity of this value so they can safely be used in kconfig code and deal with unassigned key values
d1x.ini, include/args.h, main/gauges.c, main/hud.c, main/inferno.c, main/menu.c, main/playsave.c, main/playsave.h, misc/args.c: Added feature to disable D2-style Prox. Bomb Gauge; Moved NoRedundancy and MultiMessages toggles from GameArg to PlayerCfg to be set via Misc Options
SConstruct, INSTALL.txt: More consistency in SConstruct command-line variables; Added automatic Endianess-checker; Set target to 'd1x-rebirth' no matter if OpenGL or not
main/credits.c, main/kconfig.c, main/menu.c, main/net_udp.c, main/newmenu.c, main/scores.c: Increasing general mouse functionality all over the game: Mouse wheel now can scroll through menu/listbox items; Right mouse button closes a menu (without the need of these ugly close boxes); Also added mouse-closing capabilities to credits, scores and kconfig menus; While being in UDP Netgames list, override keycode at PAGEUP/DOWN keypress to only flip pages without modifying citem also added messagebox showing TXT_INVALID_CHOICE when invalid netgame was chosen
arch/include/key.h, arch/sdl/key.c, main/newmenu.c: Introduced function key_ismodlck to get the status of modifier keys or sticky keys; Let sticky keys survive flush so we can accurately use their real states; Added key repeating via SDL; Depending on status of KEY_NUMLOCK keypad will either be used as numerical or arrow input in menus
main/newmenu.c, main/menu.c: Fixed glitch in scroll arrow position; Added newmenu_scroll which can scroll through all kind is menu structures including automatically handling NM_TYPE_TEXT items as well as automatically updating scroll_offset; PageUp/Down now scrolls by 10 items, Home/end will select first/last/items of menu creating consistency to listbox behaviour; Fit text for GrabInput to be more understandable
arch/include/event.h, arch/include/joy.h, arch/include/mouse.h, arch/sdl/event.c, arch/sdl/joy.c, arch/sdl/mouse.c, d1x.ini, include/args.h, main/automap.c, main/config.c, main/config.h, main/game.c, main/gamecntl.c, main/inferno.c, main/kconfig.c, main/menu.c, main/newmenu.c, main/playsave.c, main/playsave.h, misc/args.c: Added Sensitivity/Deadzone menu with sliders for each movement based action seperated for joystick and mouse to support all kinds of configuration - regardless the amount of joystick axes and whatnot; SDL_WM_GrabInput does not only capture mouse but also focus keyboard input - changed code to respect this fact and made grabbing a menu option which is enabled by default
arch/carbon/conf.h: Disabling IPv6 support for OS X since in Snow Leopard it's buggy, making all Multiplayer pretty much impossible - re-activating soon as proper patches from Apple are in sight
main/net_udp.c, main/net_udp.h: Reworked object sending/receiving to work without unnecessary type casting and a bit less error prone; Also increased UDP max packet size to 2048 so we can send 7 objects per frame
arch/sdl/window.c: In window_close() prev window did not get EVENT_WINDOW_ACTIVATED but the recent closed window got it causing previous window not being activated anymore and a bunch of memory errors
arch/ogl/ogl.c, include/ogl_init.h, main/ai.c, main/ai.h, main/aipath.c, main/aistruct.h, main/collide.c, main/controls.c, main/fuelcen.c, main/game.c, main/game.h, main/gamecntl.c, main/gameseq.c, main/gauges.c, main/laser.c, main/lighting.c, main/mglobal.c, main/multi.c, main/multi.h, main/multibot.c, main/net_ipx.c, main/net_udp.c, main/newdemo.c, main/object.c, main/object.h, main/player.c, main/player.h, main/playsave.c, main/playsave.h, main/powerup.c, main/state.c, main/state.h, main/weapon.c: Made GameTime to GameTime64 using fix64; Changed all structures saving GameTime64 for internal timer purposes to store fix64 and added converting functions to save such times in fix; For Savegames/Demos always reset GameTime64 to 0 while saving and putting all timer values to safe limits, Multiplayer objects are sent in similar fashion
main/multi.h, main/net_udp.c, main/net_udp.h: in IPv6 builds also send regular broadcast packets to get games found via LAN between IPv4 clients/systems and IPv6 clients/systems; rather than identifying (lite_info) games via IP use randomly generated GameID and game name to prevent duplicated coming from IPv6 builds
arch/include/key.h, arch/include/mouse.h, arch/sdl/event.c, arch/sdl/joy.c, arch/sdl/key.c, arch/sdl/mouse.c, arch/sdl/rbaudio.c, arch/sdl/timer.c, editor/ehostage.c, editor/medrobot.c, editor/medwall.c, include/maths.h, include/timer.h, include/ui.h, main/automap.c, main/console.c, main/digiobj.c, main/fireball.c, main/game.c, main/inferno.c, main/kmatrix.c, main/laser.c, main/laser.h, main/lighting.c, main/menu.c, main/multi.c, main/multi.h, main/multibot.c, main/net_ipx.c, main/net_ipx.h, main/net_udp.c, main/net_udp.h, main/newmenu.c, main/scores.c, main/titles.c, ui/listbox.c, ui/mouse.c, ui/scroll.c, ui/window.c: Introduced new data type fix64 to be used for new timers which can last 4462756 years instead of 9 hours; Introduced new timer functions to update and query program time; Used new timer all over the program except GameTime (which comes next)
d1x-rebirth.xcodeproj/project.pbxproj, editor/med.c, main/menu.c: Activate EDITOR for Mac OS X in Xcode, d1x target; fix some warnings and errors but it won't compile yet
main/bmread.c, main/piggy.c: When setting a bogus sound in gamedata_read_tbl, don't let piggy_close free it. Fixes freeing of non-malloc'd pointer for PC shareware data
include/hmp.h, misc/hmp.c: Little fixes for rev939 - changed definition from WIN32 to _WIN32, added little hack for incorrectly set HMP loop in Descent2-version of descent.hmp
SConstruct, arch/include/messagebox.h, arch/win32/messagebox.c, main/inferno.c, misc/error.c: Add support for Windows native error/warning boxes; Only print to stdout on Linux/other *nix; Fixed redundant printing of Error and Warning via stdout
arch/carbon/messagebox.c, main/inferno.c, main/titles.c: Turn fullscreen off when showing a messagebox for Mac; move songs_play_song(SONG_TITLE) from inferno.c to titles.c
main/multi.c: In multi_new_game when initializing Players structures, also correctly init connected variable which is highly important for spreading pdata to clients and should be set correctly anyways (Thanks to Gold Leader and Flip for help with debugging/testing recent Multiplayer bugs)
arch/carbon/messagebox.c, arch/include/messagebox.h, arch/linux/messagebox.c, arch/sdl/rbaudio.c, arch/win32/messagebox.c, d1x-rebirth.xcodeproj/project.pbxproj, editor/med.c, main/game.c, main/inferno.c, SConstruct: Add support for OS native error/warning boxes, only implemented for Mac for now
arch/sdl/digi.c, arch/sdl/digi_mixer_music.c, include/hmp.h, main/digi.h, main/songs.c, misc/args.c, misc/hmp.c: Large improvement for _WIN32 native MIDI code by TURRICAN: supprt for HMP track loop, seamless song looping, GS reset, pausing/resuming midi, volume control for each MIDI channel; Set GameArg.SndDisableSdlMixer automatically if compiled without SDL_mixer support; On _WIN32 play HMP natively again
include/physfsx.h, main/inferno.c, misc/physfsx.c: Implemented PHYSFSX_checkSupportedArchiveTypes to check if essential archive types are supported. Print warnings if not and stop program if necessary. Also added PHYSFSX_listSearchPAthContent to print out search path contents (figures) each time the function is called. Doing this before main HOG inits as well after sucessfully adding archives. Made PHYSFSX_addArchiveContent a bit more verbose as well.
main/console.c, main/inferno.c: If -verbose or -debug is set, write gamelog.txt unbuffered for a higher chance to get messages there in case of a crash; Totally supress messages in stdout/err.txt on _WIN32
main/net_udp.h: reducing max buffer size of an UDP packet from 1024 to 576 bytes - should prevent possible turncating, especially when sending obejcts where max size is actually used
arch/sdl/jukebox.c, include/physfsx.h, main/menu.c, misc/physfsx.c: Created function PHYSFSX_isNewPath to check wether given path has already been added to Searchpath or not; Used PHYSFSX_isNewPath for menu browsing code instead it's own implementation; Using PHYSFSX_isNewPath for Jukebox directory, too to make sure Jukebox will not accidentially remove Game content depending on user selection; Also only keep Jukebox directory added until files are stored to prevent any other file present in this path can override or add anything to the game
main/hud.c: When checking for redundant messages in HUD display, compare new message to most recent one for locking and check whole list only for messages marked with HM_REDUNDANT. This will show all messages in correct order while keeping redundancy-prone messages from looping infinitely
main/playsave.c: In plyr_save_stats setting filename to size of PATH_MAX to have enough space to also hold the player directory prefix which would otherwise create a memory corruption and crash the game
main/newmenu.c: In case listbox strings are too long for screen, fit box width to screen width, shorten strings and add a scroll effect to selected item
main/menu.c: Text string for level music was made smaller some time ago so BROWSE_TXT_SHRT basically became obsolete - removed it now and show BROWSE_TXT instead
main/custom.c, main/gameseq.c: Finished support for custom textures and robots, fixed some bugs, reformatted code and placed function calls to properly work for designated mission/level
D1X.make, arch/sdl/jukebox.c, d1x-rebirth.xcodeproj/project.pbxproj, include/pstypes.h, main/hud.c, main/menu.c, main/newdemo.c, main/titles.c, misc/args.c, misc/physfsx.c: Fix errors for Mac OS 9, Mac OS X 'd1x' target builds again
arch/sdl/jukebox.c, include/cfile.h, main/console.c, main/hud.c, main/menu.c, main/mission.c, main/net_ipx.c, main/net_udp.c, main/scores.c, main/titles.c, misc/physfsx.c: Added format arguments to all printf, sprintf and snprintf calls missing them to prevent warnings/errors with some distributions of gcc
arch/sdl/jukebox.c, include/strutil.h, main/menu.c, misc/strutil.c: Add support for M3U playlists, tweak 'Jukebox playing' message so it shows the end of the path when truncating
include/cfile.h, include/physfsx.h, main/bmread.c, main/piggy.c, misc/physfsx.c: Add 'Data' subdir as a searchpath, simplifying a lot of file opening/checking/closing code
main/state.c: Pass -1 instead of 255 as the colour to ogl_ubitmapm_cs when drawing savegame previews, to make sure a black rectangle isn't drawn instead
d1x-rebirth.xcodeproj/project.pbxproj, include/cfile.h, include/hmp.h, include/physfsx.h, INSTALL.txt, main/config.c, main/inferno.c, main/newdemo.c, main/newmenu.c, main/playsave.c, misc/hmp.c, misc/ignorecase.c: Link to PhysicsFS static library and use header from source for Mac OS X
main/titles.c: In briefing_init() init robot angles properly because in show_spinning_robot_frame() robot_angles.h is incremented only but not initialized
main/game.c, main/game.h, main/gameseq.c, main/state.c: Removed Fusion_last_sound_time and made Fusion_next_sound_time static inside FireLaser() with it's own fallback function for bogus timer values - should make this code insusceptible against errors - last but not least: minus two globals
main/game.h, main/gameseq.c, main/state.c: Reset Fusion_next_sound_time in init_player_stats_level() to hopefully fix Fusion not doing damage or playing sounds
arch/sdl/digi_mixer.c, arch/sdl/digi_mixer_music.c, arch/sdl/jukebox.c, d1x-rebirth.xcodeproj/project.pbxproj, main/multi.h: On Mac OS X - no longer have to copy SDL_mixer.h to SDL framework; frameworks can now be in /Library/Frameworks; fix for obscure compile error involving u_int32_t
include/ogl_init.h, 2d/font.c, arch/ogl/ogl.c, arch/ogl/gr.c: Rewrote code to control Texture Filtering a little so it's easier to apply Mipmaps for different parts of the game independently
main/gamecntl.c, main/menu.c, main/newdemo.c, main/newdemo.h: Using PHYSFSX_findFiles to make sure random demo playback will only find actual demo files and not quit autodemo; added DEMO_EXT for an universal definition of demo file extension
main/net_ipx.c, main/net_udp.c: in pdata communication swap_bytes was set for create_shortpos causing problems on PPC architecture; in multiplayer host menu set citem to START GAME by default
include/u_mem.h, main/menu.c, main/newmenu.c, main/newmenu.h: Added feature to let select_file_reursive() change drive on _WIN32 via CTRL-D; Removed second definition of MEM_K accidentially happened due to bad communication
include/u_mem.h, main/menu.c: Moving upwards definition of MEM_K so it's not restricted to !NDEBUG; Initialized **i in list_dir_el properly to silence gcc when compiling
main/titles.c: Made loading of Hires briefings a bit more simpler (more D2-ish) and not using a new briefing_screen structure; Also perform a check if requested image originates from descent.hog or a third-party mission and do not load a Hires version in the latter case
main/net_ipx.c, main/net_udp.c: Moved levelnum-sanity-check in game_param_handler so it will be checked when screen is changed to allow entry of secret levels; added menu item START GAME for consistency and added proper subtitle for game setup page
arch/sdl/digi_mixer_music.c: Use more reliable Mix_LoadMUS for music in directory searchpaths, so WAVE's and MP3's are correctly loaded (probably others)
SConstruct, d1x-rebirth.bmp, d1x-rebirth.xpm, arch/sdl/gr.c, arch/ogl/gr.c, arch/win32/d1xr.res: Added res-file to be linked in Windows build to show icon in Filemanager; converted icon file to be smaller
main/songs.c, arch/sdl/digi_mixer_music.c, arch/sdl/rbaudio.c, arch/sdl/digi.c: For each Music playback system defining own volume scaling definition which was wrong for SDL_mixer
main/digi.h, main/menu.c, main/songs.c, main/songs.h: Renamed MUSIC TYPE options BUILT-IN MUSIC to BUILT-IN/ADDON MUSIC and CUSTOM MUSIC to JUKEBOX; Removed LEVEL-DEPENDENT play order for Jukebox as this is now mainly covered by AddOn packs and future M3U-support
main/net_ipx.c, main/net_udp.c: When switching from COOP to any other game mode, make sure Netgame.max_numplayers, MaxNumNetPlayers as well as the menu text showing the player limit is updated correctly
main/inferno.c: Moved up PHYSFSX_addArchiveContent() a little inside main() so -debug and -verbose will show us this content which will be helpful for debugging possible problems with AddOn Zips
INSTALL.txt, include/physfsx.h, main/inferno.c, misc/physfsx.c: Added support to automatically load/mount ZIP files at startup, giving option to dynamically override or replace game content; Updated docs
main/weapon.c: When picking up laser, game would show generic weapon pickup/already-have messages instead of laser-upgrade/maxed-out messages only - fixed
main/laser.c: The inital vector scaling to compensate previous frame-skipped tracking was not aligned to FrameTime. Removed that code and just divided homer_turn_base values to compensate this offset properly. Thanks to zif for hinting me to that; Added comment about the how and why of the homing missile scaling issue
d1x-rebirth.xcodeproj/project.pbxproj, include/physfsx.h, include/pstypes.h, misc/physfsx.c, SConstruct: Add 'Resources' in .app bundle to searchpath for Mac; move bigger functions from physfsx.h to physfsx.c; resolve conflict with definition of 'bool'
arch/sdl/event.c: Between event sending, exit event_process if front window is different, fixing netgame joining problem introduced with commit on 20100731
main/hud.c: When updating redundant HUD messages check the for-loop not the start with a negative number - causes too long message display and negative array index
main/menu.c, main/songs.c, main/songs.h, main/gameseq.c, main/digi.h, arch/sdl/digi.c: Builtin music list now dynamically allocated and not limited to 30 songs; Instead of never loading new level when loading savestate ingame, only do this for Redbook and Custom Music playing order 'continously'; if no endlevel song is specified in Custom Music continue with level music
arch/sdl/mouse.c: If mouse_toggle_cursor is set to activate, do not toggle ursor visibility as mouse_update_cursor_and_grab might decide it should be hidden
main/inferno.c, main/kmatrix.c, main/menu.c, main/newmenu.c, main/newmenu.h, main/scores.c: For polling newmenus, set rval using a pointer and don't delay closing the window, hopefully fixing bad memory access when clicking in level scores screen; change newmenu_close to newmenu_free_background to avoid confusion
SConstruct: restricted parsing of sdl-config to *NIX and Mac builds as it's static on Win32 anyways; added verbosebuild as SCons option to print out all compiler/linker messages
main/state.c, main/game.c, arch/sdl/event.c, arch/sdl/mouse.c, arch/include/event.h: Added event_flush to take place in game_flush_inputs which will clean SDL events which may be buffered while event_process was suspended; suspend Game_Wind while loading restoring save state while playing a level to properly flush controls and reset timer; when toggeling cursor, also directly modify the mouse to wanted behaviour instead of waiting for mouse_update_cursor_and_grab
arch/ogl/gr.c, arch/ogl/ogl.c: Using rather sane values for gluPerspective - fixing Z-Fighting bugs on Intel chips; in Fullscreen toggle, always apply new viewing values independent of Screen_mode
main/automap.c, main/game.c, main/gamecntl.c, arch/sdl/init.c, arch/sdl/mouse.c, arch/include/mouse.h: One more take on Mouse cursor friendliness: Merged mouse_toggle_cursor and mouse_toggle_grab; instead of trying to use SDL_GetAppState (which does not work as expected on Windows) to release mouse, use strict calls of mouse_toggle_cursor so we at least have a free mouse outside of Game_wind and Automap; decreased time to automatically hide cursor; added mouse_close to release mouse in case of emergency
2d/pcx.c, include/pcx.h, main/cntrlcen.h, main/effects.c, main/fireball.c, main/fuelcen.h, main/gameseq.c, main/kmatrix.c, main/net_ipx.c, main/net_udp.c, main/render.c, main/segment.h, main/switch.c: Show main menu background for died in mine messagebox; equalise fuelcen.h and cntrlcen.h
arch/sdl/digi_audio.c, arch/sdl/digi_mixer.c, main/config.c: Moved digi_set_digi_volume call from config loading to designated audio subsystem init function so it will be correctly set after the sound system is auctionlly initialized
arch/sdl/event.c, arch/sdl/mouse.c: Overhauling showing/grabbing cursor and also taking care of case if program looses focus; store old_delta_x/y in mouse info structure
arch/sdl/event.c, arch/ogl/gr.c, arch/sdl/gr.c: Exit SDL_PollEvent early if window changes, to avoid menu problems when pressing keys fast; fix 'condition is always false' warning
main/inferno.c, main/inferno.h: Rewrite quit system, fixing *many* bugs with it :P
main/newmenu.c: For menus, only call the user function for closing immediately before closing, fixing memory errors when the user function frees memory
main/newmenu.c: Fix crash caused by last commit (whoops)
main/net_udp.c: Fixing crash when joinging game over UDP Netlist: when exiting the menu for any reason, return 0 instead of following the code and possibly lead to drawing text from a newly free'd pointer - D'OH!
main/net_udp.c: Thanks to Marix for hinting me I should not init a pointer with quotes if I plan to allocate/free it... my stupid-level officially broke the record
main/gameseq.c, main/state.c, main/state.h: Introduced state_quick_item so we can safly check if there is a valid quicksave slot wihtout messing around with state_Default_item which is supposed to always show a valid slot in the first place
include/strutil.h, main/credits.h, main/menu.c, main/bmread.c, main/newdemo.c: Fixing some harmless compiler warnings caused by missing includes, missing newlines at end of file; cleaned up strutil.h
SCsonstruct, d1x-rebirth.xcodeproj, arch/sdl/digi.c, arch/sdl/digi_mixer_music.c, include/cfile.h, include/hmp.h, include/hmp.c: Merged all HMP-related code into hmp.c/h; Also introduced new HMP to MIDI conversion functions based on JJFFE which use former Win32-related HMP-code - fixes some bugs in MIDI conversion and cleaner
main/gamesave.c, main/render.c: Removed OGL hack to fix overlapping room in D1 lvl19 and rather move vertex a little. Still a hack but now without messing Depth test
main/gameseg.c, main/render.c: Instead of screwing by possibly using negative array indicies in find_seg_side() return -1. In ordering segments make this result in unimportant order; Taking in some Asserts which were disabled years ago by me. Let's fix this for real when we get to it
main/newmenu.c, main/newmenu.h, main/automap.c, main/game.c, main/kconfig.c, arch/sdl/event.c, arch/sdl/joy.c, arch/sdl/init.c, arch/sdl/key.c, arch/sdl/mouse.c, arch/include/mouse.h: Only use one single call of timer_get_fixed_seconds() for whole SDL event loop; Abstracted grabbing mouse and mouse cursor toogle to mouse functions instead of calling SDL functions inside of non-arch code; Automatically hide mouse cursor if it's not used for more than 3 seconds; Reworked placement of mouse grabbing toggle; Do not read any mouse input if -nomouse is given
main/wall.c, main/newdemo.c, main/newdemo.h, main/gauges.c: Cleaned the variables used for newdemo code; Instead of giving both old and new values to special recording functions, added new variables to demo code serving this purpose and also checking for redundant record calls which only would waste bytes; Removed duplicated-object-id-hack which did not work as expected and caused jittering on playback; In that process, found a bug where Num_open_doors might nor be set correctly - cleaned that up a little and got also rid of one aweful goto
main/titles.c: Make sure the right canvas is set for titles and briefings, fixing bug where briefing is shown in the cockpit when using 'farmerjoe' cheat
main/laser.c: Trying to improve reliability to find appropriate homing object by using vm_vec_mag/normalize instead of their *quick equivalents; Removed code which supposedly meant to track objects near reticle - don't like that
main/net_udp.c, main/net_udp.h: Reworked handling of Netlist now also showing full game info; Prevent Clients from sending lite_info; Make lite_info show numconnected instead of numplayers as this would show disconnected ones as well; Removed reusing ports on different instances in Windows build - only screws up several games running on one machine
main/game.c, main/gameseq.c, main/multi.c, main/net_udp.c, main/net_ipx.c: Improved hanlding for closing sockets - doing via closing of Game_wind when available or in specific multi menus; Also handling GM_GAME_OVER setting over Game_wind closing as well if apprpriate - cleaner and helps to cleanup multi when mission is over
arch/sdl/key.c: Also send event KEY_COMMAND if there's somethig in our Unicode buffer since not every Unicode key corresponds to a keysym on every layout
main/kconfig.c: Fixing issue when assigning mouse button if a citem is still pointed out; Fixing still processing key commands even if we want to assign a key; After setting mouse button, reset mouse state properly
arch/sdl/digi_mixer_music.c: Fixing issue introduced in rev1139: Game could of course not open music files which are not inside Searchpath or added to it - re-added playing over absolute path
main/net_ipx.c, main/net_udp.c: When selecting coop game mode, make sure that besides max players menu values also actual player number is set and menu text is updated properly
main/net_ipx.c, main/net_udp.c: Implemented Winsock functions for UDP which I totally forgot about; Now when leaving game in any way, close sockets and Winsock stuff
main/gameseq.c, main/multi.c: Since time is not suspended between levels in Multiplayer, call reset_time after level change. Apply this in Singleplayer, too since it should always be safe - and appropriate - to reset timer_value soon as a new level begins
main/game.c, main/net_ipx.c, main/net_udp.c, main/newmenu.c, main/newmenu.h, main/weapon.c: Removed SurfingNet global and made tabs a parameter of newmenu_dotiny; Same procedure with MenuReordering which is replaced with newmenu_doreorder to set reordering flag specifically
main/net_udp.c: Always try to open UDP default port when discovering Netgames and give warning if that fails; If entered IP address cannot be resoled, do not warn me twice
main/net_ipx.c, main/net_udp.c: Aligned default width for IPX-Netlist menu to fit possible items a bit better; Fixed two small bugs when sending and receiving lite_info in UDP; Allowed broadcast on UDP sockets (for later use)
main/net_ipx.c, main/net_udp.c: Improved handling of multi level sync and exit smoothly back to the menus; Fixed another small bug in lite_info broadcasting which was sending full info; By broadcasting full info, host could cripple Netgame so a new security measure is implemented to protect host from letting his game be overwritten from outside
main/game.c, main/game.h, main/gameseq.c: When starting, leaving or changing a level in any way, use more ordered approach to set Game_wind visible or invisible. Fixing timer-issues after level-change and makes hiding of Game_wind obsolete for certain messageboxes; Moved GameTime and weapon timer variables out of reset_time since this function is not appropriate for this and is not needed between levels anymore due to window management handling start/stop_time properly
arch/sdl/digi_mixer_music.c, main/jukebox.c: For playing music over SDL_mixer always use handle over PhysFS to save the path building mess; When building Jukebox path, only try to build full path if given path is actually a child of Searchpath
arch/ogl/gr.c, arch/sdl/gr.c, include/gr.h, main/menu.c: Added function to list valid resolutions and build resolutions menu dynamically with the resulting list
main/menu.c, main/newmenu.c, main/newmenu.h, main/net_ipx.c: Making menus recreated on the fly in case resolution or font-size changes; Removing arguments to pass width and height to menu which was not used except on one IPX menu; Fixing measurement of menu strings of type NM_TYPE_INPUT_MENU; Fixing slight bug in freeing IPX netlist
main/menu.c: If no player exists and GameCfg.LasterPlayer is unset, give user a nice default for convenience and - more important - let menu stop to nag about missing callsign and thereby showing the player creation dialogue over and over again
main/newdemo.c: For starting demo, seperate hide_menus() and game_setup() since between this, demo must load the actual level and it's palette; Fixed small bug in interpolate_frame() causing interpolation happening in very first frame causing file read corruption
2d/bitblt.c, include/gr.h, main/game.c, main/gauges.c: Introducing gr_bitblt_find_transparent_area to dynamically detect boundaries of sub canvas used for CM_REAR_VIEW; On the way also allowing to create weapon box sub bitmaps from uncompressed cockpit bitmaps
include/physfsx.h, main/newdemo.c: Removed PHYSFSX_getFreeDiskSpace and relying on success of buffered writing to see if demo recording must be stopped
main/game.c, main/gameseq.c: Resetting GameTime, Next/Last_flare/laser/missile_time in reset_time() together so GameTime-rollover-fallbacks will not create a massive delay when starting a new level
main/laser.c: Removed the previously homers code and instead used old one to keep good ol' Gameplay; Removed FrameCount steps from track_track_goal() and scaled homing vector accordingly to this change, including properly scaling it to FrameTime; Made code more similar between D1X and D2X; Introduced different turn rates for different difficulty levels
include/args.h, include/physfsx.h, main/newmenu.h, main/inferno.c, main/menu.c, main/songs.c, main/songs.h, main/config.c, main/config.h, main/gameseq.c, main/digiobj.c, main/digi.h, main/game.c, main/gamecntl.c, misc/args.c, d1x.ini, arch/sdl/digi_mixer.c, arch/sdl/digi_mixer_music.c, arch/sdl/init.c, arch/sdl/jukebox.c, arch/sdl/digi.c, arch/sdl/digi_audio.c, arch/include/digi_audio.h, arch/include/digi_mixer.h, arch/include/digi_mixer_music.h, arch/include/jukebox.h: Increased SDL_mixer music abilities to play non-hmp from HOGs, having Level-music path to play, options to specify non-level tracks and added various playing order methods; Abstracted SDL_mixer- and Redbook-interfaces; Simplified program flow through all music functions
arch/include/digi_audio.h, arch/include/digi_mixer.h, arch/include/digi_mixer_music.h, arch/linux/hmiplay.c, arch/linux/hmistub.c, arch/sdl/digi.c, arch/sdl/digi_audio.c, arch/sdl/digi_mixer.c, arch/sdl/digi_mixer_music.c, arch/sdl/jukebox.c, arch/sdl/rbaudio.c, main/digi.h, main/gamecntl.c, main/songs.c, main/songs.h, main/titles.c: Actually play endgame music when game is finished
arch/include/event.h, arch/sdl/event.c, main/automap.c, main/game.c, main/gamecntl.c, main/gameseq.c, main/inferno.c, main/inferno.h, main/menu.c, main/multi.c, main/net_ipx.c, main/net_udp.c, main/newdemo.c, main/state.c, misc/error.c: Get rid of a heap of uses of Function_mode, quit properly (freeing all windows and asking for confirmation for game) when clicking close box
arch/include/window.h, arch/sdl/window.c, main/inferno.c, main/menu.c, main/mission.c, main/net_ipx.c, main/net_ipx.h, main/net_udp.c, main/net_udp.h, main/newmenu.c: Make menus for hosting a netgame stack, make quitting work with newmenu_do2 and simpler
arch/sdl/mouse.c, main/game.c, main/net_ipx.c, main/net_ipx.h, main/newmenu.c, main/newmenu.h, main/state.c: Make newmenu_do3 and newmenu_dotiny return as soon as the newmenu is created, which will allow the main menu (and others) to persist
main/kconfig.c, main/menu.h, main/net_ipx.c, main/net_udp.c, main/newmenu.c, main/scores.c: Remove calls to nm_draw_background1 to show newmenus stacked
main/game.h, main/gamecntl.c, main/gamerend.c, main/kconfig.c, main/kconfig.h, main/laser.c, main/laser.h: Make gamecntl.c more similar between D1X and D2X
main/game.c, main/gamecntl.c, main/multi.c, main/multi.h: Make game respond to EVENT_KEY_COMMAND for key commands, allowing default key handler (later)
main/kmatrix.c, main/net_udp.c: Initialise 'playing' to 0 for UDP kmatrix, making sure player progresses to next level; always return 1 when starting to join a UDP game so it doesn't immediately return to the main menu
main/gameseq.c, main/menu.c: Hide mission dialog before the level intro screens are shown, make sure it doesn't try to show it again after it was closed - fixing bad memory access
main/game.c: Finally fix bug where if you start a single player game then a multiplayer game, time is stopped. Always start time if it's stopped and the game window is activated
main/gameseq.c: Make sure correct palette is loaded for game, fixing swapping of black and white and cockpit/status bar not showing for ogl build, in multiplayer
main/endlevel.c, main/gameseq.c, main/mission.c, main/mission.h, main/titles.c, main/titles.h: In Endlevel sequence, re-align big explosion to draw in front of exit model, relative to viewer; Re-organized tex files for Briefings and Endings and created more general code to play them; Re-aligned Dravis' head
main/automap.c, main/gamecntl.c, main/kconfig.c, main/net_ipx.c, main/net_udp.c, main/newmenu.c, main/scores.c: Make all windows except game and editor use EVENT_KEY_COMMAND, returning 1 if handled; pass NULL instead of userdata for the PCX filename, for newmenu_do1
arch/include/event.h, arch/include/mouse.h, arch/sdl/mouse.c, main/kconfig.c, main/movie.c, main/newmenu.c, main/titles.c: Add EVENT_MOUSE_BUTTON_DOWN and EVENT_MOUSE_BUTTON_UP, use for all windows except game and editor. Fixes crash on iMac G5 when pressing keys to progress through briefing
main/multi.c: Fix bug introduced in last commit - when the last level is finished, hide the game window - making sure the cockpit isn't drawn over the kmatrix screen
main/game.c, main/menu.c, main/mission.c, main/mission.h, main/net_ipx.c, main/net_ipx.h, main/net_udp.c, main/net_udp.h, main/newmenu.c, main/newmenu.h: Make all listboxes fall back to main event loop for flexibility
main/titles.c, main/titles.h: Put parameters in functions from do_briefing_screens to show_briefing in 'briefing' struct, to make briefing a window in future
main/piggy.c, main/text.c, main/text.h: Fixed some Piggy- and Text-loading routines for Shareware, Destination Saturn and 1.0 Registered; Full support for End-Briefing on non-registered still missing however
main/menu.c, main/newmenu.c: Handle all user input in callback for sounds menu, being more judicious about when to restart the music. Also make the jukebox path input a NM_TYPE_INPUT_MENU, allowing the user to abort changes
main/automap.c, main/game.c, main/gamecntl.c, main/gauges.c, main/kconfig.c, main/net_ipx.c, main/net_udp.c, main/newmenu.c, main/scores.c: Call game_flush_inputs for all windows' EVENT_WINDOW_ACTIVATED, so clicking on a pilot doesn't bring up the multiplayer screen for example
main/kconfig.c: Resetting menu->mouse_state after changing a key in kconfig so you will not accidentially activate a new field when left mouse button is assigned
SConstruct: Removing svnmicro as micro numbering option since SVN-revisions will not really represent logical numbering; Some cleaning for libs usage; Small cleanup
SConstruct, main/multi.h, main/net_udp.c, main/net_udp.h, main/vers_id.h: Make Version-check for UDP also cover Micro-versions; Making sure versioning will act same way as conf.h for MacOS
main/kconfig.c, main/kconfig.h, main/menu.c, main/playsave.c, main/playsave.h, main/text.h: Overhaul for CONTROLS menu; Cleaned kconfig-code a little and slacked out keymap arrays
main/gauges.c, main/text.c, main/weapon.c: The little light bulb showing homing warning in Cockpit was broken and I replaced it; Rewritten code to show weapon text in Cockpit and Statusbar slightly; Instead of using hardcoded weapon strings, use from descent.txb and fixed too long spreadfire string properly
d1x.ini, arch/include/joy.h, arch/sdl/joy.c, main/endlevel.c, main/inferno.c, main/kconfig.c, main/slew.c, misc/args.c: Cleaning up Joystick code and on the way supporting more axes and buttons; Also fixed bug with channel_mask byte causing trouble using some axes ingame; Added argument to set environment variable which disables sticky keys (for SDL >= 1.2.14)
arch/sdl/window.c: Don't send an EVENT_WINDOW_DEACTIVATED when closing a window if it wasn't the front window, now the game works properly after you're shown on the high scores
main/collide.c, main/object.c, main/object.h, main/state.c: Introduced hitobj_list for persistent weapon objects to keep track of multiple objects the weapon is in contect with to prevent it from doing FPS-based damage; Made persistent weapon objects not die on debris but just decrease their shields like when an ordinary player/robot is hit - makes more sense
main/game.c, main/gameseq.c, main/inferno.c, main/inferno.h, main/menu.c, main/newdemo.c: Create the main event loop and use it for the game and main menu
d1x-rebirth.xcodeproj/project.pbxproj, include/3d.h, main/aistruct.h, main/game.h, main/gamefont.h, main/gameseq.h, main/inferno.h, main/laser.h, main/polyobj.h, main/robot.h: Move MAX_SUBMODELS from inferno.h to polyobj.h, fixing #include loop by removing some (mainly object.h) and instead using explicit 'struct' declarations; compile net_ipx.c for Mac SDL Video build
main/gameseq.c, main/gameseq.h, main/menu.c, main/menu.h: Handle player selection and demo playing in filename_menu_handler, fixing bug where it won't leave the player listbox if there's no LastPlayer; close do_options dialog when changing resolution
main/physics.c: In do_physics_sim() only set velocity from movement for certain objects which actually do collisions like Player or Robots - otherwise we might be able to shoot down projectiles or produce other unfortunate glitches
arch/include/event.h, arch/sdl/window.c, main/automap.c, main/dumpmine.c, main/game.c, main/gamecntl.c, main/gamesave.c, main/gameseq.c, main/kconfig.c, main/net_ipx.c, main/net_udp.c, main/newmenu.c: Add EVENT_WINDOW_DEACTIVATED; move many game_flush_inputs, start_time and stop_time calls to game_handler as well as digi_pause_digi_sounds and digi_resume_digi_sounds
arch/include/event.h, arch/sdl/window.c, main/game.c, main/inferno.c, main/newmenu.c: Put LeaveGame longjmp back, but in response to new EVENT_WINDOW_CLOSED, fixing demo issues; fix compiler error in last commit
main/newmenu.c: Fix memory errors, but still dynamically allocate menu and lb so it doesn't have to stay in newmenu_do4 and newmenu_listbox1 respectively
main/automap.c, main/game.c, main/game.h, main/multi.c, main/multi.h, main/net_ipx.c, main/net_udp.c, main/newmenu.c: Fix crashing when doing menus in multiplayer, don't let player move when in automap
arch/sdl/event.c, arch/sdl/key.c, main/menu.c, main/newmenu.c, main/newmenu.h, main/state.c: Send EVENT_KEY_COMMAND from key.c; add EVENT_NEWMENU_DRAW for state restore; place newmenu and listbox calls to callback so they can override ALL newmenu behaviour
main/automap.c, main/automap.h, main/game.c, main/gamecntl.c, main/kconfig.c, main/multi.c, main/multi.h, main/net_ipx.c, main/net_udp.c, main/newmenu.c: For multiplayer, close menus from game_handler by doing frame processing in response to EVENT_WINDOW_DRAW, replacing multi_menu_poll system with single multi_menu_check call
d1x.ini, arch/ogl/gr.c, arch/sdl/gr.c, include/args.h, main/inferno.c, main/newmenu.c, misc/args.c: Added real Doublebuffering to SDL-build; While on the way, making Bpp selection available for SDL-build, too
main/playsave.c, main/playsave.h, main/object.c, main/render.c, main/hud.c, main/hostage.c, main/newdemo.c, main/gamerend.c, main/endlevel.c, main/game.c, main/gauges.c: Made PlayerCfg.CockpitMode an array to hold two values: 0 to store the actual "cockpit", 1 to also store Letterbox, Rear, etc. Greatly helps to switch and restore views - especially in Demo playback which now properly selects modes
main/newdemo.c: Added a new code to properly re-record view/cockpit-events at beginning and end of Demo recording so views will be fine if switched before recording started; Also added lost sequence to record Rear-view reset between levels; Last but not least, record wall tmaps so opened/blasted doors will be shown correctly if opened/blasted before recording; Everything done without breaking the Demo format!
arch/sdl/window.c, main/automap.c, main/game.c, main/gamecntl.c, main/kconfig.c, main/menu.c, main/net_ipx.c, main/net_udp.c, main/newmenu.c: Make response to EVENT_WINDOW_CLOSE conform to 'handling' system - returning 1 means abort closing
main/gamesave.c, main/newdemo.c, main/object.c, main/object.h, main/state.c: Improved Object signature assignment and made sure there will be no duplicates; Also used short-ranged values only so Demo system won't screw up
main/game.c, main/game.h, main/gamecntl.c, main/gameseq.c, main/kmatrix.c, main/multi.c, main/net_ipx.c, main/net_udp.c, main/newdemo.c, main/render.c: Remove all uses of LeaveGame jmpbuf to allow more changing of main loop
main/gameseq.c, main/inferno.c, main/menu.c, main/newmenu.c: Allow escape from player listbox if appropriate; call RegisterPlayer only from main menu for more flexibility; actually use file_list block so deleting players/demos doesn't crash it
main/gauges.c: Rewrote code for showing Cloak-effect on Cockpit and Statusbar, because it became bugged with changed order of function calls do_cloaked_stuff() and render_gauges()
main/automap.c, main/game.c, main/gamecntl.c, main/kconfig.c, main/newmenu.c: Fix major issues with last commit - tidy up window callbacks to dodge EVENT_WINDOW_ACTIVATED where it's unnecessary or erroneous to respond to
main/kconfig.c: Make kconfig menus into windows - allowing drawing of the game screen behind, changing of item to change while question mark flashing and clicking out of item change
main/menu.c: For get_filename, put mode and find variables in a structure - fixing 64-bit problem and allowing freeing of PHYSFS file list in callback in future, respectively
arch/sdl/event.h, main/menu.c, main/newmenu.c, main/newmenu.h: Add EVENT_NEWMENU_SELECTED, allowing a newmenu/listbox selection to be handled in the callback. Demonstrate with "Select Song" menu
main/gamecntl.c, main/newdemo.c: New Interpolation method for demos and a small hack to fix this Interpolation if duplicate object signatures appear (mostly)
arch/include/key.h, arch/sdl/event.c, arch/sdl/key.c, main/automap.c, main/game.c, main/gamerend.c, main/kconfig.c, main/newmenu.c: Make newmenus into windows, allowing redrawing of automap and game to take place outside of newmenu.c; remove redundant keyd_repeat
main/game.c: Make sure the Game_wind always gets freed when exiting the game screen, fixing flashing automap and framerate reduction after playing demos
d1x-rebirth.xcodeproj/project.pbxproj, main/gameseq.c, main/menu.c, main/menu.h, main/newdemo.c, main/newmenu.c, main/newmenu.h: Move newmenu_get_filename to menu.c, call it get_filename and have it use newmenu_listbox1; support long demo filenames
arch/include/event.h, arch/include/window.h, arch/sdl/window.c, d1x-rebirth.xcodeproj/project.pbxproj, main/automap.c, main/game.c, main/game.h, main/gamecntl.c, main/kconfig.c, main/kconfig.h: Make the automap into a 'window', make kconfig.c more similar between D1X and D2X
main/newdemo.c, main/newdemo.h, main/gamerend.c, main/game.c, main/gauges.c, main/gamecntl.c: Reintroduced Newdemo_game_mode to prevent demo playback from entering code parts it should not and fixing a bug with Multiplayer demos along the way, introduced in rev. 953
include/u_mem.h, main/newmenu.c, 2d/2dsline.c, 2d/bitblt.c, 2d/pixel.c, 2d/rle.c, 2d/line.c, 2d/gpixel.c, SConstruct: Making files in 2d directory more similar and removed unused and broken code; Fixing a bunch of memory errors; Removed stack protecting flag for gcc in debug mode
d1x-Info.plist, d1x-rebirth.xcodeproj/project.pbxproj, d1xgl-Info.plist, English.lproj/InfoPlist.strings: Make Mac version numbers consistent, Xcode build settings tidy up
main/collide.c, main/multi.c, main/multi.h, main/menu.c, main/powerup.c, SConstruct, arch/linux/ipx.c, arch/carbon/conf.h: Adding macros USE_UDP and USE_IPX for the compiler to compile with either UDP- and/or IPX-support and removed the older IPX macros
main/net_udp.c, main/menu.c, d1x-rebirth.xcodeproj, D1X.make, arch/carbon/conf.h: Fixed building error on Windows caused by false socket variable; Fixed compiler Warnings on Mac; Updated Mac build files; Unification in version numbering
main/net_udp.c, main/net_ipx.c, SConstruct: Improved Disconnect-handling between levels; Improved Kick-handling; Do not say that IPv4 and IPv6 builds are not compatible in scons -h anymore
include/timer.h, main/net_udp.c, main/newmenu.c, main/multibot.c, main/menu.c, main/titles.c, main/kmatrix.c, main/net_ipx.c, main/gameseq.c, main/digiobj.c, arch/sdl/timer.c: Removed timer_get_approx_seconds() and replaced with timer_get_fixed seconds since it was too inaccurate and created significant offset
3d/interp.c, arch/ogl/gr.c, arch/sdl/gr.c, include/gr.h, main/kconfig.c, main/menu.c: Only list resolutions that can actually be used, using new gr_check_mode
main/gamecntl.c, main/newdemo.c, main/newdemo.h, main/newmenu.c, main/text.c: Add endian converter for demos, read shareware demos, various bugfixes to demo system
arch/sdl/window.c, main/automap.c, main/game.c, main/inferno.c, main/multi.c: Make the game screen into a 'window', handling events through event_process
main/cntrlcen.c, main/collide.c, main/effects.c, main/fireball.c, main/fuelcen.c, main/fuelcen.h, main/game.c, main/game.h, main/gamecntl.c, main/gamerend.c, main/gameseq.c, main/multi.c, main/net_ipx.c, main/newdemo.c, main/render.c, main/songs.c, main/state.c, main/switch.c: Make game.c more similar between D1X and D2X, making related changes to other files (!)
d1x-rebirth.xcodeproj/project.pbxproj, main/game.c, main/game.h, main/gamecntl.c, main/gamerend.c, SConstruct: Split game.c into game.c, gamecntl.c and gamerend.c like d2x
include/u_mem.h, main/inferno.c, main/menu.c, main/titles.c: Make inferno.c more similar between D1X and D2X, better handling of ordering/commercial software screen
arch/include/event.h, arch/include/window.h, arch/sdl/event.c, arch/sdl/mouse.c, arch/sdl/window.c, d1x-rebirth.xcodeproj/project.pbxproj, main/inferno.c, SConstruct: Add new window system, not used yet
include/ipxdrv.h, main/ipxdrv.c, main/newmenu.c, main/fireball.c, main/multi.c, main/multi.h, main/menu.c, main/state.c, main/newdemo.c, main/net_ipx.c, main/net_ipx.h, main/gameseq.c, main/endlevel.c, main/game.c, main/gamecntl.c, SConstruct, arch/linux/ipx.c, arch/linux/ipx_kali.c, arch/win32/ipx.c: Abstracting networking protocols - Step 2: Introducing new structure to hold protocol-dependend and -independend information about Netgame and it's Players; Further isolation of the IPX code and renaming the netdrv_* code to ipxdrv_* as this is now actually IPX-only; Next up: Renaming network_* functions to net_ipx_*, writing wrappers for protocol dependend functions in multi.c, Implementing protocol selection and Cleanup
various: Abstracting networking protocols - Step 1: Renaming network-related files; Removing net_ipx.h (former network.h) includes from as much files as possible to make isolation of IPX-related functions easier in Step 2; Version defines Cleanup - needed later for good Version-Checking
arch/include/digi_mixer_music.h, arch/include/jukebox.h, arch/sdl/digi_mixer_music.c, arch/sdl/digi_mixer.c, arch/sdl/digi.c, arch/sdl/init.c, arch/sdl/jukebox.c, arch/sdl/rbaudio.c, include/rbaudio.h, main/automap.c, main/config.h, main/credits.c, main/digi.h, main/game.c, main/kconfig.c, main/kmatrix.c, main/menu.c, main/network.c, main/newmenu.c, main/scores.c, main/songs.c, main/songs.h: Associate the jukebox with Redbook Audio via new 'extmusic' layer - separating from MIDI and making it handle ALL music (not just game music)
main/fireball.c: Fixed param handling of expl_obj in do_explosion_sequence for the case that free_object_slots might have it set to OF_SHOULD_BE_DEAD before it's actually attached to another object
main/kconfig.c: Removed PH_SCALE on Keyboard readings as caps movement not in sync to FrameTime; Removed scaled Joystick reading as it's not necessary anymore
INSTALL.txt, main/network.c, main/network.h, main/noloss.c: Small docs update; Noloss thinking flaw correccted: Add a special type for PDATA packets that need to be ACK'd so other clients won't ACK everything
main/network.c, main/noloss.c: Close out fire from queue list as this is not necessarily needed to keep games in sync; While processing the noloss queue, only process 5 packets max
main/newdemo.c: Defined some default cockpit modes in Demo mode so we do not get invalid values when demo starts in non-default-view mode (as new HUD modes are only triggered at beginning and end of event)
main/songs.c: Last track is endgame track for any audio CD, endgame track not played when a level is started, jukebox/redbook works in game even if no MIDI songs
arch/ogl/ogl.c, main/render.c: New level render order for better seperation and blending between transculent level geometry and sprites
20090129
--------
main/netdrv_udp.c: Decreasing delay from timer_delay2 to timer_delay for sending/receiving packets when connecting to UDP host due to FPS-dependent inconsistencies in timer_delay2 causing packets possibly not received or sent frequently
include/netdrv.h, main/network.c, main/menu.c, main/netdrv_udp.c, main/netdrv_udp.h, main/netpkt.c, main/netpkt.h, main/netdrv.c, arch/linux/netdrv_ipx.c, arch/linux/netdrv_kali.c, arch/win32/netdrv_ipx.c: Changed function naming convention in netdrv and below to general Descent code convention
d1x.ini, include/args.h, main/inferno.c, main/laser.c, misc/args.c: Took out old missile tracking code to be selectable over command-line to preserve consistency
arch/ogl/ogl.c, main/gamefont.c, main/menu.c: Reduced size of vectorial reticle to match the size of the original one; Only scale fonts by float if Texture filtering is on - otherwise scale by int
arch/sdl/mouse.c, main/automap.c, main/game.c, main/game.h, main/gameseq.c, main/kconfig.c: Fixed typo in mouse delta reading cleaning not up Z-Axis; Giving automap a nicer Frameloop; Small cleanup
main/network.c, main/multi.c, main/inferno.h, main/netdrv_udp.c, main/netdrv_udp.h, main/config.c, main/netdrv.c, main/game.c, arch/ogl/ogl.c, arch/ogl/gr.c, arch/sdl/digi_mixer_music.c, include/ogl_init.h, include/cfile.h, misc/args.c: Patch from Damjan Cvetko <zobo@lana.krneki.org> for better support building with a non-free compiler...
main/collide.c, main/physics.c: Adjusted D1 Lifter collision damage according to D2 to scale with FPS as Melee combats can happen in every frame; Actually set velocity from movement when colliding with objects
arch/carbon/conf.h, d1x-Info.plist, d1x-rebirth.xcodeproj/project.pbxproj, d1xgl-Info.plist, English.lproj/InfoPlist.strings: Increment Mac version number, update project for latest Xcode
main/game.c, main/game.h, main/menu.c: Seperated help screens for game, netgame and demo; Also show them in Controls menu; Small Menu UI fix for ScrollOffset when calling menus in a scrolled area of a menu
main/netpkt.c, main/netpkt.h, main/network.c, main/network.h: Cleaned a frameinfo-packet related code and introduced more of D2X - especially for short packets (which is thankfully covered by Version checking)
main/fvi.c, main/pysics.c: Took out the "disable_new_fvi"-hack. After all we do not need that specific optimisation anymore and also without it we can have more accurate collisions with non-player objects. After playtesting for a while let's just do this.
main/render.c: Increasing Render_depth to max. if OGL build (we probably should get rid of these variables, but may still be handy for non-3D-accellerated build optimisations)
main/ai.c: When we reached MAX_BOSS_TELEPORT_SEGS in init_boss_segments, make sure we also escape out of the for-loop - otherwise we still might overflow
main/ai.c, main/object.c: Some timer-Failsafe in robot/boss dying frames; Fixed logical flaw in create_small_fireball_on_object() closing out sound effects on robots
main/newmenu.c, main/multi.c, main/game.c, ui/inputbox.c, ui/menubar.c, arch/sdl/event.c, arch/sdl/key.c, arch/include/key.h: Yet another UNICODE overhaul - Using seperate buffer for UNICODE chars and only use it in key_ascii() while still using keysyms for the rest of the program so we do not screw up readings by key values altered by modifers - possibly still room to optimize
arch/sdl/digi_audio.c: include/error.h, main/console.c, main/inferno.c: Added other SDL_(Un)LockAudio statements to protect the audio_mixcallback function - making that hopefully stable on multicores; Resetting warn_func at quit_request so we do not accidently show any menu; Open gamelog.txt unbuffered
include/args.h, include/3d.h, include/rle.h, include/rbaudio.h, main/text.c, main/text.h, main/bm.c, main/gamefont.c, main/inferno.c, main/bm.c, main/bmread.c, main/piggy.c, main/render.c, main/render.h, main/songs.c, main/gameseq.c, main/gamerend.c, main/netdrv.c, main/endlevel.c, main/endlevel.h, main/terrain.c, main/terrain.h, main/polyobj.c, main/polyobj.h, main/game.c, main/gauges.c, main/texmerge.c, main/mission.c, main/mission.h, misc/args.c, 2d/rle.c, 3d/setup.c, SConstruct, D1X.make, arch/linux/alsadigi.c, arch/ogl/gr.c, arch/sdl/digi_mixer.c, arch/sdl/joy.c, arch/sdl/init.c, arch/sdl/rbaudio.c, arch/sdl/gr.c, arch/sdl/key.c, arch/sdl/digi_audio.c, arch/include/mouse.h: Using a clean flow for closing game data at the end of main() instead of using atexit; Now only use atexit for SDL stuff, error, mem, console (and editor which we do later); Small Cleanup
main/credits.c, main/inferno.c, main/menu.c, main/newmenu.c: Small Cleanup: Using timer_delay for credits timer as timer_delay2 would respect VSync and change speed of the Credits scrolling; Cleaned that Start/Join Netgame cases up a bit; Removed the excessive use of atexit in newmenu... more to come
misc/error.c: When Error() is called, set Function_mode to FMODE_EXIT... basically to prevent the messagebox would try to render the game in background if the Error would happen while mission loading
include/args.h, main/inferno.c, main/gamefont.c, main/menu.c, main/game.c, main/gauges.c, main/gauges.h, misc/args.c, d1x.ini, arch/ogl/ogl.c, arch/ogl/gr.c: Always keep aspect scaling (lowest scalar of width and height) for fonts, lines, dots, spheres, reticle and non-Cockpit-/Statusbar-related HUD-elements; Moved the Cockpit alpha decoding to gauges.c and created a seperate bitmap for the alpha fields and create subbitmaps from this one - more memory but this way we do not modify the cockpit bitmap itself
arch/sdl/key.c: Only read UNICODE values from 31 to 254 to make sure we do not read any non-printable characters and prefer the keysym that way; Added left and right Command Key for MAC Keyboards
main/ai.c, main/collide.c: Made move_towards_segment_center() use move_towards_vector() instead of just changing object position suddenly - smoother; Changed back the robot:controlcen collision back to original - the AI just relies to often on no-damage collisions, especially when our segment suddenly is a controlcen
main/config.c, main/menu.c, main/newmenu.c, main/piggy.c: Fixed possible overflows in Jukebox Path; Menu GUI improvements: Correct inputbox scaling for font widths, a little performance boost when determinating string-part to show in inputbox, make it possible to flip over from first/last menu entry to last/first even if it's a ScrollBox, Scrolling via Maousebutton now works with delay; Made reading for Piggy data always break up in loops when reached end of file instead of provoking possible error if *data-count < max-data-count*
arch/sdl/key.c: Make sure that if we use UNICODE, we always take non-control type chars and - as we only want lowercase letters - convert chars if shift is pressed
arch/ogl/ogl.c. main/game.c: I always forget glLineWidth takes previous setting if arg is <1; Made the decodebuffer for cockpit static as the bitmap data pointer points to it
arch/include/key.h, arch/sdl/key.c, main/game.c, main/kmatrix.c, main/multi.c, main/multi.h, main/newmenu.c, main/scores.c, ui/inputbox.c, main/menubar.c: Always use printable UNICODE characters for the key_handler and included routine to assign key symbols to UNICODE so we get an equivalent of a Key-Released state which we need for the Keyboard buffer; Removed the shifted_ascii_value field from key_props and stored all usable characters in seperate rows; Improves Text input and makes keyboard mapping independent from keyboard layout without breaking any compability
2d/font.c, main/gamefont.c, main/gamefont.h, main/menu.c: Scale fonts by float values and filter them if texture filtering is on; Another fix for the code flow in change_res() as the check for minimal custom resolution always failed
arch/ogl.c, include/gr.h, main/game.c, main/gauges.c, main/gauges.h, main/newmenu.c: Removed hack for Cockpit-window transparencies and added function to decode and add alpha to the bitmap directly (now works in non-OGL as well); Using sub-bitmaps for Cockpit-windows and menu backgrounds; Cleaned old bkg stuff from menu GUI
main/game.c, main/manu.c, main/newmenu.c: Fixes for my last revisions: More reliable check for cockpit_decode_alpha, more reliable check is newmenu sub-bitmap needs to be re-created, call gr_set_mode() in change_res() with correct Game_screen_mode
arch/sdl/gr.c, arch/ogl/gr.c, arch/ogl/ogl.c, include/args.h, main/game.c, main/inferno.c, main/menu.c, main/playsave.c, main/playsave.h, misc/args.c: Cleanup: Renderstats; Made PRShot a non-OpenGL-related feature and added to Misc Options; Added command for SDL_ASYNCBLIT to command-line args
main/multi.c, main/network.c: Fixed handling for multi_quit_game; Always keep setting -1 for ping table entry of current player so just not to use any previous entry
main/menu.c, main/netdrv_udp.c, main/netdrv_udp.h: Removing reset of Game_screen_mode while change_res Fullscreen toggle (wtf is the point?); Adding a third valid state for UDP peers so we can get more order in handshaking process - should fix problem when two clients join (and shake) simultaniously
d1x.ini, include/args.h, main/inferno.c, main/menu.c, main/netdrv_udp.c, main/network.c, misc/args.c: Readded -ip_hostaddr optional to the value stored in descent.cfg for automated program starts or whatever; Fix by Locate: Correctly close UDP sockets on Win32; Fix by Locate: Ability to select Secret levels on Multiplayer in D1X again which was broken in r619
arch/sdl/gr.c, arch/ogl/gr.c, include/gr.h, main/game.c, main/menu.c, main/newmenu.c: Setting Fullscreen toggle setting the GameCfg value at each change, not only in change_res(); Do not allow the toggle while playing since ALT-GR+ENTER could be used as game-keys; Reorganized Resolutions menu to automatically calculate aspect ratio for preset resolutions and making custom fields exclusive
main/credits.h, main/newmenu.c, main/newmenu.h, main/menu.c, main/playsave.c, main/playsave.h, main/titles.c, main/lighting.c, main/lighting.h, main/wall.c, main/render.c, main/newdemo.c, main/newdemo.h, main/gameseq.c, main/scores.c, main/endlevel.c, main/laser.c, main/game.c, main/kconfig.c, main/kconfig.h, main/credits.c, arch/sdl/mouse.c, arch/include/joy.h: Giving credits function ability to use custom creditfile (again); Made laser-offset for laser exclusive so Prox mines won't go tru doors; Preventing cycling tru cockpit modes while dead, but allowing to load a state; Implemented D2X' lighting code to D1X (faster, better, sexier - weeee); Try to hop over some errors regarding walls/doors in levels instead of using -1 indexes for arrays; Made the briefing text ptr a bit more failsafe in case the file is corrupt/non-standard; Made scores use the menu screen even in GAME OVER; Fixed bug in neighbour fields of Weapon Keys table; Added the Weapon Keys stuff to TABLE_CREATION; Fixed bug where D2X did not recall applied resolution in the resolutions menu; Simpler check to create DEMO_DIR; Seperated X/Y sensitivity for mouse and joystick; Flush controls when Automap toggles so keypress won't deactivate it again; Made FrameCount in Demos aligned to the Dropframe condition; Added KEy to ttoggle playback text off; Gracefully exit demo code if demo is corrupt; Removed that new percent counter because many old demos seem to have corrupted last frames; Closing endlevel data file if IFF error so the mission still can be freed; Fixed Cruising for keyboard which was not aligned to FPS correctly; Used mouse delta scaling in kconfig.c instead of mouse.c to not screw up when delta is requested in non-ingame situations - it actually belongs to the controls IMHO; Now support up to 8 joysticks; Changed some leftover malloc's to d_malloc and free to d_free
main/physics.c: Update object segment after object position interpolation. This is always done in DEBUG, but not in RELEASE, where further movement would break at segment check
main/console.c, main/collide.c, main/mglobal.c, main/multi.c, main/inferno.c, main/physics.c, main/aipath.c, main/render.c, main/fuelcen.c, main/ai.c, main/game.c, main/game.h, SConstruct, d1x.ini, maths/vecmat.c, arch/sdl/timer.c, arch/sdl/mouse.c, arch/sdl/digi.c, arch/sdl/digi_audio.c, arch/include/mouse.h: Added new function to calculate common timesteps; Increased MAXIMUM_FPS to 200 for release and 1000 for debug; Used fixed sim_time for do_physics_sim and Interpolating to ensure collisions stay accurate at high FPS; New code and faster code for dot products by The_Lion; Disabled Nice-FPS and common Frame-Loop if VSync is active; More accurate delta timer for mouse (consider overhead); Added SDL_(Un)LockAudio for old SDL Audio interface; General support for up to 16 mouse buttons; Code cleanup; Made some AI movement and Player shaking FPS-independent
main/{console.c, wall.h, powerup.h, robot.h}: Fixed harmless warnings on no new line at end of source
main/{config.c, config.h, menu.c, include/tracker/tracker.h, tracker/client/tracker_client.c: Added beginnings of game tracker feature. Available only in debug mode for now.
SConstruct: Cleaned up build system a bit with prettier build messages, added a feature or two, and included tracker source
d1x-rebirth.xcodeproj, main/netpkt.c, main/netpkt.h: Make network endian code more consistent with D2X, use PUT/GET_INTEL macros more, remove redundant no_cpp_precomp macro
arch/carbon/conf.h, D1X.make, d1x-Info.plist, d1xgl-Info.plist, d1x-rebirth.xcodeproj, English.lproj/InfoPlist.strings: Increment version number for Mac, update MPW makefile, ensure Get Info strings copy to bundle, use correct Mac OS X SDKs
README.txt, main/collide.c, main/multi.c, main/netdrv_udp.c, main/network.c, main/state.c: Improved Player relay for Endlevel status; Fixed leaving when UDP hosts leaves; Fixed multi_frame_calling while demos since demos can be Game_mode & GM_MULTI; Re-added lost collision fix between robots and reactor; Made state_defaut_item static so selected state slot stays selected
main/newmenu.c, main/network.c, main/menu.c, main/menu.h, main/playsave.c, main/titles.c, main/kmatrix.c, main/scores.c, main/game.c, main/gauges.c, main/kconfig.c, main/credits.c, arch/sdl/digi_mixer_music.c, arch/sdl/jukebox.c, arch/include/jukebox.h: Generally increasing Menu rendering from 20 to 50 FPS; Allowed Fullscreen toggle in Pause menu and correctly releasing mouse; Fixed broken Death sequence timer; Fixed incorrect data offset for UDP player relay; Fixed crash in Multiplayer summary; Reworked player loading a little bit, making sure kconfig controls are all set; Some small Status bar correction; Implemented real Pause/Reume for Jukebox via SDL_mixer
include/args.h, main/inferno.c, main/hud.c, main/game.c, main/gamecntl.c, misc/args.c, d2x.ini, README.txt, arch/sdl/digi_mixer.c, arch/sdl/digi_mixer_music.c, arch/sdl/digi_audio.c, arch/win32/include/hmpfile.h, arch/win32/hmpfile.c: Using Windows code to play HMP files on Windows build; Fixed Jukebox keys in help screen; Allow -noredundancy in Singleplayer; Fixed processing of Console keys if Console is not active; Added Multiplayer hints to README; Made INI wrapping safer and more accurate
arch/sdl/rbaudio.c, main/songs.c: allow an audio CD to be played if it's inserted after D1X is launched, hopefully find the first audio CD if multiple CDs are inserted
arch/sdl/digi_mixer.c, arch/sdl/jukebox.c, main/kconfig.c, main/morph.h: Set sound distance to 0 for HUD sound taunts; Making Jukebox not crash if -nosound is enabled (should stop Jukebox since no digi system enabled); Lowered mouse axis speed a bit again; Increasing MAX_VECS to 5000
d1x.ini, include/args.h, main/config.c, main/config.h, main/inferno.c, main/menu.c, misc/args.c: remember the last IP address entered for UDP instead of parsing -ip_hostaddr
include/args.h, main/newmenu.c, main/multi.c, main/multi.h, main/inferno.c, main/menu.c, main/netdrv_udp.c, main/game.c, misc/args.c, d1x.ini, ui/inputbox.c, ui/menubar.c, arch/sdl/digi_mixer.c, arch/sdl/jukebox.c, arch/sdl/key.c, arch/include/jukebox.h, arch/include/key.h: Return unicode characters in key_to_ascii for non-EN keyboard layouts; Fixed sound menu issue if not compiled with SDL_mixer; switched -ip_norelay to -ip_relay since it's not tested enough; Renamed jukebox_free() to jukebox_unload() to stay with naming-convention
include/args.h, main/inferno.c, main/menu.c, main/songs.c, main/config.c, main/config.h, main/game.c, misc/args.c, SConstruct, d1x.ini, arch/ogl/gr.c, arch/sdl/digi_mixer.c, arch/sdl/digi_mixer_music.c, arch/sdl/jukebox.c, arch/win32/hmpfile.c, arch/include/jukebox.h: Extended Jukebox capabilities for looping and continous playing and added jukebox_free() which allows calling jukebox_load() being able to load a new directory; Added Jukebox options to sound options menu; Removed loop hack for Windows MIDI playback; SDL_mixer implementation can now be used for Windows build as well
arch/sdl/digi_mixer.c, D1X.make, iff/iff.c, include/args.h, include/ogl_init.h, include/u_dpmi.h, main/ai.c, main/bmread.c, main/config.h, main/game.c, main/gamesave.c, main/gameseq.c, main/hash.c, main/inferno.c, main/menu.c, main/newdemo.c, main/newmenu.c, main/piggy.c, main/playsave.c, main/playsave.h, main/state.c, main/titles.c, misc/args.c, texmap/tmapppc.a: get it to work for Mac OS 9
arch/ogl/gr.c, arch/sdl/gr.c, include/gr.h, main/config.c, main/config.h, main/menu.c: Added function gr_set_attributes to change Options like Texture Filtering and SDL_GL attributes while runtime (if supported); Added 4x Multisample support
main/console.c, main/custom.c, main/inferno.c, main/menu.c, main/gamesave.c, main/config.c, main/config.h, main/game.c, misc/args.c, d1x.ini, arch/ogl/gr.c, arch/sdl/timer.c, arch/win32/netdrv_ipx.c: Reworked timer_delay2() and calc_frame_time() to be more accurate and CPU-friendly; -nicefps replayced by -nonicefps to disable sleeping for calc_frame_time; Implemented VSync via SDL; Fixed compilation issues; Code cleanup
main/cntrlcen.c, main/collide.c, main/hudmsg.h, main/object.c, main/physics.c: Fixing collision bugs; Cleaning hudmsg.h; Solving death sequence timer without GameTime and removed another global
d1x-rebirth.xcodeproj, include/cfile.h, main/bmread.c, main/inferno.c, main/newmenu.c, misc/error.c, ui/gadget.c, ui/window.c: show a messagebox if there's an error and graphics are initialised, update Xcode project
d1x.ini, SConstruct, main/config.c, main/config.h, main/console.c, main/console.h + various: Implemented Console-style game logging system to print graphics, to stdout and gamelog.txt; Added structure to keep values for descent.cfg; Added aspect and Texture Filtering to descent.cfg; Removed mono code - printing important stuff over console; Removed some obsolete or very common defines; Code cleanup and small fixes
include/loadgl.h, main/credits.c, main/gameseq.c, main/inferno.c, main/inferno.h, main/kmatrix.c, main/menu.h, main/mglobal.c, main/newmenu.c, main/playsave.c, main/titles.c: Added definitions for OpenGL fucntions which might not be included in system headers; Use more HiRes content from dxx.zip; Removed briefings palette hacks; Menu right border shadow was too wide; Corrected reading for some PLX content which seemed not to work on all archs
arch/sdl/digi.c, arch/sdl/digi.h, arch/sdl/digi_mixer.c, arch/sdl/digi_mixer.h, arch/sdl/digi_mixer_music.c, arch/sdl/digi_mixer_music.h, include/strutil.h, main/songs.c, misc/strutil.c: detect the number of songs actually available if no descent.sng file (max 22)
SConstruct, main/game.c, main/gameseq.c, main/kconfig.c, main/laser.c, main/menu.c, main/newmenu.c, main/playsave.c, main/powerup.c, main/weapon.c: Implemented D2X code for wepaon cycling and reordering; Added lock status for mouse axis weapon cycling because of scaled mouse delta; Due to player feedback (any my opinion) making homer turn rate smaller to make them a bit harder to dodge; Preventing write of player data while Demo playback; Small code cleanup and corrections
d1x-rebirth.xcodeproj, INSTALL.txt, SConstruct: make compile instructions clearer for Windows and Mac users, for Mac OS X don't use Sharepath when using SConstruct, handle warnings differently in Xcode
main/aipath.c, main/collide.c, main/fvi.c, main/game.c, main/gauges.c, main/mission.c, main/netdrv.c, main/newdemo.c, main/newdemo.h, main/newmenu.c, main/object.c: Fixed some memory issues; Fixed some HUD element alignment; Only send NetDrv packets if NetDrvInstalled is true; Fixed demo glitches; Actually using Game_mode in demos to make Newdemo_game_mode hacking obsolete
d1x-rebirth.xcodeproj, include/strutil.h, main/bm.c, main/bm.h, main/bmread.c, main/digiobj.c, main/inferno.c, main/piggy.c, main/piggy.h, main/polyobj.c, main/songs.c, main/text.c, main/text.h, misc/strutil.c, SConstruct: support PC shareware files in full version build, make game data loading code easier to follow
SConstruct, arch/include/digi_audio.h, arch/include/digi_mixer.h, arch/include/digi_mixer_music.h, arch/include/event.h, arch/include/joy.h, arch/include/joystick.h, arch/include/jukebox.h, arch/include/key.h, arch/include/mouse.h, arch/linux/include/music.h, arch/ogl/gr.c, arch/ogl/ogl.c, arch/ogl/sdlgl.c, arch/sdl/mouse.c, include/internal.h, include/loadgl.h, include/ogl_init.h, main/kconfig.c: Cleanung up arch/ a little bit; Added mouse delta time interval for more more accurate reading at high FPS
main/menu.c, main/newmenu.c, main/newmenu.h: Safe timer rollover in menu idle-demo function; Reintroduced menu shortcuts; Implemented support for menu scrolling if nitems > 15
2d/bitmap.c, 2d/font.c, arch/carbon/conf.h, arch/ogl/gr.c, arch/ogl/include/ogl_init.h, arch/sdl/digi_mixer_music.c, arch/sdl/include/music.h, arch/sdl/jukebox.c, iff/iff.c, include/d_glob.h, include/d_io.h, include/error.h, include/pstypes.h, include/strutil.h, include/u_mem.h, main/args.c, main/game.c, main/gameseq.c, main/inferno.c, main/newdemo.c, misc/d_glob.c, misc/strutil.c, SConstruct, texmap/scanline.c: get D1X to build for Mac OS X, conditionals for Mac OS 9
include/ipx.h, main/credits.c, main/inferno.c, main/laser.c, main/network.c, main/network.h, main/piggy.c, main/powerup.c: Fixed compiler error because of removed header file; Removed struct network_d1xplayer_info - obsolete; Allocated memory for all sequence_packet's; Moved piggy_close() and sdl_close() to end of main() - replacing atexit; Rendering credits with timer_delay2 at constant 25FPS and save CPU; Fixed -playermessages
20071217
--------
d1x.ini, SConstruct, arch/linux/ipx_bsd.c, arch/linux/ipx_kali.c, arch/linux/linuxnet.c, arch/win32/ipx_win.c, arch/win32/winnet.c, include/args.h, include/ipx_drv.h, main/args.c, main/inferno.c, main/ipx_drv.c, main/kconfig.c, main/menu.c, main/netlist.c, main/network.c, main/network.h, main/scores.c, main/udp.c, main/udp.h: Implemented new UDP/IP interface with Server-Relay (for firewalled users) and IPv6 compability; Fixed memory issues; If arguments -gl_mipmap and -gl_trilinear used both, always select -gl_trilinear
20071124
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main/hud.c: Fixed new redundancy HUD messages check - made it more strictly
20071123
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main/aipath.c, main/fireball.c, main/titles.c: Fixed some memory problems; Adjusted timer_delay2 for robot briefings
20071121
--------
arch/sdl/key.c, arch/sdl/timer.c, include/timer.h, main/game.c, main/kconfig.c, main/kmatrix.c, main/netlist.c, main/newmenu.c, main/scores.c, main/titles.c: Introduced timer_delay2 as replacement for timer_delay to sleep according to given FPS rate considering calc time between frames
20071106
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main/config.c, main/game.c, main/game.h, main/menu.c, main/newdemo.c: Correctly saving Reverse Stereo setting; Added Demo playback help keys; aligned Demo recording to 20 frames per second to save lots of hard drive space
20071105
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arch/sdl/jukebox.c: Fixed crash on absent or invalid jukebox directory
20071101
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main/collide.c: Data types correction
20071031
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d1x.ini, SConstruct, arch/linux/linuxnet.c, arch/ogl/gr.c, arch/win32/winnet.c, include/args.h, main/args.c, main/collide.c, main/game.c, main/hudmsg.c, main/inferno.c, main/kconfig.c, main/laser.c, main/menu.c, main/multi.c, main/multi.h, main/multipow.h, main/netlist.c, main/network.c, main/state.c, main/state.h: Improvements for -gl_prshot; Improved show_netgame_info(); Removed obsolete multisave code; Removed mekh stuff and wide cleanings in whole multi code; Incremented MULTI_PROTO_D1X_VER (for version checks in the future if needed); Renamed 'D1X-only game' to 'Version Check'
main/songs.c: Implemented Hack for broken descent.sng produced by patching descent.hog v1.0 to v1.5
main/hud.c: For HUD messages redundancy check, compare all messages and check if message already printed and is a typical "ALREADY HAVE" message - waste them if so
arch/sdl/digi_audio.c, arch/sdl/digi_mixer.c, arch/sdl/digi_mixer_music.c, arch/sdl/jukebox.c, include/args.h, main/args.c, main/game.h, main/inferno.c: Set SOUND_BUFFER_SIZE for SDL_mixer to 1024 to minimize delay; Removed MIDI-existance check and store all music to Music/ subdirectory of writedir - keeps clean if user has tons of levels; Added SDL_mixer command-line help output; Implemented new way to read command-line args
main/game.c: Reworked Pause-screen
20071012
--------
main/ip_base.cpp: Fixed port deformation while sending handshake
main/inferno.c: Fixed some command-line options
SConstruct: micro version now specified as the "micro" scons flag
main/collide.c, main/laser.c: Changed collision handling between robots and controlcen; Aligned constant sounds to GameTime; Using turn radius of 0x0024*F1_0 for all homing objects while not aligning smart blobs to movement vector
main/newdemo.c: Reset Rear_view at beginning and end of demo playback
20071006
--------
arch/ogl/ogl.c, main/game.c, main/gauges.c, main/gauges.h: Not rendering additional transparency cockpit display anymore to ensure compability with custom cockpits; Improved overlay functions for cockpit elements
d1x.ini, include/args.h, main/args.c, main/inferno.c, main/playsave.c: Readded -notitles switch; Removed use of tempfile for PLX writing
20071001
--------
main/game.c, main/kconfig.c, main/titles.c: Added line_scpacing in netgame info screen for every not-connected player to keep strings below player table in fixed position; Fixed memleak in kconfig code; Fixed show_title_screen function to cycle correctly 3 seconds or until broken by keypress
20070930
--------
SConstruct, arch/sdl/digi_audio.c: Moved Windows midi functions to digi_audio_* functions
20070929
--------
INSTALL.txt, README.txt, SConstruct, arch/sdl/digi_audio.c, arch/sdl/event.c, arch/sdl/gr.c, arch/sdl/joy.c, arch/sdl/key.c, main/config.c, main/game.c, main/kconfig.c, main/menu.c, main/newmenu.c, main/scores.c: Updated docs; Removed GP2X support since I won't support this device anymore
main/game.c: Removed line_spacing for not connected players in Netgame info screen
20070926
--------
main/SConstruct, main/game.c, main/gauges.c, main/multi.c, main/network.c, main/network.h, main/nncoms.c: Small fixes for new netgame info screen; Doing PING routines D2X-way while trying to keep compability to other D1X versions
20070924
--------
main/newmenu.c: Removed key shortcuts for menus
20070921
--------
most files: executable flag removed
main/digi.h: restored previous value of SOUND_MAX_VOLUME
20070920
--------
d1x.ini, SConstruct, include/args.h, main/newmenu.c, main/network.c, main/text.h, main/network.h, main/multi.h, main/inferno.c, main/netlist.c, main/game.c, main/ipx_drv.c, main/args.c: Code-cleanup; Implemented new multi profile feature
main/titles.c: Removed briefing text shadows code
20070918
--------
SConstruct, main/inferno.c, main/digi.h, arch/sdl/include/digi_audio.h, arch/sdl/include/digi_mixer_music.h, arch/sdl/include/digi_mixer.h, arch/sdl/jukebox.c, arch/sdl/digi.c, arch/sdl/digi_mixer.c, arch/sdl/digi_mixer_music.c, arch/sdl/digi_audio.c : huge refactoring of sound system using function pointers, to allow sound backend selection at runtime and provide a common interface (digi.c)
main/titles.c: Use right palette after briefings end to make sure nothing gets messed up
main/physics.c: Apply BUMP_HACK on walls only
20070828
--------
d1x.ini, 2d/bitblt.c, include/args.h, main/args.c, main/automap.c, main/credits.c, main/inferno.c, main/newmenu.c, main/piggy.c, main/titles.c: Fixed some mem-leaks; Made show_fullscr() use ogl_ubitmapm_cs(); Removed use of glScissor for menus - using Blitting; Code cleanup
SConstruct, arch/ogl/gr.c: If sdl_only=1 do not use Assembly code by default because of poor portability - switch asm=1 necessary now; Removed final remnants of glScissor
20070826
--------
main/game.c, main/multi.c: Improved CPU cycles sleeping for -nicefps - moved out of main frame calc loop and taking care of 10ms timer inaccuracy
main/hud.c: Preventing redundancy of doubled messages correctly
20070821
--------
main/ip_base.h, main/ipclient.h: Fixed some compiler warnings
20070809
--------
d1x.ini, include/args.h, main/args.c, main/inferno.c, main/menu.c: Added -ip_hostaddr argument to specify a host IP address via command-line/INI
main/gameseq.c, main/menu.c: Fixes and improvements on -ip_hostaddr; Fixed paltte bug in SDL build
main/ipbase.cpp, main/ipbase.h, main/ipclient.cpp, main/ipclient.h, main/multi.c: Some debugging-related cleanups, Fixed memleak
20070808
--------
main/config.c, main/game.c, main/gameseq.c, main/menu.c, main/polyobj.c, main/titles.c, main/titles.h: Set default value for Game_screen_mode which is necessary if there's no config file yet; Made resolution switching more failsafe by not allowing resolutions below 320x200; Cleaned up briefings code (I hope so)
main/game.c, main/menu.c: Fixed excessive use of set_screen_mode; Menu fixes
20070727
--------
d1x.ini, main/config.c, main/inferno.c, main/game.c, main/game.h, main/gameseq.c, main/menu.c, main/playsave.c: Cleanup in Config- and PLX-code; Saving Resolution in Config file so it will apply directly at game-init; Removed seperated resolution mode for menus, SCREEN_MENU now always uses Game_screen_mode; Last FindArg cleanups
SConstruct, arch/sdl/digi.c: complete removal of hmiplay-code usage
main/text.c: fixed memleak
2d/bitblt.c, arch/ogl/ogl.c, arch/ogl/include/ogl_init.h, main/game.c, main/newmenu.c: small code cleanup; improved texture caching in menus to save RAM
20070614
--------
main/polyobj.c, main/render.c: using size_t when it comes to integer to pointer conversions
d1x.ini, main/game.c, main/gauges.c, main/hud.c, main/inferno.c, main/kconfig.c, main/menu.c, main/playsave.c, main/radar.c: fixed axis direction for vertical and sideways thrust time; fixed y-Offset for mouse selection in kconfig_sub; removed (useless) Shrink/Grow window feature to clean code a bit; saving Cockpit mode in PLX file; improved grabmouse so mouse is always released in non-SCREEN_GAME modes
2d/bitblt.c, 2d/font.c, 2/rle.c, arch/ogl/gr.c, arch/ogl/ogl.c, arch/ogl/include/ogl_init.h, include/gr.h, include/rle.h, main/game.c, main/gauges.c, main/titles.c: introduced new bitmap flag to draw cockpit bitmap with transparency; draw transparent cockpit bitmap over gauges to make it more pixel-correct; code cleanups
20070601
--------
main/menu.c, main/netlist.c, main/network.c, main/newmenu.c: improved pixel-correct (almost) scaling of menus; new Netgame info screen which can show up necessary game rules
20070530
--------
SConstruct, arch/ogl/gr.c, ui/window.c: Added conditions to add compiler/linker flags from user's environemnt if they have any set; make sure gl functions are not called before OpenGL is initialised, when fullscreen switching; use new 3 argument mouse_get_delta to avoid compiler errors
main/game.c, main/gauges.c: resolved some overlapping HUD elements
main/args.c: improved INI-File parsing
main/game.c: rev432 revisited - do not send multi De-Cloak packet in Demo Playback
20070421
--------
main/hud.c: prevent string placeholders in HUD Messages which may crash the game
20070420
--------
main/laser.c: made smart blobs easier to dodge
main/kconfig.c: increased offset to detect movement on Joystick axis for mapping function
20070415
--------
main/multi.c: forbid % to read into multi messages to not mess up the string
20070414
--------
main/kconfig.c, main/kmatrix.c, main/newmenu.c, main/scores.c, main/titles.c: introducing kconfig_sub_draw_table() making it possible to redraw configuration tables with OGL swapping and clearing; increased timer_delay for menus and briefings to save more CPU usage
20070412
--------
main/game.c, main/gameseq.c, main/reorder.c: removed some code from Weapon Ordering which broke primary cycling
main/game.c: introduced do_weapon_stuff() to abstract code from ReadControls()
20070407
--------
main/newmenu.c: hide cursor after newmenu_get_filename()
20070406
--------
SConstruct: some help correction
20070405
--------
main/game.c, main/game.h, main/gameseq.c, main/gauges.c, main/inferno.c, main/menu.c, main/playsave.c: remove final remains of VR_current_page and VR_use_paging, resolution variable cleanup - remove VR_screen_mode and VR_render_width/height (Game_screen_mode is the actual resolution put in an int, not an index)
SConstruct: BINARY_SUBDIR should be bin/, not games/
20070404
--------
main/newdemo.c, main/newmenu.c: clear HUD-Messages if a Demo starts so old messages do not appear; also set gr_palette_load() in nm_draw_background1 so palette resets if Demo-playback is cancelled
d1x.ini, main/inferno.c, main/menu.c, main/newdemo.c: improved Autodemo-feature - less code, activate AFTER pilot is selected to make sure resolution and player-file operations do not mess up
main/inferno.c, main/game.c: compile-time fix for demo stuff; close menu with boxed message
20070401
--------
main/newmenu.c: moved gr_palette_load() in nm_draw_background so it always does apply and resets step-ups properly
main/game.h, main/gauges.c, main/menu.c: remove 'extern int last_drawn_cockpit[2]' since it's now a single int (not an array), fixing memory corruption (whoops!!)
main/automap.c: merge and move automap border drawing code to draw_automap, so it could be used to draw the automap again just before showing a dialog box
20070331
--------
main/menu.c: improved Error-handling for loading missions
d1x.ini, main/game.c, main/inferno.c: a switch to disable timer_delay in calc_frame_time - may be used if game runs a bit choppy
20070330
--------
main/game.c, main/newmenu.c, main/newmenu.h: introduced newmenu_dotiny() from D2X to show menus with GAME_FONT; extended Help-menu and removed D1X-Help-menu
main/automap.c, main/game.c, main/newmenu.c: palette-related fixes for Doublebuffered menus; fixes for SDL-build
20070326
--------
main/game.c, main/menu.c: unbind Minus/Equal from Shrink/Grow-window - only use ALT-F9/F10 to get richt with all keyboard layouts; Always allow screen resolution switching, even if selected is not supported to ensure Multi-Monitor support
main/game.c, main/gauges.c, main/hud.c, main/inferno.c, main/newmenu.c, main/screens.h: draw mine view directly to screen with SDL Video, no using an offscreen buffer (will use SDL_Flip later)
20070325
--------
cfile/cfile.c, main/titles.c: fixed possible corrpution with nfiles cin cfile_init_hogfile; improved briefing delay usage
SConstruct, arch/linux/init.c, arch/sdl/key.c, arch/sdl/timer.c, arch/win32/init.c, include/timer.h, main/automap.c, main/game.c, main/inferno.c, main/kconfig.c, main/kmatrix.c, main/menu.c, main/multi.c, main/newmenu.c, main/scores.c, main/titles.c: removed d_delay, now using timer_delay as wrapper for SDL_Delay
20070322
--------
SConstruct, arch/ogl/gr.c, arch/ogl/ogl.c, arch/ogl/include/ogl_init.h, main/credits.c, main/game.c, main/kconfig.c, main/kmatrix.c, main/menu.c, main/netlist.c, main/newmenu.c, main.polyobj.c, main/scores.c, main/state.c, main/titles.c: Use Doublebuffer in OGL for all parts of the game and properly redraw elements, fixed Profiler build
2d/canvas.c, arch/ogl/gr.c, arch/ogl/ogl.c, arch/ogl/include/ogl_init.h, arch/sdl/gr.c, arch/win32/gr.c, include/gr.h, main/automap.c, main/credits.c, main/inferno.c, main/game.c, main/game.h, main/gauges.c, main/hud.c, main/kconfig.c, main/kmatrix.c, main/netlist.c, main/newmenu.c, main/scores.c, main/titles.c: add gr_flip, allowing significant cleanup; remove final remnants of VR_current_page, also allowing -nodoublebuffer switch for all platforms
20070318
--------
SConstruct, main/game.c: fixed compiling without jukebox code if no SDL_mixer available
arch/sdl/jukebox.c, arch/sdl/mixdigi.c, arch/sdl/mixmusic.c: slight music management improvements
main/kconfig.c, main/kconfig.h, main/newmenu.c, main/playsave.c, main/scores.c: implemented expanded Joystick configuration panel (Thanks xatmes); corrected draw functions for kconfig_sub() and Scoreboard to show them correct in non 4/3 aspects; corrected Close-boxes for Mouse Menu control
20070304
--------
main/menu.c: improved Error-handling for starting a mission, making the game not crash if Level file is not found
main/guages.c: cleaned up hud_show_weapons_mode()
SConstruct, main/hud.c, main/hudlog.c: removed WANT_AWE32 flag - too buggy; scaled space between Hud-messages; block Hudlog output messages beginning with you (your ... maxed out, you already have ...)
main/game.c: seperated Controls-reading functions in HandleEndlevelKey, HandleEndlevelKey, FinalCheatsKey, HandleGamekey; improved Game-key handling if Player_is_dead
main/inferno.c, main/newdemo.c: fixed memory corruption in Demo-Playback
main/hud.c: make 'Press any key ...'- and 'Demo recording' messages not overlap
20070218
--------
cfile/cfile.c: added patch by The_Lion to improve file handling with AltHogDir
20070217
--------
d1x.ini, main/inferno.c, main/laser.c: added Alex' patch to add FPS independent and physics homing missiles - also implemented command-line to switch back to legacy homers
20070214
--------
Makefile, SConstruct, arch/sdl/mixmusic.c, main/vers_id.h: Turning off sound debug flags; Optional micro versions (see SConstruct); Makefile emulation for SCons
main/game.c: introducing HandleDeathKey - allows sending multi messages and options menu while dead
20070206
--------
main/inferno.c, main/menu.c, main/newdemo.c: fixed -demo and -autodemo switches to work with DEMO_DIR
main/newmenu.c: use remove instead of unlink to delete plx-file safely
2d/bitblt.c, include/gr.h, main/automap.c, main/credits.c, main/titles.c: force show_fullscreen to software drawing if image is bigger than screen, showing Automap background in low resolutions via software, removed obsolete robot briefing fix in OGL, code cleanup
20070202
--------
arch/ogl/ogl.c: let ogl_ubitblt not return alpha channel to ogl_ubitblt_i
arch/ogl/ogl.c: don't draw bombs with transparency even if -gl_transparency is enabled
20070130
--------
d1x.ini, arch/ogl/gr.c, arch/ogl/ogl.c, include/3d.h, main/inferno.c, main/object.c: added transparency effects for some bitmaps like explosions, powerups, weapons, etc. - to enable with -gl_transparency
d1x.ini, main/inferno.c: re-added missing command-line switches for SUPPORTS_NET_IP
20070120
--------
main/automap.c: for OGL don't display background bitmap if screen height < 400 because it won't fit - just draw grey
main/render.c: removed inaccurate 4D hack, use GL_ALWAYS for special segments in level 19 only
main/network.c: made short packets default on. long packets are still available but in general cause more problems than short
arch/ogl/ogl.c: in g3_draw_sphere align rad according to canvas so it is always in round shape
20070119
--------
cfile/cfile.c: patch by TheLion: cfile_get_filehandle reads case-insensitive on *NIX systems - makes use of .rdl levels easier
d1x.ini, main/inferno.c, main/hudlog.c, main/hudlog.h: tell user where descent.hog/pig should be if it isn't there, removed broken -hudlogdir code
arch/ogl/gr.c: gr_upixelc now able to scale pixels to current resolution
20070118
--------
main/kconfig.c: prevent changing weapons if automap is active
main/inferno.c, main/gameseq.c: only read and write lowercase pilots - prevents mistakes in -pilot option as well as multisaves
20070117
--------
main/endlevel.c: draw spheres instead of pixels in draw_stars to show correctly in OGL
20070113
--------
main/game.c: fixed key combo to shrink/grow window (lost while porting to GP2X)
main/laser.c: limit homing missle turn-rate
20070110
--------
main/kconfig.c, main/newmenu.c, main/playsave.c: joystick axes can be reassigned; higher offset for axes moving detection; correction for menus that are bigger than screen; plxver correction (is actually used)
20070113
--------
main/object.c: removing the !dead statement (leftover from WraithX Deathcam) from object_move_one() so the function will return correctly if player dies instead running further and creating invalid code and crashes
20070112
--------
SConstruct: cleanup
20070109
--------
dxx-changelog.txt, arch/ogl/gr.c, arch/ogl/ogl.c, arch/ogl/include/ogl_init.h, main/playsave.c, texmap/scanline.c, texmap/tmapflat.c: allocate 'pixels' and 'texbuf' according to current screen resolution, saving over a hundred megabytes of memory; divide negative light rates of change properly (fix bug #2575) (from D2X CVS); divide negative window x-coordinates properly, fixing random crashes (from D2X CVS); make sscanf look for "%i.%i" instead of "v%i.%i" because the 'v' isn't written to file; added missing changelog entries
arch/sdl/mixdigi.c, main/inferno.c: music volume now properly restored and remembered in D1 and D2, using a static int; removed ugly hack that fixed this bug in D1 (inferno.c, revision 230)
main/automap.c: fixed missing automap side colors; re-added lost cheat; cleaned code to avoid warnings
d1x.ini, main/inferno.c: corrected typo
20061102
--------
arch/sdl/include/joy.h, arch/sdl/joy.c, arch/win32/include/joy.h: improved joystick code for more buttons
arch/ogl/gr.c, arch/ogl/include/ogl_init.h, d1x.ini, main/gauges.c, main/inferno.c: command-line to set glScissor off if needed
20061031
--------
main/kconfig.c: make sliding use sensitivity
main/args.c, main/game.c, main/inferno.c: moved some FindArgs to main() so they are not called in the game; added printf for DEBUG to track FindArgs
20061029
--------
main/render.c: turning detriangulation off by default; not really needed anymore and makes rendering nicer
20061027
--------
arch/sdl/mixdigi.c: Another fix for crash on -nosound
20061024
--------
arch/sdl/mixdigi.c: Fix for crash with -nosound and looped sound volume adjustment
20061023
--------
/main/titles.c: moved gr_clear_canvas from show_briefing_screens to do_briefing_screens to avoid white blending
/main/polyobj.c: using ogl_start/end_frame, instead of offscreen in draw_model_picture
/arch/linux/hmiplay.c: added cut_trough(), a clone of stop_all that is called to flush notes while playing a song to improve song switching; added rephmi integer to see if song should repeat, acts together with a check of csec to send send_ip("s") if endlevel song is finished
/arch/ogl/sdlgl.c, /arch/ogl/ogl.c, /main/endlevel.c: added GL functions, changed g3_draw_poly in d2x style to fix the portal-bug; added exception boolean value tempNoDepthTest to render endlevel correctly; code reformatting
/arch/win32/digi.c: restored max_distance multiplication; using 0 instead of MIN_VOLUME to fix loud sound on fade-in functions
/2d/bitblt.c, /arch/ogl/include/ogl_init.h, /arch/ogl/ogl.c, /main/titles.c: added bool transp to ogl_filltexbuf and following functions to show bitmaps without transparent pixels if returning 0. fixes unwanted transparency in briefing images; removed "gr_clear_canvas" in titles.c which was used as workaround for this bug
/arch/ogl/ogl.c, /main/endlevel.c, /main/gameseg.c, /main/render.c: improved use of Depth Test, added experimental hack for 4D levels; removed two Asserts which fail with 4D levels
/main/game.c: added game_flush_input() on automap calls to avaoid control irritations
/main/inferno.c: corrected command-line output in inferno.c
/dxx-readme.txt: corrected typo
/arch/ogl/ogl.c: disabled GL_CULL_FACE at ogl_end_frame to avoid problems with menus after player's death
/main/kconfig.c: correctly restoring backgrounds in control menus
/main/gameseq.c, /main/hud.c: showing game over in d2x-way
/main/newmenu.c, /main/newmenu.c: layed out special chars to newmenu.h, fixed menu bevels for OGL, fixed text position for scalable menus, code reformatting
/main/gameseg.c: disabled another Assert. commented with FIXME's - debugging if needed
/SConstruct, /arch/linux/joydefs.c, /arch/linux/joystick.c, /arch/linux/makefile, /arch/ogl/wgl.c, /arch/sdl/event.c, /arch/sdl/include/joy.h, /arch/sdl/joy.c, /arch/sdl/joydefs.c, /arch/sdl/makefile, /arch/win32/init.c, /arch/win32/midi.c, /dxx-compile.txt, /dxx-readme.txt, /editor/curves.c, /editor/group.c, /editor/makefile, /main/kconfig.c, /main/menu.c, /main/playsave.c, /ui/menubar.c, /ui/userbox.c: building with more SDL code, added lots of D2X SDL related code, windows build does not need DirectX anymore; implemented SCons build system; provisoric hacks to build editor; changed contents of readme and compile text files
/SConstruct, /main/inferno.c: made windows build always pipe to stdout.txt and stderr.txt
/d1x.ini, /main/inferno.c, /main/hudlog.c, /main/hudlog.h: hudlogstdout as default
/arch/ogl/sdlgl.c: ogl_smash_texture_list_internal() should applay on windows in window mode as well to prevent texture problems
/d1x.ini, /main/inferno.c, /main/game.c: changed mousegrab calls because of new use in windows as well
/Sconstruct: added profiler support to SConstruct and merged debug and no_release
/main/game.c: removed unwanted stop_time() in set_screen_mode(), that broke pause states and control stuff
/arch/ogl/ogl.c, /main/automap.c: automap code from d2x, show borders in SDL and OGL, optimized and cleaned
/2d/font.c, /arch/ogl/include/ogl_init.h, /arch/ogl/ogl.c, /d1x.ini, /include/gr.h, /main/automap.c, /main/game.c, /main/gamefont.c, /main/inferno.c, /main/kconfig.c, /main/menu.c, /main/newmenu.c, /main/scores.c, /main/state.c, /main/titles.c: made fonts scalable, added command-line to enable fixed fonts, added command-line to enable hires fonts, made savegame thumbs scalable, reworked menu borders, new way to display level info in automap to get right with scaled fonts
/arch/ogl/ogl.c, /main/credits.c, /main/polyobj.c, /main/titles.c: new code for ogl_offscreen_render, used it to reduce flickering in credits and spinning robots, improved way to regognize hires briefing images
/arch/ogl/gr.c, /arch/sdl/gr.c, /d1x.ini, /include/args.h, /main/args.c, /main/automap.c, /main/game.c, /main/gameseq.c, /main/inferno.c, /main/kconfig.c, /main/menu.c, /main/newmenu.c, /main/playsave.c, /main/scores.c: some fixes for menus and automap; new aspect code; improved code to scale window for cockpits; introducing new variable in playsave.c to store game resolution and saving Game_window_h/h again properly - fixes bugs with screwed resolutions; making menus in game-resolution as default and re-activating old command-line arg '-menu<X>x<Y>' to scale menus
/arch/ogl/gr.c, /arch/ogl/ogl.c, /main/automap.c, /main/game.c, /main/gauges.c, /main/newmenu.c, /main/radar.c, /main/weapon.c: adjusted position of strings in hud and cockpit; made fadings work in OGL; made radar scale in cockpit mode; mede normal reticle default again and scaled it to current resolution for OGL; reformatted code to make it A BIT MORE readable
/main/kconfig.c: corrected mouseaxis_text
/texmap/ntmap.c increased MAX_Y_POINTERS to allow higher resolutions in SDL
/main/game.c, /main/gauges.c: corrections and improvements for scalable HUD and cockpits, cleaner code, fixes to get SDL renderer working again
/arch/sdl/joy.c, /arch/sdl/joydefs.c, /main/menu.c: fixed joystick deadzone feature and moved it and sensitivity to controls sub-menu
/arch/sdl/mouse.c, /main/kconfig.c, /main/newmenu.c, /main/newmenu.h: added mouse in menus
/SConstruct, /main/config.c: added command-line arg for SCons to specify Sharepath. Save config files, players etc. in home directory. Patch by Hans de Goede - THANKS
/main/slew.h: fix error when building editor with RELEASE (d2x-cvs takeover)
/main/inferno.c, main/titles.c, main/titles.h: move order form showing to titles.c (d2x-cvs takeover)
/main/ipclient.cpp, /main/menu.c, /main/multi.h, /main/network.c: re-implemented D1X ONLY GAME option to server menu and set it always true on UDP/IP to fix compability issues. making use of alloca instead of malloc in ipx_ip_SendPacket
/main/inferno.c: getting rid of inferno sound hacks
/SConstruct, /main/game.c, /main/game.h, /main/gauges.c, /main/inferno.c, /main/menu.c, /main/playsave.c, /main/state.c, /main/titles.c: removing unnecessary stuff from game_init_render_buffers; better resolution handling; making shareware version using registered save/restore features; storing resolution stuff in PLX file and making compability to other D1X versions; cleaning up the code a bit; implemented SHAREWARE build in SCons and some fixes for SHAREWARE build (Thanks to Hans de Goede)
/main/game.c, /mem/mem.c: making sure canvas is free if a new buffer is created
/arch/sdl/joydefs.c, /main/gameseq.c, /main/kconfig.c, /main/kconfig.h, /main/newmenu.c, /main/playsave.c: added new control type: Joystick & Mouse (Thanks to The_Lion)
/main/credits.c, /main/scores.c, /main/state.c, /main/titles.c: better handling for hires briefings; fixing some memleaks; code cleanup
/2d/font.c, /arch/ogl/include/ogl_init.h, /arch/ogl/ogl.c, /main/automap.c, /main/game.c, /main/gauges.c, /main/state.c, /main/titles.c: corrected demo-related font positions; merged ogl_ubitmapm_cs and ogl_ubitmapm_cf
/2d/font.c, /main/game.c, /main/inferno.c, /main/menu.c: cleaned up options menu and removed 'd1x options' because not really necessary anymore
/arch/ogl/gr.c, /arch/sdl/gr.c: don't give GL extensions on release build, code cleanup
/2d/font.c, /arch/ogl/gr.c, /include/ogl_init.h, /arch/ogl/sdlgl.c, /include/gr.h, /main/inferno.c: introduced FSAA; re-enabled fullscreen toggle in menus again and fixed glitches; adjusted OGL_TEXTURE_LIST_SIZE and OGLTEXBUFSIZE; code cleanup; restored font.c (oops)
/arch/ogl/sdlgl.c, /arch/sdl/gr.c, /main/gameseq.c, /main/inferno.c, /main/newmenu.c,/main/vers_id.h: if player is deleted also delete PLX file; removed D1X_DATE, not necessary; corrected Menu_special
/SConstruct: added install routine; preparations for v0.50 release
/main/gauges.c: corrected position of shield/energy numbers if 200
/SConstruct, /arch/ogl/gr.c, /arch/ogl/include/ogl_init.h, /arch/ogl/ogl.c, /arch/ogl/sdlgl.c, /include/gr.h, /main/inferno.c: added SDL_SetGammaRamp; removed FSAA because no function on all platforms; fixed offscreen render; fixed sharepath in SConstruct
/main/newmenu.c: restore palette in menus for SDL_SetGammaRamp
/main/gameseq.c: don't run joydefs_calibrate if joystick is not selected as input device
/arch/ogl/gr.c: switching SDL gammaramp off by default because uses too much CPU
/main/hud.c: aligned 'press any key...' message on hud
/main/newmenu.c: added forgotten {} to count citem correctly and select last player again
/main/credits.c: make scrolling smoother by changing time_delay
/main/playsave.c: involve hli entry to determinate player_file_size correctly
/main/game.c: corrected position of FPS counter
/main/menu.c: print warning if resolution is set too high and don't change after all
/main/inferno.c: using ReadConfigFile earlier to make it possible to read D1X.INI from home directory
/main/radar.c: corrected radar y position
/arch/sdl/joydefs.c: re-activated Weapon Keys menu - aka D1X keys
/arch/ogl/gr.c, /arch/sdl/include/joy.h, /arch/sdl/joy.c, /main/inferno.c, /main/kconfig.c: improved SDL Joystick axes recognition; fixing mem corruptions while closing joysticks; removed Joystick calibration which should be unnecessary with SDL; fixing printf format in gr.c
/arch/ogl/ogl.c: Fix for inherent limitation in pow2ize() and wrong description thereof
/d1x.ini, /main/inferno.c, /main/multi.c: cleaned up command-line help; removed old/redundant/unfunctional options; improved code to read -pilot/-demo argument
/arch/ogl/gr.c, /include/gr.h, /main/game.c, /main/netlist.c, /main/newmenu.c: removed fullscreen menu toggle - does not work on any arch and hasn't since we have toggle in resolution menu
/arch/ogl/loadgl.h, /main/gauges.c: introducing draw_wbu_border to draw rounded weapon boxes with glScissor
/main/game.c: removed calibrate joystick line from help menu
/arch/ogl/ogl.c, /arch/ogl/include/ogl_init.h: made lines width scale to resolution; fixed compiler warnings
/main/game.c: new handling for keys after player is exploded
/main/inferno.c, /main/kconfig.c: using global variable for sp-mouselook to save CPU usage
20060416
--------
/main/credits.c: new credits code
/arch/hmpfile.c, /main/songs.c: improved midi shutdown at end of game
/main/game.c: shrink/grow window not correct with scalable cockpits
/main/gauges.c: FIX: if "you already have 20 concussion missles!" is displayed, lives and score disappeared
/main/newdemo.c: FIX: demo recording crashed game at X demo size
/arch/ogl/wgl.c: FIX: fan-crash bug
/include/gr.h: deactivated possibility to switch window/fullscreen in menu
/main/game.c: mouse capture deactivated in menus for linux
/arch/win32/wgl.c: ALT-key does not call windows frame options anymore
/main/physics.c: allow asserting objet to none if player is dead - fixes some random crashes
/main/titles.c: fix to show white instead of black background for semi-transparent briefing bitmaps
/main/newdemo.c: new interpolate function for demos; changed call for d_delay to nice demo playback
/arch/sdl/gr.c, /arch/ogl/gr.c, /main/inferno.c: added widescreen aspect with command-line option for SDL and OGL build
/main/newmenu.h: possible menu text sring length incrased to 255
/arch/ogl/gr.c, /main/menu.c: removed fullok hack for fullscreen changing
/main/polyobj.c: using OGL offscreen render to reduce flickering in spinning briefing robots
various: new build system
20060224
--------
/arch/ogl/include/ogl_init.h: fixing "OGL: texture list full"-bug
/main/game.c, /main/gameseq.c: beter code older compilers (thanks to AD)
/main/state.c: better savegame thumbs for every resolution
/main/network.c, /main/multi.h, /main/menu.c: removed "D1X ONLY GAME" option, code cleaning
/rules.mak, /main/vers_id.h: changes in date, version-number
/main/gauges.c: fix for invulnerable/cloak hud font colors that had color of your last key
/main/game.c: new keys to get shrink and grow window functions working
/main/automap.c, /main/inferno.c: automap now always in gameres and eat less cpu power
/main/kconfig.c: fix laser fire if energy and vulcan ammo recharged after 0
/main/gauges.c: fix weapons descriptions in cockpit mode
/main/menu.c, /main/playsave.c: save function for resolutions
/main/menu.c: custom resolutions support
/main/game.c: smoother demo playback
/arch/win32/digi.c, /arch/win32/hmpfile.c, /arch/win32/hmpfile.h, /arch/win32/hmiplay.c: fix for incorrect midi loops on windows
/main/game.c: fix to shrink window correctly
/main/credits.c: removed flickering and added fading to credits
/arch/win32/makefile, /arch/win32/makefile.nt: removed d1x.rc and d1x_res.rc from compiiling so ALT key doesn't call frame options in window-mode on windows
/arch/win32/digi.c: fix that fans not play in menus on windows systems
20060122
--------
/main/gauges.c: preventing vulcan ammo index overlapping reticle at high resolutions
/main/ipclient.cpp: fixed segfault when starting udp/ip game
/main/newmenu.c: comments an cleaning
20060116
--------
/main/states.c: fix for text position in save/load screen while using hires fonts
/arch/ogl/gr.c: fix for screenshot function
/main/inferno.c, /main/kconfig.c: new function for optional mouselook style feature
/main/state.c: fix for broken savegames
/main/credits.c: fix for credits background palette
/main/gamefont.c: added optional hires fonts from D2
/main/gauges.c: new HUD icons for lives and keys if hires fonts
/main/gameseq.c: fixed palette after endgame
/main/titles.c: image fix while endgame in lowres briefings, implementation of hires briefings
/arch/win32/digi.c: fix for fading/panning in windows
/arch/ogl/gr.c, /main/game.c, /main/menu.c: fix for fullscreen switching in windows
/arch/ogl/ogl.c, /main/inferno.c: implementation of trilinear filtering
/main/mission.h: fix to hold up to 5000 addon levels
/main/inferno.c, /main/game.c: grabmouse feature for linux
/main/inferno.c: menus at 640x480 are standard now (fits better), fix for soundloops after game quit (some onboard soundcards)
/main/game.c: made nicefps standard. better gameplay, lesser cpu usage, a little pause in linux for resolution change at new game
/main/menu.c: resolutions up to 1600x1200
/arch/ogl/gr.c, /arch/sdl/gr.c, /main/inferno.c: made fullscreen standard, changed '-fullscreen' option to '-window'
/arch/ogl/wgl.c: build fix
/arch/ogl/gr.c: fix for ingame screenshots
/main/args.c: fix for crashes while using modified d1x.ini
various: code cleaning, fixes and additional includes for windows build, restructuration for new multiplatform release
20051025
--------
/main/state.c: fixed crash while loading saved game
/main/polyobj.c: fixed slow spinning robots in briefing
/main/titles.c: fixed exit-door in briefing
/main/kconfig.c: much better mouse movement
/main/vers_id.h: program and version specific changes
/include/cfile.h: added definition for DESCENT_DATA_PATH