zicodxx
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270a86da56
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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
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2011-05-19 11:49:49 +02:00 |
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zicodxx
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9b17431c45
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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
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2011-05-19 02:34:14 +02:00 |
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zicodxx
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ea850bd8eb
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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
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2011-05-19 01:25:38 +02:00 |
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zicodxx
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228915c750
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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
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2011-05-16 01:46:26 +02:00 |
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zicodxx
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3de822c306
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Added more info: M3U-support, GCC 4.6 warnings, more tracker infos
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2011-05-15 12:15:36 +02:00 |
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zicodxx
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ecdeed6228
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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
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2011-05-15 11:59:12 +02:00 |
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zicodxx
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aa520e662a
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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
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2011-05-13 22:21:13 +02:00 |
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zicodxx
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80ff014743
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Don't call automap_process_input() if autmap_key_command() returns 1 preventing input mess
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2011-05-07 13:29:26 +02:00 |
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zicodxx
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580ac93b7c
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Taken out Render_depth reduction of Endlevel sequence in Software rendering build; Fixed two compiler warnings regarding set but unused variables
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2011-05-07 12:25:05 +02:00 |
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zicodxx
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dbd7e83c35
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Changed version from 0.56 to 0.57; Added first draft for RELEASE-NOTES.txt; updated docs
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2011-05-07 02:51:21 +02:00 |
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zicodxx
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ec3bf88bec
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Enabled Tracker support for Mac OS
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2011-05-07 00:53:54 +02:00 |
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zicodxx
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47bd048b18
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Correctly handle light computation of objects with render_type RT_LASER
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2011-05-05 20:45:24 +02:00 |
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zicodxx
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62615d8ccb
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Update for Debian packaging stuff
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2011-05-05 01:31:09 +02:00 |
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zicodxx
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914555fe81
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Host can now decide (again) if players are allowed to display enemy names on HUD
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2011-05-05 00:16:37 +02:00 |
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zicodxx
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60e2a8aeb3
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When doing sorted rendering, also take cloaking walls into account to properly draw objects behind it while cloaking process
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2011-05-04 23:37:20 +02:00 |
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zicodxx
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d59a0c1f1d
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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
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2011-05-04 15:07:57 +02:00 |
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zicodxx
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0e1de3457b
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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
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2011-05-04 13:06:30 +02:00 |
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zicodxx
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62a7386d2a
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mipmapping was always on for fonts due to changed filtering code in ogl.c
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2011-05-04 12:18:25 +02:00 |
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zicodxx
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040407cf02
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Fix crash in multi_maybe_disable_friendly_fire() when killer == NULL; Do not let player join game when gamemode is HOARD or TEAM HOARD and hoard.ham is not available
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2011-05-04 12:05:59 +02:00 |
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zicodxx
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98e3706ada
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Make sure the big explosion at the end of the escape sequence also uses blending if transparency effects are activated
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2011-05-04 02:22:18 +02:00 |
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zicodxx
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4d2e19a96d
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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
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2011-05-04 02:15:10 +02:00 |
|
Chris Taylor
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2a682044d6
|
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
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2011-04-24 13:34:59 +08:00 |
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zicodxx
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d3601c56e3
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Remember previously set up netgame variables in pilot-related file with extension ngp - due to feature consistency for UDP only
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2011-04-22 17:14:29 +02:00 |
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zicodxx
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c6bc3ff0c1
|
Fixes for RLE- and Texture-cache modifcations: Before freeing now must check if bitmap is already allocated
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2011-04-22 17:10:33 +02:00 |
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zicodxx
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4e21bb9cd2
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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
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2011-04-22 13:01:38 +02:00 |
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zicodxx
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10aca9a9fe
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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
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2011-04-22 10:33:04 +02:00 |
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zicodxx
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89ef310ec6
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Added SDLK_WORLD_** symbols to keyboard array to enable layout specific keys and make the game more flexible
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2011-04-21 21:22:46 +02:00 |
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zicodxx
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d9bbc359a2
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When leaving game and still sending extras, don't forget to update the timer so we won't get stuck in an infinite loop
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2011-04-21 20:52:33 +02:00 |
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zicodxx
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a498f20bc9
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Moved reloading of main descent2.ham (in case mission brings it's own verision) from LoadLevel() to load_mission() so it does not screw missions with ther custom ham-file (like vertigo)
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2011-04-20 19:42:02 +02:00 |
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zicodxx
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3705012d32
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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
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2011-04-20 01:47:15 +02:00 |
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Chris Taylor
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cc5a7d1359
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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)
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2011-04-18 20:32:36 +08:00 |
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zicodxx
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54674a47ca
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Fixing km struct being used after it's being freed by closing the window in EVENT_WINDOW_DRAW
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2011-04-14 11:15:17 +02:00 |
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zicodxx
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1b1fdd6575
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Reset obj_color for colored object lights when object does not return any usable color so the object will cast white light at least
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2011-04-13 21:18:18 +02:00 |
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zicodxx
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94490492a4
|
Fixing unfreed buffer when credits_show() was called but there was nothing to show me
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2011-04-13 21:11:22 +02:00 |
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zicodxx
|
87f0b2ee74
|
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
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2011-04-13 21:08:11 +02:00 |
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zicodxx
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f42aa8a5fc
|
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
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2011-04-13 00:19:42 +02:00 |
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zicodxx
|
f207000f50
|
kconfig weapon cycling fields changed after 0.56 release will automatically fix if version number changes on next release
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2011-04-12 12:17:24 +02:00 |
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zicodxx
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7ae49da7cf
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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
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2011-04-12 03:02:51 +02:00 |
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zicodxx
|
a74fcba858
|
Stupid me forgot to let Omega use it's charge again after debugging it - fixed...
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2011-04-12 02:31:51 +02:00 |
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zicodxx
|
baeca7ebfa
|
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; Removed ShowAllNames from Netgame structure as I see no reason why names display should be host-controlled; Increased UDP_NETGAMES_PAGES to actually show 3000 possible games
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2011-04-12 00:45:21 +02:00 |
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zicodxx
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cf50cda2ce
|
Introduced HUD message class HM_MAYDUPL for messages that may appear once per frame but the player might not able to supress via option
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2011-04-11 21:27:31 +02:00 |
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zicodxx
|
74c7bdd7c5
|
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
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2011-04-11 17:47:16 +02:00 |
|
Chris Taylor
|
fe3f8653e6
|
Allow completely free movement in the automap. It will rotate relative to the viewer. Also fix an unused variable warning.
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2011-04-10 19:57:06 +08:00 |
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zicodxx
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025f04c389
|
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
|
2011-04-10 12:29:06 +02:00 |
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Chris Taylor
|
fa14dbe28e
|
Tell people about The Unarchiver for installing from the Mac game CD (thanks, Jonathan\!)
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2011-04-10 13:34:13 +08:00 |
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zicodxx
|
6922100a0c
|
Fixed text-related annoyances: Fixed positions of strings TXT_CLOAKED and TXT_CRUISE in CM_FULL_SCREEN; Fixed scaling of tab_stop in briefings (again)
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2011-04-10 03:11:00 +02:00 |
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zicodxx
|
c56a87b2de
|
Reworked Omega cannon: Instead of firing every frame, fire in 33.33ms intervals instead which will improve performance, decrease network traffic and make damage in Multiplayer not a totally random factor; To compensate inaccuracy due high velocity of leading omega blob, check for it's distance from parent and delete if distance > MAX
|
2011-04-10 01:48:15 +02:00 |
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zicodxx
|
d5619e806a
|
Allow multi_send_fire when necessary and not crop to PPS so fix weapons with high firing rate
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2011-04-08 01:38:00 +02:00 |
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zicodxx
|
112a9d7d58
|
When sliding along a wall keep wall_part sane to ensure good velocity for slide
|
2011-04-07 22:49:42 +02:00 |
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zicodxx
|
eb7e001c2f
|
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)
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2011-04-07 22:32:51 +02:00 |
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