zicodxx
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3531adace7
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New condition to switch to Interpolated demo playback - the old one did NOT make ANY sense at all
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2009-01-22 12:30:32 +00:00 |
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zicodxx
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265ff9ed28
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Took out old missile tracking code to be selectable over command-line to preserve consistency
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2009-01-17 11:11:07 +00:00 |
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zicodxx
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4f535cff23
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Made MouseFilter selectable over Controls menu while defaulting to OFF - Saved in PLX
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2009-01-17 11:02:59 +00:00 |
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zicodxx
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85f46e5862
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Error handling while dumping TGA file - (partially) Patch by v66r
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2009-01-16 00:12:04 +00:00 |
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zicodxx
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ac3f773883
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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
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2009-01-15 23:58:36 +00:00 |
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zicodxx
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6f7e70bb82
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Fixed typo in mouse delta reading cleaning not up Z-Axis; Giving automap a nicer Frameloop; Small cleanup
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2009-01-15 20:55:35 +00:00 |
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zicodxx
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3fc96bf046
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Patch from Damjan Cvetko <zobo@lana.krneki.org> for better support building with a non-free compiler...
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2009-01-15 01:03:26 +00:00 |
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zicodxx
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fb939d8abb
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Patch from Damjan Cvetko <zobo@lana.krneki.org> for better support building with a non-free compiler...
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2009-01-15 01:00:19 +00:00 |
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zicodxx
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e0a87df7ee
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Added some randomness to collision sound delays and synced robot-player collision sprites to same steps
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2009-01-13 16:53:10 +00:00 |
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kreatordxx
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26a648365c
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Use a 2D array to allow playing of songs by track number in future
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2009-01-13 12:39:03 +00:00 |
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zicodxx
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8c4d0f62df
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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
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2009-01-13 01:19:19 +00:00 |
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zicodxx
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680a1527a7
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Fixed condition for protocol version checking when joining a game - must be allowed for both original and D2X version
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2009-01-08 01:20:05 +00:00 |
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md2211
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f176bd23da
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Debian packaging scripts
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2008-12-30 22:14:06 +00:00 |
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kreatordxx
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30f05a912f
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Increment Mac version number, update project for latest Xcode
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2008-12-27 09:19:19 +00:00 |
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kiplingw
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3420d76931
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Fixed: Segfault via buffer overflow when attempting to start or join a UDP/IP netgame in both d1x-rebirth and d2x-rebirth. Reproduceable on my box only in release mode and not debug...
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2008-12-27 04:23:56 +00:00 |
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zicodxx
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a4daf695a6
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DXX-Rebirth release v0.55
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2008-12-24 10:52:58 +00:00 |
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kreatordxx
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3d10deeb20
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Make Redbook the default for Mac, because MIDI is buggy
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2008-12-23 10:05:23 +00:00 |
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kreatordxx
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765ac4ecfe
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Set SHAREPATH to "." so reading data from DXX's directory ACTUALLY WORKS
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2008-12-21 08:59:17 +00:00 |
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kreatordxx
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45801a75d8
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Fix Mac OS 9 compile issues, update Xcode project
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2008-12-21 08:54:03 +00:00 |
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md2211
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f92ded953a
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Implemented SConstruct optional behavior (svnmicro=1) to automatically use SVN rev number as micro
version
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2008-12-18 23:12:01 +00:00 |
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zicodxx
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4bf841f3c9
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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
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2008-12-13 12:58:57 +00:00 |
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zicodxx
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9df5d7fde4
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Added /KillReactor command to blow up the reactor in Multiplayer games
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2008-12-12 15:57:00 +00:00 |
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zicodxx
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85f7a49177
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Added /KillReactor command to blow up the reactor in Multiplayer games
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2008-12-12 15:53:13 +00:00 |
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zicodxx
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7ebffe4dc7
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Changing back the use of D*X_IVER for Version checking as IVER is already too big for ubyte
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2008-12-12 02:05:30 +00:00 |
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zicodxx
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e2834e4efb
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Implemented MULTI_D2X_PROTO by using D2X-IVER for strict Version-checking in UDP/IP
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2008-12-08 15:46:45 +00:00 |
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kreatordxx
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777f76aedf
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Get Mac command keys working, MACINTOSH code cleanup, update Xcode project
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2008-12-07 12:26:43 +00:00 |
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zicodxx
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0e164e20b9
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Restored vertical_thrust_time behaviour combined with slide_on to be inverted - respecting user's wishes
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2008-12-01 09:31:21 +00:00 |
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zicodxx
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308ea4e888
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Fixed the Birthday Bug: Correctly re-compute static_light when restoring a game - finally
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2008-11-29 11:17:20 +00:00 |
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zicodxx
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15582a707c
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Deactivated depth writing fo g3_draw_bitmap() sprites to prevent rendering errors when clipped in some cases
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2008-11-26 01:24:58 +00:00 |
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zicodxx
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4974579254
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Fixed logical code flow error when player dies in a secret level entered after base level destroyed which is also the last level
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2008-11-26 01:19:26 +00:00 |
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zicodxx
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77b534035f
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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.
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2008-11-22 00:43:59 +00:00 |
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zicodxx
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76d59ae9d3
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Completly forgot to make mouse axis values static so they can be used in intervals - shame on me
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2008-11-21 23:59:22 +00:00 |
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zicodxx
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606eb97467
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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)
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2008-11-21 16:09:41 +00:00 |
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zicodxx
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ee5dff5c41
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Do not allow to restore games while player is dead... again - to much trouble right now; Solving small display issue when fading out weapons which ran out of ammo
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2008-11-21 00:12:41 +00:00 |
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zicodxx
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996748bdba
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Small transparency fix for robot weapons; Some timer-Failsafe in robot/boss dying frames; Fixed logical flaw in create_small_fireball_on_object() closing out sound effects on robots
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2008-11-20 18:02:42 +00:00 |
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zicodxx
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74fd36d2f9
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Corrected a small logical mistake in Shareware-HAM recognition
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2008-11-20 12:29:48 +00:00 |
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zicodxx
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8f41e552d2
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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
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2008-11-20 02:09:47 +00:00 |
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zicodxx
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c705433bec
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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
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2008-11-20 02:09:01 +00:00 |
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zicodxx
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33490e497e
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Do a songs_init() each time a song is played and try to read a new descent.sng - supporting descent.sng files in hog archives
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2008-11-19 15:52:07 +00:00 |
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zicodxx
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7d9e7d9bfc
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Actually demand ANY valid key to abort the Death sequence
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2008-11-19 12:34:50 +00:00 |
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zicodxx
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8cc3cad3b0
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Changed keys for Automap Viewing Distance to F9/F10 - Minus/Equal is not Layout independent
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2008-11-18 14:43:30 +00:00 |
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zicodxx
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1cdf95ed2f
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Fixed Cheats
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2008-11-18 14:34:52 +00:00 |
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zicodxx
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02b1872aa9
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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
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2008-11-17 23:38:43 +00:00 |
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zicodxx
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02e7490c63
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When printing Gamelog, make sure canvas is NULL
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2008-11-17 23:28:59 +00:00 |
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zicodxx
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6f39ab836f
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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
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2008-11-15 20:49:54 +00:00 |
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zicodxx
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1de53497b2
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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
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2008-11-14 16:56:40 +00:00 |
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zicodxx
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30f85fd3f9
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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
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2008-11-10 00:17:03 +00:00 |
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zicodxx
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7d96dea2a5
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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
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2008-11-09 23:51:19 +00:00 |
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zicodxx
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3bf0eff09b
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Reverting integer casts for font spacings - was for testing only - not intended to go into the last revision
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2008-11-09 14:46:31 +00:00 |
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zicodxx
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8a2da79504
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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
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2008-11-09 14:31:30 +00:00 |
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