zicodxx
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182fa63ea8
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More consistency in SConstruct command-line variables; Added automatic Endianess-checker; Set target to 'd1x-rebirth' no matter if OpenGL or not
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2011-01-03 11:42:50 +01:00 |
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zicodxx
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8c75bd0957
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Added feature to disable D2-style Prox. Bomb Gauge; Moved NoRedundancy and MultiMessages toggles from GameArg to PlayerCfg to be set via Misc Options
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2011-01-03 02:01:09 +01:00 |
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zicodxx
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919470db2f
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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
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2011-01-03 01:08:52 +01:00 |
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zicodxx
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80cf3fd308
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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
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2011-01-02 18:07:37 +01:00 |
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zicodxx
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70bf7e8694
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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
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2011-01-02 12:25:43 +01:00 |
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zicodxx
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21adec7f5c
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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
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2010-12-30 23:36:35 +01:00 |
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zicodxx
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05236e9c45
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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
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2010-12-28 19:11:06 +01:00 |
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Chris Taylor
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54fea43e07
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Make the keypad info display into a window
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2010-12-28 12:27:34 +08:00 |
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zicodxx
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6ccbb83a88
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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
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2010-12-24 10:06:03 +01:00 |
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Chris Taylor
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0557c8bb43
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Copy lots of editor stuff from d2x-rebirth to d1x-rebirth, getting it to work on Mac OS X
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2010-12-24 12:26:24 +08:00 |
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zicodxx
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e15bd60656
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Align timer_delay for credits so the song (midi or redbook) should at least be heard once
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2010-12-23 23:38:27 +01:00 |
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zicodxx
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9f138fbf2a
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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
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2010-12-23 22:42:06 +01:00 |
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Chris Taylor
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da06d9889e
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Put event_process() in ui_mega_process(), hopefully getting editor to (mostly) work (not on Mac yet)
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2010-12-22 22:13:33 +08:00 |
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Chris Taylor
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2effee8a4f
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Fix warning for deliberate GameTime64 wrap; uncomment multi_object_to_object_rw and multi_object_rw_to_object prototypes
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2010-12-22 21:58:34 +08:00 |
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zicodxx
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401a546bb2
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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
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2010-12-22 14:53:23 +01:00 |
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zicodxx
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858aa603e6
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added hitobj_list to struct laser_info to get a bit cleaner code
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2010-12-22 10:41:15 +01:00 |
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Chris Taylor
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e9fba443ef
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Fix warning for deliberate GameTime64 wrap; uncomment multi_object_to_object_rw and multi_object_rw_to_object prototypes
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2010-12-22 17:38:52 +08:00 |
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Chris Taylor
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4f6199f40a
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Use game_init_render_buffers for editor (for now), fixing crash
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2010-12-22 17:21:32 +08:00 |
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zicodxx
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4b265301a0
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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
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2010-12-22 01:17:49 +01:00 |
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zicodxx
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c75cd30d84
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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
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2010-12-22 01:11:11 +01:00 |
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zicodxx
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ffc73ed4f2
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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)
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2010-12-11 00:18:03 +01:00 |
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Chris Taylor
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84bf981a06
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Add CON_DEBUG level con_printf's for basic events (not EVENT_IDLE or EVENT_DRAW though)
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2010-12-05 20:33:25 +08:00 |
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zicodxx
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82053d1bd8
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Changed another WIN32 to _WIN32 to avoid accidentially compiling with WORDS_BIGENDIAN when using VisualC
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2010-12-04 21:58:59 +01:00 |
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zicodxx
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970fd72eae
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When calling do_game_pause do not allocate msg in Game mod GM_MULTI as it's not used nor freed
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2010-12-04 16:51:40 +01:00 |
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Chris Taylor
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f4ec76d74d
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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
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2010-12-04 13:44:09 +08:00 |
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zicodxx
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f0c4d80f48
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Made resent_delay for net_udp_noloss_process_queue() a bit longer depending on the player's ping
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2010-12-03 01:09:22 +01:00 |
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zicodxx
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822ffc543f
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When Quitting is called in standard_handler disable Autodemo if active
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2010-11-30 23:44:47 +01:00 |
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Chris Taylor
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287172c3f2
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Change Mac OS X 'Development' SDK to the built-in one to get rid of depreciated 'ShowCursor' warning
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2010-12-01 00:06:30 +08:00 |
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Chris Taylor
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c34763b070
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Turn fullscreen off when showing a messagebox for Mac; move songs_play_song(SONG_TITLE) from inferno.c to titles.c
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2010-11-30 23:40:27 +08:00 |
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zicodxx
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427fb6d6b5
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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
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2010-11-30 13:46:10 +01:00 |
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zicodxx
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bb0391467e
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Little fixes for rev939 - changed definition from WIN32 to _WIN32, added little hack for incorrectly set HMP loop in Descent2-version of descent.hmp
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2010-11-30 12:19:41 +01:00 |
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zicodxx
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ce2fb8db90
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Large improvement for _WIN32 native MIDI code by TURRICAN0: 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
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2010-11-28 16:49:32 +01:00 |
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zicodxx
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0c9a9f4d62
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Added missing brackets gone missing in r936
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2010-11-28 16:07:39 +01:00 |
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zicodxx
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0c10299a5f
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Fix for r936 - re-added playing titles song when titles are about to show
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2010-11-28 15:50:50 +01:00 |
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Chris Taylor
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be82a68e77
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Add support for OS native error/warning boxes, only implemented for Mac for now
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2010-11-28 20:02:38 +08:00 |
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zicodxx
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8f349cfdc5
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in do_powerup added check for distance of other players to powerup object to make redundant pickups less likely
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2010-11-28 12:08:14 +01:00 |
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zicodxx
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2b02639bd2
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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)
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2010-11-28 01:02:04 +01:00 |
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zicodxx
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e2730faa5b
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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
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2010-11-26 13:15:44 +01:00 |
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zicodxx
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365def54ed
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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.
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2010-11-26 12:50:01 +01:00 |
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zicodxx
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5a6fb73ed2
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When verifying objects, do not necessarily check for controlcen as it's not necessarily there in some anarchy missions
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2010-11-23 16:16:22 +01:00 |
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zicodxx
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83d746151a
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changing max UDP size again - increasing to 576 - should still be safe
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2010-11-23 16:12:00 +01:00 |
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zicodxx
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9e9063901e
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reducing max buffer size of an UDP packet from 1024 to 512 bytes - should prevent possible turncating, especially when sending obejcts where max size is actually used
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2010-11-23 01:26:44 +01:00 |
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Chris Taylor
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a9996b9fe8
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If it can't find descent.hog, still print some useful info
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2010-11-22 21:18:43 +08:00 |
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Chris Taylor
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6e7c517338
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If it can't find descent.hog, still print some useful info
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2010-11-22 21:09:42 +08:00 |
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Chris Taylor
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cfae937bda
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Make sure read_m3u won't read past the end of the buffer, causing a crash
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2010-11-22 20:47:46 +08:00 |
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zicodxx
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be3b72b316
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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
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2010-11-21 21:19:45 +01:00 |
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zicodxx
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21d93e84de
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For fresh configuration set Redbook music as default for Mac, Builtin music for all others
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2010-11-21 13:02:45 +01:00 |
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zicodxx
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5cd011214f
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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
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2010-11-21 12:55:08 +01:00 |
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Chris Taylor
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f5c21d249c
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Make sure read_m3u won't read past the end of the buffer, causing a crash
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2010-11-13 13:10:57 +08:00 |
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zicodxx
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88b5205135
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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
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2010-11-13 00:46:39 +01:00 |
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