Chris Taylor
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1e77cbdf30
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Fix crash when loading a level in the editor
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2012-04-14 13:28:30 +08:00 |
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Chris Taylor
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81cf0853f0
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Fix crash when loading a level in the editor
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2012-04-14 12:23:49 +08:00 |
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zicodxx
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2baf397a68
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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()
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2012-04-12 19:45:44 +02:00 |
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zicodxx
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9990b806a5
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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
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2012-04-12 02:15:23 +02:00 |
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Chris Taylor
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a327d380a7
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Fix a crash when going into a directory with no files in the editor file browser, clicking on listboxes for same sets inputbox correctly
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2012-04-11 12:03:36 +08:00 |
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Chris Taylor
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7aa618b266
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Draw the object rotation velocity, file browser and MessageBox dialogs properly
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2012-04-11 10:52:19 +08:00 |
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Chris Taylor
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e93c497a47
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Fix unused variable warning in last commit
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2012-04-09 20:51:36 +08:00 |
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Chris Taylor
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7ef1431885
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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)
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2012-04-09 20:40:55 +08:00 |
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Chris Taylor
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d9bc0a16ff
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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)
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2012-04-09 19:18:49 +08:00 |
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Chris Taylor
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418e6ab674
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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.
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2012-04-09 17:28:44 +08:00 |
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Chris Taylor
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285531c4e0
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Fix a nasty bug where pressing 'Alt' to explore the editor menubar would split the window stack in two, rendering the editor unresponsive
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2012-04-09 17:12:01 +08:00 |
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Chris Taylor
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8a437a759c
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Get the clock, 'keypad' info, texture choosing page and object choosing page to draw (latter two just show black squares for ogl)
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2012-04-09 10:12:58 +08:00 |
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zicodxx
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999e008dc6
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in software rendering scale savestate thumbnail to correct size
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2012-04-09 00:19:11 +02:00 |
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zicodxx
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9825e264d5
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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
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2012-04-08 16:59:50 +02:00 |
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zicodxx
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ba75f1237e
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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
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2012-04-08 15:47:50 +02:00 |
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zicodxx
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d39d58a585
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record shields if player is invulnerable to get proper shield display in demo playback if player respawns with invulnerability on
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2012-04-07 16:13:10 +02:00 |
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zicodxx
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9ca56e4039
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fixed glitch when reappear and explode packets are misordered, rendering player invisible
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2012-04-07 12:32:22 +02:00 |
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zicodxx
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513bd4b231
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removed redundant definitions of FILENAME_LEN
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2012-04-07 11:41:14 +02:00 |
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zicodxx
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51b6b4e271
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made code more similar to D2X-Rebirth by introducing open_font which allows to keep track of font_data and free it properly
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2012-04-07 11:35:38 +02:00 |
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zicodxx
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abb2c08af3
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made choose_drop_segment more similar to D2X-Rebirth and let fallback correctly check for reactor segment
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2012-04-07 10:57:55 +02:00 |
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zicodxx
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4f8a60983e
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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
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2012-04-05 02:41:56 +02:00 |
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Chris Taylor
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09a37b623a
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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
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2012-03-31 20:11:39 +08:00 |
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Chris Taylor
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801e989a66
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Use correct coordinates for dialog border (still doesn't draw fully)
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2012-03-31 19:47:39 +08:00 |
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Chris Taylor
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00245bccdc
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Make the main stuff (gadgets, two viewers) draw for the editor in ogl, still more tweaking required
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2012-03-31 18:35:06 +08:00 |
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Chris Taylor
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2d8c86eaf1
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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
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2012-03-31 12:27:10 +08:00 |
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Chris Taylor
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c75f1d3937
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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)
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2012-03-31 11:36:56 +08:00 |
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zicodxx
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24d0849125
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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
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2012-03-30 16:29:03 +02:00 |
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Chris Taylor
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1237649a99
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Make 2d/font.c more similar between d1x-rebirth and d2x-rebirth
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2012-03-30 20:35:39 +08:00 |
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zicodxx
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0dae4f8206
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Fixed Redbook playback which was not repeating the CD after finishing
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2012-03-29 14:49:44 +02:00 |
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zicodxx
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1a76d33345
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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
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2012-03-29 10:15:58 +02:00 |
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zicodxx
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aa257e0727
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We might want to try compiling before committing something, right?
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2012-03-28 21:47:13 +02:00 |
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zicodxx
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0e55ac91da
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Added forgotten D2 powerup capping code when starting level which hopefully fixes massive powerup loss
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2012-03-28 21:45:40 +02:00 |
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zicodxx
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6251eb2eb0
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Dynamically allocate line to read from descent.cfg and ensure a safe length
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2012-03-28 13:43:31 +02:00 |
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zicodxx
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32ebfab29d
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Allow a total of 32 different player ship textures and stored N_PLAYER_SHIP_TEXTURES in player.h
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2012-03-28 12:26:19 +02:00 |
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zicodxx
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4ddf79e16f
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Since the kicked message is shown after player is technically removed from the game we do not know hosts name anymore. Message changed accordingly
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2012-03-28 12:09:19 +02:00 |
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zicodxx
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d583415cfb
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in netgame info screen some setting-descriptions were interchanged and displayed wrong toggles
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2012-03-28 12:02:15 +02:00 |
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zicodxx
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945d50ec76
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Fixed double wall-object-damage introduced 20111124 by applying more strict rules to wall-colliding and wall-scraping where latter now is player-exclusive
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2012-03-28 11:02:30 +02:00 |
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zicodxx
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f4dfae832f
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properly disable cheats when loading a saved game so only cheats that were stored are re-enabled
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2012-03-28 10:07:12 +02:00 |
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zicodxx
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766f48084c
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Allow .flac to be a filename extension for sng file and jukebox
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2012-03-28 10:03:18 +02:00 |
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zicodxx
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3554fd442c
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Fix compile-time error when building without editor
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2012-03-28 09:56:31 +02:00 |
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Chris Taylor
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e7048d09ae
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Fix bug where pad buttons would disappear when clicking on them, after opening then closing a dialog
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2012-03-24 17:50:37 +08:00 |
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Chris Taylor
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ea454664d0
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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
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2012-03-24 17:18:03 +08:00 |
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Chris Taylor
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8b757570d5
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Update the canvas data pointers for all windows after changing the screen mode, so the main menu draws properly after leaving the editor
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2012-03-24 14:43:08 +08:00 |
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Chris Taylor
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cd0213122c
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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
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2012-03-24 13:26:51 +08:00 |
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Chris Taylor
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05722dec97
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Remove all remaining uses of Function_mode, checking for the existence of EditorWindow where necessary instead
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2012-03-19 14:08:25 +08:00 |
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Chris Taylor
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15a6a81176
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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
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2012-03-19 13:48:35 +08:00 |
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Chris Taylor
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b94d8f127e
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Remove redundant ui_event_process and duplicate mouse.c in ui/. All editor input is now event-based.
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2012-03-18 18:04:16 +08:00 |
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Chris Taylor
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6983a906a3
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Make editor_handler into a proper callback, iron some problems out. Seems to draw a different bunch of stuff now (still erroneous)
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2012-03-18 16:01:53 +08:00 |
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Chris Taylor
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f98753fa38
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Do a bit of a tidy up for the editor, dump code from editor() within the loop into new editor_handler()
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2012-03-18 12:11:55 +08:00 |
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Chris Taylor
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c960c868f3
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Make do_wall_window into a proper callback. Only one dialog left - the main one.
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2012-03-17 21:33:59 +08:00 |
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