zicodxx
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54f8868d4e
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in game_render_frame_mono() call show_netplayerinfo() last so window views do not overlap
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2011-05-26 15:57:02 +02:00 |
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zicodxx
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52a4c9ff59
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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
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2011-05-26 09:41:28 +02:00 |
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zicodxx
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dadb99bdca
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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
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2011-05-25 15:25:13 +02:00 |
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zicodxx
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bdeb0a70b4
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When restoring Coop setting from netgame profile don't forget to fix max players variable
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2011-05-22 20:04:43 +02:00 |
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zicodxx
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23197f52e5
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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
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2011-05-22 19:54:47 +02:00 |
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zicodxx
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f797decf45
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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
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2011-05-20 17:10:19 +02:00 |
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zicodxx
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8962863723
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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
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2011-05-20 16:15:07 +02:00 |
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zicodxx
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a1aff93761
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Made Automap Free Flight controls an optional feature which can be set in MISC OPTIONS
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2011-05-20 12:23:28 +02:00 |
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zicodxx
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2f098796e0
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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
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2011-05-20 11:48:20 +02:00 |
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zicodxx
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b2bd51d870
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Updated docs and fixed some typos
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2011-05-20 00:14:42 +02:00 |
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zicodxx
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2a60b32da2
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Removed key_flush() call from save_screen_shot() - not needed anymore due to new input reading and only screws up ingame controls
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2011-05-19 23:49:04 +02:00 |
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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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0315e628e6
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crap ... fix for last commit - conditional check for fix_illegal_wall_intersection was wrong...
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2011-05-19 01:35:44 +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 |
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Chris Taylor
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2a682044d6
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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
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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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a2806837e8
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Initialize variables in create_omega_blobs() and give omega_cleanup() a return value to see if we should continue rendering to fix potential crashes
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2011-04-16 16:44:36 +02:00 |
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zicodxx
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e977551a41
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Check for hmp before pausing/resuming it
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2011-04-16 01:15:59 +02:00 |
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zicodxx
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7046b42271
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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; Small fix for position of Afterburner gauge in CM_FULL_SCREEN
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2011-04-16 01:12:04 +02:00 |
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zicodxx
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aed9d8a687
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Took out hack to force close doors as not needed anymore and does not take into account linked walls
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2011-04-14 18:24:03 +02:00 |
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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
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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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