zicodxx
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53d48e005e
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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 13:02:03 +02:00 |
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zicodxx
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a5db1fd476
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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 21:22:44 +02:00 |
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Chris Taylor
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6076b7640d
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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 20:30:46 +08:00 |
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zicodxx
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6459b6ed8a
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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
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2011-04-10 12:28:19 +02:00 |
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zicodxx
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357e1b0144
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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 22:32:47 +02:00 |
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zicodxx
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85f7be583f
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Client-side implementation for Tracker support by Matt 1360 Vandermeulen including improvements in udp_dns_filladdr and IPv4/IPv6 compability; Very little adjustments by me, too including IPv6 support for Windows (untested); Actual tracker code will follow later as seperate branch when it's done
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2011-04-05 02:24:30 +02:00 |
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zicodxx
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c8f4008878
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Fixes for OpenGL ES implementation
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2011-03-28 01:57:15 +02:00 |
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zicodxx
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fe2dd897f7
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Added cv_fade_level to canvas structure to replace Gr_scanline_darkening_level; Added cv_blend_func to canvas structure to set blending; Introduced gr_settransblend to set cv_fade_level and cv_blend_func; Added function to set normal blending, additive alpha blending and additive color blending; Moved Special transparency effects from g3_draw_bitmap to render_object to set individual transparency and/or blending for each object outside of OpenGL-specific code; Added special blending for fuelcenter and force field effects as well; Removed unused LASER_HACK code; Renamed OglAlphaEffects variable of PalyerCfg to AlphaEffects as I plan to implement this kind of effects for Software renderer, too
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2011-02-23 17:46:36 +01:00 |
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zicodxx
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4c58b43b2d
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Set zNear for gluPerspective to 0.1 to prevent ugly clipping while passing illusory walls; Set zFar to 5000.0 to prevent disappearing automap in large distance - all still sane enough for Intel chips so my eeePC is safe nyahahaha
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2011-02-18 00:43:03 +01:00 |
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zicodxx
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79e84f8d17
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Draw laser effects with special blending instead of disabled DepthMask; Added special blending for transparency effects as well to let them kick more ass; Corrections while rendering outside part of endlevel sequence with disabled depth testing and dynamically changing Render_depth to make the mine exit visible again while not rendering the exit tunnel tru the planet terrain
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2011-02-18 00:17:49 +01:00 |
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zicodxx
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e9da5b85b4
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New approach to handle a bunch of closing windows - removed window_do_close() again, reworked game_leave_menus by checking window_get_front() and closing this window until it's Game_wind, while event_process checking if window still exists after drawing and if not, take next window from previous which should be updated by then
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2011-02-12 23:58:39 +01:00 |
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zicodxx
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53c9fa987f
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Added secondary weapon indicators to new reticle types; Fixed disks being drawn as circles - whoops
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2011-02-10 20:53:19 +01:00 |
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zicodxx
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6bc439a343
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Simplified ogl version of gr.c in terms of SDL video flags and fullscreen toggle; Added command-line/INI option to remove borders from windowed program
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2011-02-10 15:30:05 +01:00 |
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zicodxx
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80e9e5893e
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Fixed memory leak produced by drawing circles and disks
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2011-02-09 17:18:26 +01:00 |
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zicodxx
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2232433860
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Increased key repeat values to react a little more like the MS-DOS version of the game but a little slower so I can still stop at the correct item; In automap reorganized control_info swapping as well as wiggle state handling to properly work in connection with the new input handling and Multiplayer where game is not paused
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2011-02-06 14:25:31 +01:00 |
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zicodxx
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09debd3e2f
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Included new window structure flag w_closing_state and let window_close() set this flag - after drawing all windows, check them again and call window_do_close() which then actually closes the window(s) marked to. Solving all sorts of problems when windows close while being drawn (network error messageboxes, game_leave_menus(), etc.)
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2011-02-03 11:47:54 +01:00 |
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zicodxx
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17d0482938
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After rendering Reboot reticle, reset glLineWidth to default value again
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2011-02-02 02:12:09 +01:00 |
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zicodxx
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5aa0939b73
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Added event types for all input actions; Rewrote kconfig code to work with events; static defined inputs will not trigger kconfig-mapped inputs anymore; Simplified keyboard, mouse and joystick code a lot due to event-based handling; Added function to toggle SDL key repeats on and off; Put timer_update() to event_process; Removed return when event_poll() is idle to get cursor hiding to work again; Added a small delay between cursoe hiding and re-enabling to cursor will not accidentially enable by SDL event centering cursor while hiding
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2011-02-02 01:36:43 +01:00 |
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zicodxx
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5f096e322a
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In event_process() check for wind->next before sending EVENT_WINDOW_DRAW in case drawing will free wind
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2011-01-26 11:55:43 +01:00 |
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zicodxx
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c7038983d5
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Added a simple random function for the Jukebox; Removed one small printf I once added for debugging
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2011-01-20 12:17:24 +01:00 |
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zicodxx
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c124b0883f
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Retired most of the Assembler code except the generic i386 scanline renderer; Removed all leftovers of Direct3D implementation; On the way make a some code more similar between D1X-Rebirth and D2X-Rebirth
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2011-01-19 21:35:14 +01:00 |
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zicodxx
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587938363e
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Before duplicating last pixel column or row in ogl_filltexbuf, make sure we are still in actual bitmap boundaries
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2011-01-17 15:00:13 +01:00 |
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Chris Taylor
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11bbae4079
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Still send idle events when receiving SDL joystick events, fixing possible joystick issues
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2011-01-17 12:16:05 +08:00 |
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zicodxx
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76514d8ba1
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in ogl_filltexbuf add pixel row matching color of bitmap edge to get a clean border when filtering cockpit overlay bitmaps; Small text correction for sound menu to fit better on screen
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2011-01-16 19:33:30 +01:00 |
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zicodxx
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a8f3f4764f
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Added feature to enable Anisotropic filtering is supported by hardware or driver; Reworked way of handling texture filtering information so ingame switching is possible again; Little fix for ogl_get_verinfo which was taken out for ordinary OGL code but should for OGLES
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2011-01-16 01:50:28 +01:00 |
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zicodxx
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e74f5e60d1
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Fixed alpha limit for ogl_ulinec(), gr_uricle(), gr_disk()
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2011-01-15 20:50:22 +01:00 |
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zicodxx
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ae194bf7a6
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Fixed some compiler warnings
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2011-01-15 00:33:10 +01:00 |
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Chris Taylor
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2bd3385abd
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For editor, replace use of ui_mega_process() with event_process(), with the editor's own default event handler; add EVENT_MOUSE_MOVED event with event_mouse_get_delta() accessor; add event_key_get() to replace ugly casting; rename mouse_get_button() with event_mouse_get_button() to keep with name convention; only send idle events when there are no input events so editor still works properly (or the same anyway); add and use event_send() function for input events (including idle)
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2011-01-13 12:36:19 +08:00 |
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zicodxx
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340aa84298
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Reverted most of the last commit - didn't work well when timer was updated too frequently
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2011-01-11 00:37:38 +01:00 |
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zicodxx
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b76daeb8a8
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In timer_update() use i2f and fixdiv for SDL_GetTicks() to get more accurate values to F64_RunTime; Added rollover check for SDL_GetTicks() to timer_delay2()
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2011-01-10 22:59:00 +01:00 |
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zicodxx
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31d17380ec
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Added different reticle types with RGBA and size settings; Apply RGBA and size to FlightSim Indicator; Added Brightness Slider to Graphics options menu; Added OpenGL usage for gr_disk
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2011-01-10 16:12:00 +01:00 |
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zicodxx
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8bda08ed7f
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Improvement on the HMP track loop feature by TURRICAN; Added small template fix for descent.hmp which is supposed to be activated soon as we have some kind or Checksum function
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2011-01-09 17:51:45 +01:00 |
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zicodxx
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3307f3da07
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Fix small bug in vertex_array for ogl_ubitblt_i
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2011-01-06 20:12:45 +01:00 |
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zicodxx
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28bf026158
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Added OpenGL ES support - contributed by Florian Feucht and Oliver Haag
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2011-01-06 12:43:55 +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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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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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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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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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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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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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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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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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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95f1c1793e
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Instead of writing converted MIDI to file, write to buffer so it can be played directly
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2010-10-29 17:40:21 +02:00 |
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