zicodxx
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52f3f87359
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Avoided variable array initializations which some compilers do not like; Also made sure declarations happen first inside (sub)functions; Fixed set but unused variables
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2011-09-26 23:00:24 +02:00 |
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zicodxx
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80bf0580e4
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Gave throttle it's own sensitivity and deadzone settings; Added patch by Hans de Goede to let Slide-On and Bank-On settings use invert settings from Slide- and Bank-axes
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2011-09-26 20:22:38 +02:00 |
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zicodxx
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8422d07cae
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Code consistency checks by _Tyr_; Fixed set but unused variables
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2011-09-26 19:03:20 +02:00 |
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zicodxx
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ba3d2e2d42
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Code consistency checks by _Tyr_; Fixed set but unused variables
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2011-09-26 18:58:12 +02:00 |
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zicodxx
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d444c571f5
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Fixed misuse of gr_bitblt_find_transparent_area() caused rear view to be shifted on some cockpits
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2011-09-25 01:01:53 +02:00 |
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zicodxx
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236e1c97fc
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Reworked wall_toggle() to work with index for segnum instead of a pointer, hopefully making the consistency check less error prone
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2011-09-24 22:03:36 +02:00 |
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zicodxx
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2802ea7f08
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Consistency check for segment number in find_vector_intersection() and obj_create(); Added more debug output for invalid segment numberin get_seg_masks()
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2011-09-24 11:15:31 +02:00 |
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zicodxx
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813dd1a05b
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When restoring Coop players and make turn them into ghosts perform a check if this player is actually a valid player so we do not just blindly use any object number from a possibly uninitialized player structure
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2011-09-23 19:48:48 +02:00 |
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zicodxx
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a5d7454f64
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Added wrapper functions dxx_sendto and dxx_recvfrom to collect simple statistics about amount and size of packets sent/received per second; Actually fixed packet scheduling in main UDP frame - was sending more than intended - stupid me
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2011-09-21 20:03:46 +02:00 |
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zicodxx
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8b5b6b822d
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Fixed overuse of multi_send_sound_function when handling afterburner in case player is dead or escaped
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2011-09-21 19:49:29 +02:00 |
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zicodxx
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aa165490e6
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Streamlined joining, rejoining, disconnecting players and timeouts, getting rid of unwanted rejoin messages and let host remove a player for good without rejoining it via pdata packet to really get rid of lossy or unwanted players; Care for rollover of pkt_num of stored mdata packets
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2011-09-21 12:04:10 +02:00 |
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zicodxx
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c71591c4e6
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Removed saving/restoring the state of Packet Loss Prevention from Netgame profiles
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2011-09-19 13:42:00 +02:00 |
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zicodxx
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951f3edd80
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Reworked Packet Loss Prevention: If an important packet could not be recovered until it timed out, dump player who failed sending/receiving it; Noloss queue can proces spackets until a certain traffic has been reached; In main UDP frame schedule different types of packets depending on PPS to decrease traffic produced in one frame, hopefully preventing too much loss in high-traffic situations; Small code cleanups; Added new dump signal for loss of important packet; When dumping player also disconnect that one in case the dumped player does not accept the signal
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2011-09-19 13:01:11 +02:00 |
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zicodxx
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a8892bd13a
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Added new priority level for MDATA packets to also send them ASAP without the need for an ACK; Streamlined sending multibot and fire packets and on the way artificially and automatically scaling fire rates, energy/ammo usage and damage of weapons in Multiplayer to decrease traffic easy way without changing the Gameplay
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2011-09-15 10:45:48 +02:00 |
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zicodxx
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d9ca3a2287
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Removed support for IPX protocol and MS-DOS-Multiplayer-compability due to age and lack of real need and to really improve on the Multiplayer without adding too much complexity for backwards-compability
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2011-09-14 01:15:32 +02:00 |
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zicodxx
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7efd8f8183
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Due to conversion from fix64 to fix Boss_dying_start_time was not 0 when saving even if boss was not dead - fixed; Fixed warning about set but unused variable
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2011-08-26 18:56:22 +02:00 |
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zicodxx
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27a638a33a
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Added Polygon model viewer and GameBitmaps viewer in non-Release build for debugging, messing around, DXX-Redrawn, etc.
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2011-07-20 14:44:49 +02:00 |
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zicodxx
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03f0613c8d
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Keep copyright information up to date
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2011-07-19 11:36:26 +02:00 |
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zicodxx
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0e50a9e7c4
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Properly call multi_leave_game() when host leaves multi game to let clients exit smoothly
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2011-07-19 11:31:08 +02:00 |
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zicodxx
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5ea72ad2fc
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Fixing Redbook hooks: Initialize last_check_time in RBACheckFinishedHook(); Execute RBACheckFinishedHook() during EVENT_WINDOW_DRAW in standard_handler() as EVENT_IDLE rarely happens if you have a shivering Joystick connected for example
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2011-07-16 16:02:22 +02:00 |
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zicodxx
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a28f482027
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Correctly proceed to new Redbook track if songnum != Song_playing (hopefully - to confirm); Using songs_stop_all() in songs_uninit() to clear redundancy; added some notes to functions to shine a bit light on the mess of some functions
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2011-07-16 11:36:40 +02:00 |
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zicodxx
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dafe61b488
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properly check and fix viewMatrix in free flight auotmap
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2011-07-15 16:01:40 +02:00 |
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zicodxx
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4367c9a117
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Fixed typo in Packets per sec. in GAME_RULES screen; Reduced max amount of games shown on netlist to 900 to reduce RAM usage... as if we'd ever reach this
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2011-07-15 11:46:06 +02:00 |
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zicodxx
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b83e27005f
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Bail out of hmp_reset() if midiOutOpen fails and return error with -debug set; execute hmp_reset() before first song plays; renamed digi_win32_stop_current_song() to digi_win32_stop_midi_song() to keep naming convention; Fixed some compiler warnings
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2011-07-15 10:43:03 +02:00 |
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zicodxx
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8a495dab09
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When updating netgame hoard game flag used for compability reasons must be removed as it can be set - otherwise screwing up game mode display in netlist menu
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2011-07-15 01:34:36 +02:00 |
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zicodxx
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fa96b3e5d7
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Due to descent2.ham reloading, hoard.ham must realod properly as well; cover multi_send_sound_function by plp preventing sound loops get lost/screwed in action
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2011-07-14 13:38:04 +02:00 |
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zicodxx
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0eca250fd4
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When colliding with robot not controlled by us in Multi-Robot game do not apply force or damage - wait until the robot is under our control - preventing juggeling robots back and forth between players and creating massive damage
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2011-07-14 13:36:44 +02:00 |
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zicodxx
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97f2bb11cb
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Stability fixes: avoid somfusions with same named variables in one function; Properly sort out players from player list that use too long filenames; Removed call for gr_set_fontcolor in kconfig where no canvas is set, causing crashes when trying to reassign a button, key or axis
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2011-07-13 23:26:43 +02:00 |
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zicodxx
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9726c06b6a
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Fixed uninitialized bytes in multi_do_create_robot_powerups() and two set but unused variables
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2011-07-12 15:34:42 +02:00 |
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zicodxx
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149bd7ad7c
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removed debugging code accidentially left in...
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2011-07-12 01:33:10 +02:00 |
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zicodxx
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a87dccd1bf
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Readded automatic wall-flag setting for opened doors as PLP cannot protect us from negative side-effects due to how gullible multi_do_door_open() works
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2011-07-12 00:11:00 +02:00 |
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zicodxx
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fbc6112d44
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Added complex error output if illegal segnum passed to get_seg_masks(); Fixed warning about set but unused variables
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2011-07-10 01:09:43 +02:00 |
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zicodxx
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6f0567041a
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Added new dynamic light calculation which works with find_connected_distance() preventing vertecies to be lit up without connection to light source but still maintaining illumination. Still deactivated as it needs more optimization - planned for 0.58. Removed old alternative dynamic lighting which was suppoed to work via fvi but way slower than the new one
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2011-07-09 21:39:22 +02:00 |
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zicodxx
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7072a067a9
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Just like for players do not protect robot firing or positional data (via PLP) to prevent jumpy movement with delayed packets
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2011-07-09 13:30:33 +02:00 |
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zicodxx
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41b4c080fa
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In Multiplayer games show player names in big guided window as well
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2011-07-09 13:25:11 +02:00 |
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zicodxx
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c947462c38
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Slight improvement for Packet Loss Prevention: Be able to send to 35 packets per call of net_udp_noloss_process_queue() and also let counter only increase if a packet was actually sent, making sure the queue is not stuck on the first 5 packets in the list
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2011-07-08 01:23:44 +02:00 |
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zicodxx
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dc0400205b
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Only call show_netplayerinfo() if GM_MULTI is set and reset netplayerinfo_on in game_setup()
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2011-07-04 11:23:53 +02:00 |
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zicodxx
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c3ddbe0580
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Correction for last comit: D'oh forgot to reset the interval to 25 seconds I modified for testing...
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2011-07-03 00:09:30 +02:00 |
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zicodxx
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b66efa5be4
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Reset idle timer in main menu correctly even after playing the intro movie; Also got rid of a goto as it's generally bad and not needed since random demo selection picks a correct demo anyways
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2011-07-02 22:59:03 +02:00 |
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zicodxx
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837ccccf80
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When initializing ai object correctly initialize Ai_local_info to prevent glitches like random submodel angles
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2011-07-02 22:48:12 +02:00 |
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zicodxx
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a973da9432
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Made formatting for help text more consistent and prettier; Somewhat changed the code for help text so we can use variables in the help text. For example: If we change MAXIMUM_FPS, it will automatically be displayed in the help text without manual editing needed
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2011-07-01 01:00:59 +02:00 |
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zicodxx
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8a6839e8a1
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changed variables and pointer carrying vertex indexes from short to int to handle levels with over 900 segments properly
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2011-06-30 12:23:38 +02:00 |
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zicodxx
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775ad16622
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Correctly disable/initialize Multiplayer features not supported by IPX games for compability; Removed show_games_rules as there isn't much useful to show there; Some more code simplicity; Fixed sending of allowed items; Fixed player selection screen
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2011-06-28 22:00:44 +02:00 |
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zicodxx
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d60dffdaff
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Fixed possible memory corruption when saving Current_mission_filename which is not necessarily a 9 byte long allocated string; Bit safer string handling with snprintf; Fixed set but unused variables like a boss
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2011-06-28 09:16:24 +02:00 |
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zicodxx
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dd01f591a6
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Fixed object sync for latecoming clients which was broken due to a very, very, VERY stupid mistake...
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2011-06-24 13:09:42 +02:00 |
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zicodxx
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ea16967383
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For Hotshot and above made homing missiles turn to player a bit less agressive which is hardly noticable but slightly increases the chance to shake off a projective even if dodged without perfect timing. This makes possible to survive in case a player/bot shoots several homing projectiles in spread fashion
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2011-06-23 09:50:20 +02:00 |
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zicodxx
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5252e41d31
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PlayerCfg.MultiMessages was supposed to only show messages of class HM_MULTI but turned out to only block HM_REDUNDANT, too. Fixed this copy/paste error of mine
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2011-06-23 09:24:00 +02:00 |
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zicodxx
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47c687d5fc
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in compute_light_emission() handle RT_NONE for delayed explosion fireballs
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2011-06-20 11:30:12 +02:00 |
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zicodxx
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7c4d9afc80
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By using fixed distance bumping for fix_illegal_wall_intersection making the whole process much more reliable on sharp edges
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2011-06-17 00:33:46 +02:00 |
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zicodxx
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e3217385d2
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Saturate colored dynamic light just like normal one - makes the hwole thing a bit less colorful but makes for better balanced color mixing (theoretically) and does not reduce static light
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2011-06-09 10:28:58 +02:00 |
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