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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1be064dfb9
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When GameArg.CtlNoStickyKeys was introduced I forgot to add an actual check if -nostickykeys was supplied - fixed now
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2011-06-21 19:19:17 +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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zicodxx
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68c9ccadd0
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Definition of dynlight_time should have been static to archive timed light calculations
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2011-06-07 17:31:49 +02:00 |
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zicodxx
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4d51c1d8dd
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Correctly disable secret levels for Shareware
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2011-06-07 00:21:43 +02:00 |
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zicodxx
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acf7052546
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For all filename strings use PATH_MAX as size, make sure they are inited correctly and only fill them with snprintf instead of sprintf
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2011-06-06 21:19:38 +02:00 |
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zicodxx
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df7fa858bc
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For all filename strings use PATH_MAX as size, make sure they are inited correctly and only fill them with snprintf instead of sprintf
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2011-06-06 16:33:12 +02:00 |
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zicodxx
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3db4007d8a
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for flexibility in terms of modding, allow player ship textures in Multiplayer be <= N_PLAYER_SHIP_TEXTURES and not hit Assert but pull out Eroor if there are more
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2011-06-04 22:50:37 +02:00 |
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zicodxx
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0a4c6eef58
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Just generally ignore missing sounds in digi_xlat_sound just like D1X-Rebirth - not limit to Shareware
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2011-06-04 21:31:25 +02:00 |
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zicodxx
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144eacb061
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Correctly handle PC Shareware for start_endlevel_movie() again without the defines but via is_SHAREWARE
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2011-06-04 12:22:03 +02:00 |
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zicodxx
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8fde65eb3c
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Play SONG_BRIEFING and SONG_ENDGAME on all non-builtin missions if available
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2011-06-04 11:38:10 +02:00 |
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zicodxx
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7b08964f78
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Don't force AltSounds on PC-Shareware content but still must bail out on missing sounds using a small hack. Still gives a better sound palette than AltSounds
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2011-06-04 11:35:41 +02:00 |
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zicodxx
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6fe5bee78a
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Since set_dynamic_light() is not necessarily processed each frame, added own counter for delayed precession of vertex-clight calculation; Added possibility to page in a bitmap in case an object which has never been rendered before is supposed to cast light visible by the player
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2011-06-04 10:04:39 +02:00 |
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zicodxx
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a2e5afedf7
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Added proper colored lighting handling for RT_POWERUP which I not noticed was wrong before ... darn dim glowing powerups
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2011-06-01 15:49:06 +02:00 |
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zicodxx
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dd455389cd
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Executing timer_update() at the beginning of calc_frame_time in case event_process() taking a significant amount of time to reach the game window and therefor could make FrameTime be inaccurate
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2011-06-01 15:06:16 +02:00 |
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zicodxx
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9f42879473
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When reaching EL_FLYTHROUGH in do_endlevel_frame() do not check for start_endlevel_movie() anymore but rather it's result so this subfunction does not get called again which does not only save us from executing pointless code and code which screws up flythrough sequence
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2011-06-01 14:39:23 +02:00 |
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zicodxx
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dd991fbf6b
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Got rid of cfile code: Renamed cfile-functions to use PHYSFSX-naming convention, Replaced cfile-macros with proper PHYSFS(X) calls; Introduced PHYSFSX_exists() which can check case-sensitive or case-insensitive to give more flexibility with game content
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2011-06-01 09:59:55 +02:00 |
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zicodxx
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d34936d775
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Added own channel management to SDL_mixer sound interface since the builtin channel management of this lib cannot handle our needs; Little code cleanup
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2011-05-30 02:17:45 +02:00 |
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zicodxx
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ea70f3db03
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Made netgame setup menu more flexible towards (constant or temporary) changes in available game modes
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2011-05-28 12:07:40 +02:00 |
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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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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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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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