Chris Taylor
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fba833f773
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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 17:30:40 +08:00 |
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Chris Taylor
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c0ed4870c5
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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 13:27:27 +08:00 |
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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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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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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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025f04c389
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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 12:29:06 +02:00 |
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zicodxx
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eb7e001c2f
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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 22:32:51 +02:00 |
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zicodxx
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d05344d723
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Fixes for OpenGL ES implementation
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2011-03-28 01:57:18 +02:00 |
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zicodxx
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c960d5505a
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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 17:46:39 +01:00 |
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zicodxx
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ffee2235a9
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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 00:43:05 +01:00 |
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zicodxx
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d020a3136e
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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 00:17:51 +01:00 |
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zicodxx
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43ebcd249b
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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 20:53:23 +01:00 |
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zicodxx
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031420cf74
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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 15:30:08 +01:00 |
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zicodxx
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7b5102a0f9
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Fixed memory leak produced by drawing circles and disks
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2011-02-09 17:18:35 +01:00 |
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zicodxx
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21836c5c6b
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After rendering Reboot reticle, reset glLineWidth to default value again
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2011-02-02 02:12:05 +01:00 |
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zicodxx
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d5ac0af494
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Before duplicating last pixel column or row in ogl_filltexbuf, make sure we are still in actual bitmap boundaries; Incrementing defines SHIELD_GAUGE_Y, SHIP_GAUGE_Y for HIRESMODE to fit these gauges pixel-correct in Cockpit mode
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2011-01-17 15:00:26 +01:00 |
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zicodxx
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acb1494124
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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
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2011-01-16 19:33:41 +01:00 |
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zicodxx
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025a6c3951
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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
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2011-01-16 01:50:42 +01:00 |
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zicodxx
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a52875f96e
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Fixed alpha limit for ogl_ulinec(), gr_uricle(), gr_disk()
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2011-01-15 20:51:17 +01:00 |
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zicodxx
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39e956e2bc
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Added different reticle types with RGBA and size settings; Apply RGBA and size to FlightSim Indicator and Guided Crosshair; Added Brightness Slider to Graphics options menu; Added OpenGL usage for gr_disk
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2011-01-10 16:12:04 +01:00 |
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zicodxx
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cdac541815
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Fix small bug in vertex_array for ogl_ubitblt_i
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2011-01-06 20:13:04 +01:00 |
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zicodxx
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449a5dffb1
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Added OpenGL ES support - contributed by Florian Feucht and Oliver Haag
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2011-01-06 12:43:58 +01:00 |
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zicodxx
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fe84fa3a9a
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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 01:17:59 +01:00 |
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zicodxx
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583d035b89
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Apply transparency to Hoard Orb if effect activated
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2010-11-08 23:39:53 +01:00 |
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zicodxx
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099c8cf86f
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Rewrote code to control Texture Filtering a little so it's easier to apply Mipmaps for different parts of the game independently; Made Movie Filtering a menu option which must be enabled seperately; Added Movie Subtitles toggle to misc game options
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2010-09-02 13:55:28 +00:00 |
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zicodxx
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6c61d30ffa
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Added res-file to be linked in Windows build to show icon in Filemanager; converted icon file to be smaller
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2010-08-21 17:08:53 +00:00 |
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zicodxx
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9a42f9ca8b
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Bind WM-Icon to application
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2010-08-21 06:51:13 +00:00 |
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zicodxx
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808dbae5ed
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Using rather sane values for gluPerspective - fixing Z-Fighting bugs on Intel chips; in Fullscreen toggle, always apply new viewing values independent of Screen_mode
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2010-07-29 20:19:52 +00:00 |
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kreatordxx
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88373bd89d
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Exit SDL_PollEvent early if window changes, to avoid menu problems when pressing keys fast; fix 'condition is always false' warning
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2010-07-25 00:49:33 +00:00 |
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zicodxx
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0ce37b89bb
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Added expandable classes for HUD messages (like D1X but slacked) to better handle Multi messages or redundant messages; Rewrote HUD code completely; Changes -playermessages to -multimessages since this is more appropriate; Removed remnants of -mprofile
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2010-07-13 06:35:25 +00:00 |
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zicodxx
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5a8ff256ae
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Added function to list valid resolutions and build resolutions menu dynamically with the resulting list
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2010-06-24 09:29:11 +00:00 |
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zicodxx
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e46606821f
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Added real Doublebuffering to SDL-build; While on the way, making Bpp selection available for SDL-build, too
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2010-01-29 21:53:17 +00:00 |
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zicodxx
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621844e3f3
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Draw Endlevel sequence with correct DepthFunc
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2009-11-30 19:11:46 +00:00 |
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kreatordxx
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57c71476fc
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Only list resolutions that can actually be used, using new gr_check_mode
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2009-11-17 14:27:39 +00:00 |
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kreatordxx
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bf512bb9ec
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Remove redundant conf.h directives
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2009-04-30 13:01:31 +00:00 |
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zicodxx
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b8ae980f86
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New level render order for better seperation and blending between transculent level geometry and sprites
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2009-01-30 11:50:25 +00:00 |
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zicodxx
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4f535cff23
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Made MouseFilter selectable over Controls menu while defaulting to OFF - Saved in PLX
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2009-01-17 11:02:59 +00:00 |
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zicodxx
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85f46e5862
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Error handling while dumping TGA file - (partially) Patch by v66r
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2009-01-16 00:12:04 +00:00 |
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zicodxx
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ac3f773883
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Reduced size of vectorial reticle to match the size of the original one; Only scale fonts by float if Texture filtering is on - otherwise scale by int
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2009-01-15 23:58:36 +00:00 |
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zicodxx
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15582a707c
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Deactivated depth writing fo g3_draw_bitmap() sprites to prevent rendering errors when clipped in some cases
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2008-11-26 01:24:58 +00:00 |
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zicodxx
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996748bdba
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Small transparency fix for robot weapons; Some timer-Failsafe in robot/boss dying frames; Fixed logical flaw in create_small_fireball_on_object() closing out sound effects on robots
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2008-11-20 18:02:42 +00:00 |
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zicodxx
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1de53497b2
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Using a clean flow for closing game data at the end of main() instead of using atexit; Now only use atexit for SDL stuff, error, mem, console (and editor which we do later); Small Cleanup
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2008-11-14 16:56:40 +00:00 |
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zicodxx
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8a2da79504
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Always keep aspect scaling (lowest scalar of width and height) for fonts, lines, dots, spheres, reticle and non-Cockpit-/Statusbar-related HUD-elements; Moved the Cockpit alpha decoding to gauges.c and created a seperate bitmap for the alpha fields and create subbitmaps from this one - more memory but this way we do not modify the cockpit bitmap itself
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2008-11-09 14:31:30 +00:00 |
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zicodxx
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54be20c5e1
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I always forget glLineWidth takes previous setting if arg is <=0; Made the decodebuffer for cockpit static as the bitmap data pointer points to it
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2008-11-01 15:40:00 +00:00 |
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zicodxx
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9cc62df60d
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Always use printable UNICODE characters for the key_handler and included routine to assign key symbols to UNICODE so we get an equivalent of a Key-Released state which we need for the Keyboard buffer; Removed the shifted_ascii_value field from key_props and stored all usable characters in seperate rows; Improves Text input and makes keyboard mapping independent from keyboard layout without breaking any compability
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2008-10-31 16:57:36 +00:00 |
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zicodxx
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51c322d3aa
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Cleanup: Renderstats; Made PRShot a non-OpenGL-related feature and added to Misc Options; Added command for SDL_ASYNCBLIT to command-line args
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2008-10-28 17:04:35 +00:00 |
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zicodxx
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820961c99a
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Removed hack for Cockpit-window transparencies and added function to decode and add alpha to the bitmap directly (now works in non-OGL as well); Using sub-bitmaps for Cockpit-windows and menu backgrounds; Cleaned old bkg stuff from menu GUI
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2008-10-28 13:28:10 +00:00 |
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zicodxx
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490726b4ac
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Setting Fullscreen toggle setting the GameCfg value at each change, not only in change_res(); Do not allow the toggle while playing since ALT-GR+ENTER could be used as game-keys; Reorganized Resolutions menu to automatically calculate aspect ratio for preset resolutions and making custom fields exclusive
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2008-10-19 12:53:30 +00:00 |
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kreatordxx
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164e1f2350
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give render_frame call both arguments (compiler error)
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2008-05-24 08:56:56 +00:00 |
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zicodxx
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6b1ef665bf
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Reverting screenshot stuff - error prone
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2008-05-21 21:59:16 +00:00 |
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