zicodxx
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bc7089fd7e
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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 10:04:35 +02:00 |
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zicodxx
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852d9d0334
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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 15:49:03 +02:00 |
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zicodxx
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fc985c3ccb
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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 15:06:14 +02:00 |
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zicodxx
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dcc964817e
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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 09:59:51 +02:00 |
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zicodxx
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21082c6db2
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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 02:17:42 +02:00 |
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zicodxx
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75af2aa90c
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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 12:07:36 +02:00 |
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zicodxx
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af7c22faa2
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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; Introduced /move commend from Descent2 to move players between teams
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2011-05-25 15:25:06 +02:00 |
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zicodxx
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6628a6efbe
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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 20:04:40 +02:00 |
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zicodxx
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6fe57317cc
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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 19:54:44 +02:00 |
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zicodxx
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3791862055
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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 17:10:05 +02:00 |
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zicodxx
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bfad1aac59
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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 16:15:04 +02:00 |
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zicodxx
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06c0311a7a
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Made Automap Free Flight controls an optional feature which can be set in MISC OPTIONS; Fixed possible path string issue in plyr_read_stats_v() and fixed compiler warning regarding set but unused variable
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2011-05-20 12:23:22 +02:00 |
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zicodxx
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bbe0ccb64f
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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 11:48:17 +02:00 |
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zicodxx
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29580f9823
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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 23:49:01 +02:00 |
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zicodxx
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1a97660653
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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 11:49:47 +02:00 |
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zicodxx
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bc47c43c36
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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 02:34:06 +02:00 |
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zicodxx
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42fbf5a5e6
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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 01:35:41 +02:00 |
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zicodxx
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6f4ad8eef3
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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 01:25:36 +02:00 |
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zicodxx
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4a99054425
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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 01:46:23 +02:00 |
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zicodxx
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cac2946f34
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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 11:59:11 +02:00 |
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zicodxx
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408d2abf90
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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 22:21:10 +02:00 |
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zicodxx
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456bf90d81
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Don't call automap_process_input() if autmap_key_command() returns 1 preventing input mess; Fixed two compiler warnings regarding set but unused variables
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2011-05-07 13:29:21 +02:00 |
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zicodxx
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836cae5456
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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 12:25:03 +02:00 |
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zicodxx
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0b7548b6c8
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Correctly handle light computation of objects with render_type RT_LASER
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2011-05-05 20:45:22 +02:00 |
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zicodxx
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ca4d5b4263
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When using PC Shareware pigfile do not show key icons in CM_FULL_SCREEN since pigfile does not have these icons
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2011-05-05 01:07:08 +02:00 |
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zicodxx
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f2fb5c462a
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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 00:16:35 +02:00 |
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zicodxx
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5f5b5b415f
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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 15:07:53 +02:00 |
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zicodxx
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cdbf6c0485
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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 13:06:27 +02:00 |
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zicodxx
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adc53702ff
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Fix crash in multi_maybe_disable_friendly_fire() when killer == NULL
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2011-05-04 12:05:43 +02:00 |
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zicodxx
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02a29235a9
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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 02:22:17 +02:00 |
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zicodxx
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609bd15fd1
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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 02:15:07 +02:00 |
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Chris Taylor
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4efbd0d9c4
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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 12:20:52 +08:00 |
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zicodxx
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defdf0090f
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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 17:14:27 +02:00 |
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zicodxx
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43dd6f062e
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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 17:10:31 +02:00 |
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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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7890015efd
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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 10:33:03 +02:00 |
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zicodxx
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c52510eb78
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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 20:52:30 +02:00 |
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zicodxx
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6fe4dd5d96
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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 01:47:12 +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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2657a6dca9
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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
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2011-04-16 01:12:02 +02:00 |
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zicodxx
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85066d81a4
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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 11:15:15 +02:00 |
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zicodxx
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bb140620ad
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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 21:18:13 +02:00 |
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zicodxx
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630048fa99
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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 21:11:20 +02:00 |
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zicodxx
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ee9ac80b62
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Bit more safeguarding in find_plane_line_intersection() and as a result less agressive but more beautiful back-bumping on illegal wall interesections; Scaling of movement from PhysTime to FrameTime now done with vector math functions
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2011-04-13 21:08:08 +02:00 |
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zicodxx
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a518930c62
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Improved security for UDP protocol: Add checks for correct packet size and - if possible - valid sender address (valid player) and making sure Clients only accept packets meant for Clients and Hosts only accept packets meant for Hosts
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2011-04-13 00:19:46 +02:00 |
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zicodxx
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df3153d0d4
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kconfig weapon cycling fields changed after 0.56 release will automatically fix if version number changes on next release
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2011-04-12 12:18:25 +02:00 |
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zicodxx
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d969d06a59
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kconfig weapon cycling fields changed after 0.56 release will automatically fix if version number changes on next release
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2011-04-12 12:17:20 +02:00 |
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zicodxx
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6bb12ba926
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Execute set_dynamic_light 60 times per second max since more would just be a waste of CPU time; When executing set_dynamic_light, process ALL lights; Instead of storing light color in objects, do it on-thy-fly but store bitmap-based color in grs_bitmap - vastly speeds up colored dynamic lights; Improved saturation for vertex lighting to make light color a bit more subtile
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2011-04-12 03:02:49 +02:00 |
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zicodxx
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5c4a3850cd
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Little fix for typing-indicator in multiplayer - was showing comma even if no player name was displayed; Removed team_vector from UDP lite_info structure - it's not needed; Increased UDP_NETGAMES_PAGES to actually show 3000 possible games
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2011-04-12 00:45:06 +02:00 |
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zicodxx
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a10fdaf32d
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Introduced HUD message class HM_MAYDUPL for messages that may appear once per frame but the player might not able to supress via option
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2011-04-11 21:27:27 +02:00 |
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