Kp
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c6155f63ce
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Remove RCS comment to synchronize code with D2X
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2013-02-22 04:30:51 +00:00 |
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Kp
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7b2cbd5dc3
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Normalize comments and whitespace to match D2X
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2013-02-22 04:30:38 +00:00 |
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zicodxx
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a43f7df8d0
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Added option to hide mouse cursor (without disabling the mouse completely)
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2013-01-08 17:47:02 +01:00 |
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zicodxx
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07f3bac4cd
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Removed redundant/obsolete declarations - patch by Kp
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2013-01-03 16:54:46 +01:00 |
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zicodxx
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f127189b89
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Moved pow2ize declaration to ogl_init.h - patch by Kp
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2013-01-03 16:17:54 +01:00 |
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zicodxx
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bb17123c5b
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Move declaration of gr_rle_expand_scanline_generic() to rle.h - patch by Kp
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2012-11-02 18:41:39 +01:00 |
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zicodxx
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330c9f8f38
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Marked con_printf fmt as const, Increased console lines from 512 to 2048; Marked console private entries as static - patches by Kp
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2012-11-02 18:24:11 +01:00 |
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zicodxx
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503de276ac
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Renamed __format to __attribute_gcc_format due to possible C++ conflict; allow arguments - patch by Kp
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2012-11-02 18:16:13 +01:00 |
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zicodxx
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42b34abd7d
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in g3s_codes renamed or,and to uor,uand - patch by Kp
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2012-11-02 18:09:03 +01:00 |
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zicodxx
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2f34c3d7fd
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Moved ui_draw_frame(), ui_draw_shad(), draw_tmap_flat(), math tables externs to headers - patches by Kp
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2012-11-02 18:02:41 +01:00 |
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zicodxx
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bf2031071f
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Removed 'new' from prototypes; Declared ogl_do_palfx(), ogl_close_pixel_buffers(), ogl_init_pixel_buffers() in gr.h - patches by Kp
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2012-11-02 17:51:21 +01:00 |
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zicodxx
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c5dbc6593c
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Fixed inconsistency in hostage_rescue() definition and revoked recent patch for u_mem.h due to infinite loops in mem.c caused by this
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2012-10-31 16:26:45 +01:00 |
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zicodxx
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690a99c15d
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Compile out memory checker if not enabled - patch by Kp
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2012-09-02 19:17:17 +02:00 |
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Chris Taylor
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b9e16185a3
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Fix warnings (add d_splitpath prototype, no checking ubyte 'id' is < 0, fix say_totals prototype, include d_strdup prototype for radio.c and make sure that 'text' gets freed)
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2012-07-24 17:29:43 +08:00 |
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zicodxx
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33bf139002
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Redefined lotsa variables, functions and parameters as const and/or static - patch by Kp
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2012-07-23 01:17:52 +02:00 |
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zicodxx
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1d68e2d3ba
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Optimization for quaternion structure: Stuffed orientation in shorts and removed figure out segnum by position - saving 10 bytes for each positional update in Multiplayer; Also removed render_type from pdata to save yet another byte
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2012-05-26 17:53:05 +02:00 |
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zicodxx
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d4dfd1fb40
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Introduced quaternion functions to replace vector matrix where size matters - created by Florian Feucht; Added option for pdata packets based on quaternion in Multiplayer game; Removed PF_LEVELLING from new player objects to prevent jittering in player banking
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2012-05-21 17:06:47 +02:00 |
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zicodxx
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d58e6fc38f
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using our own functions for strdup and _splitpath with the d_ prefix for all platforms for consistency
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2012-05-19 02:16:40 +02:00 |
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zicodxx
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2c9ee20981
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using our own functions for stricmp, strnicmp, strlwr, strupr, strrev with a d_ prefix for all platforms for consistency
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2012-05-19 01:36:41 +02:00 |
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zicodxx
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8967ae77fe
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Renamed FixedStepCalc() to cald_d_tick() and FixedStep became d_tick_step; Also ther eonly is a 50ms-timer used to d_tick_step as it was the only one used so far; Replaced FrameCount with d_tick_count which only increments by 50ms-timer used in calc_d_tick() - that now scales timed actions for certain functions properly and makes AI work FPS-independent without any hacks in that regard
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2012-05-14 19:06:27 +02:00 |
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zicodxx
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e3a21dce5e
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Fixed some non-critical compiler warnings; Now compiling with -std=c99 -pedantic and fixed warnings (except for editor build) caused by this
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2012-05-14 12:20:27 +02:00 |
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Chris Taylor
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7b9f0f8d17
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Rename MessageBox to ui_messagebox to avoid a conflict with Windows' MessageBox
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2012-04-17 16:02:32 +08:00 |
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Chris Taylor
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e1eaf7cc65
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Clicking on mine elements in the editor now works in ogl
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2012-04-15 13:43:41 +08:00 |
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Chris Taylor
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1e77cbdf30
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Fix crash when loading a level in the editor
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2012-04-14 13:28:30 +08:00 |
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Chris Taylor
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7ef1431885
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Editor exits cleanly when clicking the close box, no more redundant gr_uscanline call in gl_urect for ogl (an initial attempt to fix the previous bug)
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2012-04-09 20:40:55 +08:00 |
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Chris Taylor
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8a437a759c
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Get the clock, 'keypad' info, texture choosing page and object choosing page to draw (latter two just show black squares for ogl)
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2012-04-09 10:12:58 +08:00 |
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zicodxx
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4f8a60983e
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Introduced fixmul64 returning fix64 type to use with check_point_to_face() and prevent fix overflow with very large faces; on the way cleaned up NO_FIX_INLINE remnants and replaced QLONG with fix64
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2012-04-05 02:41:56 +02:00 |
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Chris Taylor
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2d8c86eaf1
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Make all drawing in the editor single buffered, since the whole screen is double buffered. Fixes crash - but only shows a black screen and the menu for ogl
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2012-03-31 12:27:10 +08:00 |
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Chris Taylor
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1237649a99
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Make 2d/font.c more similar between d1x-rebirth and d2x-rebirth
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2012-03-30 20:35:39 +08:00 |
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Chris Taylor
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8b757570d5
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Update the canvas data pointers for all windows after changing the screen mode, so the main menu draws properly after leaving the editor
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2012-03-24 14:43:08 +08:00 |
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Chris Taylor
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15a6a81176
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The editor now falls back to the main event loop in inferno.c, File->Exit now works as intended and get closer to making the editor and game work together
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2012-03-19 13:48:35 +08:00 |
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Chris Taylor
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b94d8f127e
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Remove redundant ui_event_process and duplicate mouse.c in ui/. All editor input is now event-based.
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2012-03-18 18:04:16 +08:00 |
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Chris Taylor
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6983a906a3
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Make editor_handler into a proper callback, iron some problems out. Seems to draw a different bunch of stuff now (still erroneous)
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2012-03-18 16:01:53 +08:00 |
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Chris Taylor
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f98753fa38
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Do a bit of a tidy up for the editor, dump code from editor() within the loop into new editor_handler()
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2012-03-18 12:11:55 +08:00 |
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Chris Taylor
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cdfd06bbd6
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Use the gadget-sent events in the dialogs in ui
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2012-03-05 19:07:57 +08:00 |
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Chris Taylor
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6068bf961d
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All gadgets now send events
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2012-03-03 20:12:25 +08:00 |
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Chris Taylor
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e05a2d3483
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Actually add editor data files and make sure DXX can find them
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2012-03-03 16:02:16 +08:00 |
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zicodxx
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af6caef756
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Unbuffered writing of gamelog.txt has it's own argument and is not triggered by -verbose argument anymore; Also increases verbosity of packet-loss-prevented packets by showing their types when added to queue
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2012-01-09 15:19:12 +01:00 |
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Chris Taylor
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1c6ecbece0
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Make editor menubar and associated menus into windows; either remove or make event-based all the B1_* macros
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2011-12-31 17:10:40 +08:00 |
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Chris Taylor
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ff3f419c31
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Remove redundant canvas, next and prev members in the UI_DIALOG struct
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2011-12-18 20:33:51 +08:00 |
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Chris Taylor
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d8a1aaff32
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Make ui_listbox_do fully event-responsive
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2011-11-06 11:05:45 +08:00 |
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Chris Taylor
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89b36e8be0
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Make B1_JUST_PRESSED event-based, leave ui_dialog_do_gadgets early if a key makes another gadget current, make ui_button_do fully event-responsive (but won't *send* events yet)
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2011-11-05 17:07:25 +08:00 |
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Chris Taylor
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91e0f976f7
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Pass the event to the individual gadgets' 'do' functions, fix compile warnings introduced in last commit
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2011-10-25 09:38:12 +08:00 |
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Chris Taylor
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5d6c06c723
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Pass the event to ui_dialog_do_gadgets and use it in that immediate function
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2011-10-23 17:07:18 +08:00 |
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Chris Taylor
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3121fb4990
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Add support for 'modeless' windows - windows that will allow events to be passed on to the underlying window. Intended for the editor
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2011-10-09 18:31:44 +08:00 |
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zicodxx
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7638390173
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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 01:15:20 +02:00 |
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zicodxx
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4fcfe5618c
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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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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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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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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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