zicodxx
|
d020a3136e
|
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
|
2011-02-18 00:17:51 +01:00 |
|
zicodxx
|
d57eed80b5
|
When recording cloaking or unclocking wall to demo, make sure the very first frame is recorded, too so wall will correctly transform back when rewinding the demo
|
2011-02-17 11:17:53 +01:00 |
|
zicodxx
|
bddb2e97a2
|
Fixed PRShot feature which was accidentially broken while implementation of OpenGL ES support
|
2011-02-15 14:44:03 +01:00 |
|
zicodxx
|
dd4a5ae0d8
|
For credits and briefings moved all code happened in EVENT_IDLE to EVENT_WINDOW_DRAW since a jitterish Joystick could slow down text rendering
|
2011-02-14 23:52:33 +01:00 |
|
zicodxx
|
d6fbef4e43
|
Moved all these unsorted global cheat variables to a handy structure; Simplified reading of the cheats without trying to make it complicated so no one finds them (everyone can get the source); Removed one or two cheats which carry more garbage than they are worth; Added replacement for the bittersweet cheat; Made FPS Counter an option of Graphics menu
|
2011-02-14 22:27:07 +01:00 |
|
zicodxx
|
097dd32c5a
|
New approach to handle a bunch of closing windows - removed window_do_close() again, reworked game_leave_menus by checking window_get_front() and closing this window until it's Game_wind, while event_process checking if window still exists after drawing and if not, take next window from previous which should be updated by then
|
2011-02-12 23:58:41 +01:00 |
|
zicodxx
|
1f5fde02c7
|
Controls.select_weapon_count needs to be incremented differently to get non-0 when we want to select the laser type weapon; Readded jumping from first to last item in newmenu and vice versa
|
2011-02-11 12:24:02 +01:00 |
|
zicodxx
|
43ebcd249b
|
Added secondary weapon indicators to new reticle types; Fixed disks being drawn as circles - whoops
|
2011-02-10 20:53:23 +01:00 |
|
zicodxx
|
a5c3bc430c
|
Fixed compiler warning related to generation of game_id for Coop Savegames
|
2011-02-10 18:56:33 +01:00 |
|
zicodxx
|
031420cf74
|
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
|
2011-02-10 15:30:08 +01:00 |
|
zicodxx
|
5bac68c5c8
|
Fixed broken FlightSim indicator on Automap; Fixed Assert for using mouse buttons in kconfig (which can react to UP and DOWN states); Added scrolling support for menus flagged tiny_mode and all_text
|
2011-02-10 14:09:10 +01:00 |
|
zicodxx
|
7b5102a0f9
|
Fixed memory leak produced by drawing circles and disks
|
2011-02-09 17:18:35 +01:00 |
|
zicodxx
|
0c0a55e65b
|
Fixed little memory issue while playing movies introduced by overhaul of window closing
|
2011-02-09 16:52:13 +01:00 |
|
zicodxx
|
753178a30f
|
Reintroduced Savegames for Coop games using the original Descent2 implementation but correctly handling player slots in their pre-loading state preventing accidential player shifting which never really worked in the original game and we do not want with UDP anyways - was all tested but still might need a fix or two; Added some missing initializations for saving players and AI stuff; Completely ripped out remnants of saving between levels code
|
2011-02-09 12:58:32 +01:00 |
|
zicodxx
|
488c44f9cf
|
Increased key repeat values to react a little more like the MS-DOS version of the game but a little slower so I can still stop at the correct item; In automap reorganized control_info swapping as well as wiggle state handling to properly work in connection with the new input handling and Multiplayer where game is not paused
|
2011-02-06 14:25:37 +01:00 |
|
zicodxx
|
c7a65c9313
|
Included new window structure flag w_closing_state and let window_close() set this flag - after drawing all windows, check them again and call window_do_close() which then actually closes the window(s) marked to. Solving all sorts of problems when windows close while being drawn (network error messageboxes, game_leave_menus(), etc.)
|
2011-02-03 11:48:27 +01:00 |
|
zicodxx
|
7f49e118da
|
Corrected values for gr_ubox while drawing a window_view to not mess up at some widescreen resolutions
|
2011-02-03 01:10:30 +01:00 |
|
zicodxx
|
fbf27484f1
|
Little fixes for recent kconfig/event overhaul: Automap inputs read by kconfig should be processed by input rather than idle and automap frame calculations should be done while drawing; Fixed drop_bomb_count which could roll over to 255 dropping bombs without end
|
2011-02-03 01:05:06 +01:00 |
|
zicodxx
|
3c9c7af995
|
Little more smoothness for Multiplayer: Before dropping Powerups in random segment, make sure it's accessible by the player who drops it; Got rid of goto in InitPlayerPositions() and made code more D2-ish; Allow host to send 50 object/extra packets per second which does not overload network stack, yet but speeds up joining
|
2011-02-02 23:51:34 +01:00 |
|
zicodxx
|
21836c5c6b
|
After rendering Reboot reticle, reset glLineWidth to default value again
|
2011-02-02 02:12:05 +01:00 |
|
zicodxx
|
96782e092a
|
Added event types for all input actions; Rewrote kconfig code to work with events; static defined inputs will not trigger kconfig-mapped inputs anymore; Simplified keyboard, mouse and joystick code a lot due to event-based handling; Added function to toggle SDL key repeats on and off; Put timer_update() to event_process; Removed return when event_poll() is idle to get cursor hiding to work again; Added a small delay between cursoe hiding and re-enabling to cursor will not accidentially enable by SDL event centering cursor while hiding
|
2011-02-02 01:36:49 +01:00 |
|
zicodxx
|
518e01fbe8
|
In event_process() check for wind->next before sending EVENT_WINDOW_DRAW in case drawing will free wind
|
2011-01-26 11:55:47 +01:00 |
|
zicodxx
|
fd740500c1
|
Some improvements and cleanups for Persistent Debris: Let them bounce, added drag and let them explode on hazardous walls
|
2011-01-24 21:51:08 +01:00 |
|
zicodxx
|
3a91bdb89d
|
Added some new conditions to the bumping code: Only bump objects which can slide (alive robots and players) and added a count making sure this function can never get stuck in an infinite loop
|
2011-01-24 20:37:47 +01:00 |
|
zicodxx
|
4f160df96e
|
Revamped what previously was the BUMP_HACK by checking if an object is actually intersecting a segment and move it out towards segment center just after the initial object movement composed by fvi and before velocity is made - should make inaccurate wall collisions a bit smoother and prevent objects from goind inside or through walls, too
|
2011-01-24 15:26:08 +01:00 |
|
zicodxx
|
ee56fead58
|
For new player, set ReticleSize to 0 which is the smallest size
|
2011-01-23 18:21:13 +01:00 |
|
zicodxx
|
0fac02ecee
|
Increasing the collision count for objects so there can be 8 for all objects; also do not increase count when colliding with a powerup as it should not change our movement
|
2011-01-23 11:59:48 +01:00 |
|
zicodxx
|
169df35455
|
Taking out one Int3 in init_boss_segments() stopping the program if there is more than one boss in level - taking out because it's not fatal or unsafe to do that; Also removed one conditional size_check which was meant for one mprintf we removed long ago
|
2011-01-23 09:57:52 +01:00 |
|
zicodxx
|
4e3eeee326
|
Removed fvi_a.h and added the asm code from it as comment to fvi.c in case we need it again some day
|
2011-01-22 21:43:21 +01:00 |
|
zicodxx
|
37f59aa896
|
in show_framerate do not use gr_get_string_size at all but rather use hardcoded coordinates - less CPU-intense
|
2011-01-22 18:46:08 +01:00 |
|
zicodxx
|
da43cc7d37
|
Added swapping for 64Bit sized integers in case we want to store/read them some day (i.e. new Savegame version storing object instead of object_rw)
|
2011-01-22 18:14:16 +01:00 |
|
zicodxx
|
78569ea1bc
|
Fixed small issue parsing killreactor command in Multiplayer
|
2011-01-22 17:56:25 +01:00 |
|
zicodxx
|
5eb05548c3
|
Added timer_update() to stop/start/reset_time() functions so resumed last_timer_value will be precise; Added new FPS counter which actually does count the frames rendered per second and is less irritating; Added timer_dleay2 call to console to not stress CPU too much; Imporoved placement for show_time(), multi messages, marker messages and orb counts
|
2011-01-22 13:30:20 +01:00 |
|
zicodxx
|
3046fcf7dd
|
Protection for negative array index in find_seg_side was accidentially checking for vv1 != -1 - fixed that
|
2011-01-21 17:45:29 +01:00 |
|
zicodxx
|
33d3b1c6a8
|
Added a simple random function for the Jukebox; Removed one small printf I once added for debugging
|
2011-01-20 12:17:30 +01:00 |
|
zicodxx
|
e60a7e1bca
|
Additional commit for last revision - didn't selected all files properly
|
2011-01-19 21:52:01 +01:00 |
|
zicodxx
|
9f6cbc8c6c
|
Retired most of the Assembler code except the generic i386 scanline renderer; Removed all leftovers of Direct3D implementation; On the way make a some code more similar between D1X-Rebirth and D2X-Rebirth
|
2011-01-19 21:35:14 +01:00 |
|
zicodxx
|
fd53a1264b
|
On NETGAMES list Bounty mode was not shown since MODE_NAMES define was not adjusted - so in the end introduced GMNames and GMNamesShrt Arrays in multi.c for globally displaying full or short Multiplayer game mode names
|
2011-01-19 19:55:38 +01:00 |
|
zicodxx
|
16f2b23fe2
|
Fix for showing bounty target in kill list - was not actually checking if player_num == Bounty_target; When Bounty_target player leaves game host must select a new target so the game can proceed
|
2011-01-19 12:22:01 +01:00 |
|
zicodxx
|
a1f7da133e
|
Introducing new BOUNTY Multiplayer game mode by Matt -1360- Vandermeulen <matt1360@gmail.com>
|
2011-01-19 02:19:17 +01:00 |
|
zicodxx
|
931d134357
|
Instead of calling object/extras sending every frame, use a delay of 100ms between packet send to not overload the network stack
|
2011-01-19 00:07:10 +01:00 |
|
zicodxx
|
9cace92b4e
|
In net_udp_send_objects() player_num byte was not considered for mode 1 resulting on incorrect object count for this mode
|
2011-01-18 19:43:07 +01:00 |
|
zicodxx
|
ab79094700
|
Allowing loading a savestate while being in death sequence and resetting Dead_player_camera correctly in init_player_stats_level() so forther death sequences won't screw up
|
2011-01-18 15:53:28 +01:00 |
|
zicodxx
|
c0864b71a9
|
Fixed small bug in net_udp_list_join_poll() which was introduced when I reorganized the events for making console render global
|
2011-01-18 14:37:19 +01:00 |
|
zicodxx
|
59344482e3
|
Fixing memory corruptions produced by the scanline renderer; Dynamically allocate y_pointers to free scanline renderer from resolution limits
|
2011-01-17 21:00:52 +01:00 |
|
zicodxx
|
65aeb5a291
|
opengles variable in SConstruct could be activated by command-line argument opengl
|
2011-01-17 19:27:55 +01:00 |
|
Chris Taylor
|
eca34c30f5
|
Rename ui/window.c to ui/dialog.c to avoid confusion with arch/sdl/window.c, also rename UI_WINDOW to UI_DIALOG, rename all associated functions, constants, parameters, local variables etc too; make a window when making a UI_DIALOG (does nothing yet)
|
2011-01-17 22:42:18 +08:00 |
|
zicodxx
|
d5ac0af494
|
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
|
2011-01-17 15:00:26 +01:00 |
|
Chris Taylor
|
335a99eedc
|
Fix cursor recentering issues - comment out redundant event_toggle_focus(1) calls in kconfig.c and newmenu.c and use event_toggle_focus(0) in ui_mouse_show()
|
2011-01-17 16:11:24 +08:00 |
|
Chris Taylor
|
7651a43b70
|
No referring to non-existent ogl_maxanisotropy for non-OGL build
|
2011-01-17 12:38:32 +08:00 |
|
Chris Taylor
|
b64794e1b4
|
Still send idle events when receiving SDL joystick events, fixing possible joystick issues
|
2011-01-17 12:17:21 +08:00 |
|
zicodxx
|
acb1494124
|
in ogl_filltexbuf add pixel row matching color of bitmap edge to get a clean border when filtering cockpit overlay bitmaps
|
2011-01-16 19:33:41 +01:00 |
|
zicodxx
|
af651ac749
|
Toggle console by KEY_SHIFTED+KEY_ESC again - as it should be
|
2011-01-16 11:55:31 +01:00 |
|
zicodxx
|
a4e07c142b
|
For more consistency to original game, show descent(b).pcx before pilot selection if available; Generally use PATH_MAX for filename arrays in titles code
|
2011-01-16 11:39:46 +01:00 |
|
zicodxx
|
e5fc130b82
|
When changing resolutions and Game_wind is present, send EVENT_WINDOW_ACTIVATE shortly so it's canvase will align to the new resolution seamlessly
|
2011-01-16 02:09:47 +01:00 |
|
zicodxx
|
025a6c3951
|
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
|
2011-01-16 01:50:42 +01:00 |
|
zicodxx
|
a52875f96e
|
Fixed alpha limit for ogl_ulinec(), gr_uricle(), gr_disk()
|
2011-01-15 20:51:17 +01:00 |
|
zicodxx
|
5b899ad0fd
|
main/game.c: Due to recent changes in event_poll() game_handler() must call ReadControls() for EVENT_MOUSE_MOVED, too; Little fix for FixedStepCalc()
|
2011-01-15 13:51:21 +01:00 |
|
zicodxx
|
c0dfe46173
|
Fixed some compiler warnings
|
2011-01-15 00:33:13 +01:00 |
|
zicodxx
|
0d997ed81a
|
Converted console into a window and allow it to show in every part of the game; Fit several poll functions and kmatrix so they won't get interrupted by the console
|
2011-01-14 22:56:00 +01:00 |
|
zicodxx
|
3b60012a2d
|
Moved scroll arrow one unit to the left to be not pixel-aligned to possible checkbox; Made newmenu sliders only react to spacebar, backspace, left and right since pageup/down is already taken for menu scrolling and all other previous key assignments will not work on most spread keyboard layouts
|
2011-01-14 21:32:53 +01:00 |
|
zicodxx
|
8a10ec4238
|
Added feature to optionally disable friendly fire in Team and Coop games
|
2011-01-14 19:48:48 +01:00 |
|
zicodxx
|
ba74b14753
|
When displaying kill goals in game rules, value must be multiplied by 5 to show the correct limit
|
2011-01-14 17:54:31 +01:00 |
|
zicodxx
|
2ba4206e15
|
Using timer_query() instead of clock() in InitPlayerPositions(); Also decreasing check value für closest_dist to D1-level to actually make it less likely to start at total random unchecked location where another player could be
|
2011-01-14 17:15:30 +01:00 |
|
zicodxx
|
c8f4140bd6
|
In multi_leave_game check for Player_eggs_Dropped before actually dropping to prevent multiple drops in case player quits game after being killed; put console output level of multiplayer powerup cap messagers to CON_VERBOSE
|
2011-01-14 15:13:29 +01:00 |
|
zicodxx
|
eeecf4016e
|
Fixing code used for capping powerups in multiplayer - it was not correctly conting 4pack powerups; Cleaned up this code a bit and added more consistent naming convention for functions to maybe make it more understandable; Removed MULTI_PROTO_D2X_VER define as it's not needed
|
2011-01-14 14:29:08 +01:00 |
|
Chris Taylor
|
030aef43e3
|
For editor, replace use of ui_mega_process() with event_process(), with the editor's own default event handler; add EVENT_MOUSE_MOVED event with event_mouse_get_delta() accessor; add event_key_get() to replace ugly casting; rename mouse_get_button() with event_mouse_get_button() to keep with name convention; only send idle events when there are no input events so editor still works properly (or the same anyway); add and use event_send() function for input events (including idle)
|
2011-01-14 17:51:13 +08:00 |
|
zicodxx
|
aca6890bd4
|
Fixed Menu setting for AllowedItems which was broken due to changed return value of newmenu_do1
|
2011-01-11 01:26:14 +01:00 |
|
zicodxx
|
02c5c1bda9
|
Reverted most of the last commit - didn't work well when timer was updated too frequently
|
2011-01-11 00:37:45 +01:00 |
|
zicodxx
|
4026c8a73a
|
In timer_update() use i2f and fixdiv for SDL_GetTicks() to get more accurate values to F64_RunTime; Added rollover check for SDL_GetTicks() to timer_delay2()
|
2011-01-10 22:59:00 +01:00 |
|
zicodxx
|
4b008cece1
|
Let credits track fade out at the end of text sequence; Fixed usage for RBAPlayTracks - when playing only one track last must be equal first, not 0; In hmp_open changed data from long to int, preventing memory explosion depending on optimisation of the code
|
2011-01-10 20:40:55 +01:00 |
|
zicodxx
|
39e956e2bc
|
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
|
2011-01-10 16:12:04 +01:00 |
|
zicodxx
|
09da4f9f51
|
Mousebutton assigned to CYCLE SECONADARY was actually calling CYCLE PRIMARY
|
2011-01-09 19:45:14 +01:00 |
|
zicodxx
|
adad856f38
|
Improvement on the HMP track loop feature by TURRICAN; Added small template fix for descent.hmp which is supposed to be activated soon as we have some kind or Checksum function
|
2011-01-09 17:51:48 +01:00 |
|
zicodxx
|
eac593a047
|
Fix for rev968: my_pnum must be defined static
|
2011-01-09 17:09:29 +01:00 |
|
zicodxx
|
bea0daf3e8
|
Set max UDP packet size to 1024 again (seems some configuration DO have problems with larger packets after all)
|
2011-01-09 14:19:01 +01:00 |
|
zicodxx
|
d14ae4ea2b
|
Draw FlightSim Reticle on Automap display, too; Fixed small glitch showing Vulcan/Gauss ammo in alt hud mode on all cockpit modes instead of CM_FULL_SCREEN only
|
2011-01-06 14:56:26 +01:00 |
|
zicodxx
|
449a5dffb1
|
Added OpenGL ES support - contributed by Florian Feucht and Oliver Haag
|
2011-01-06 12:43:58 +01:00 |
|
zicodxx
|
0a08eacae6
|
Fixed but in object to object_rw conversion - if a bot is not dead, leave dying_start_time at 0 as anything else would kill it
|
2011-01-06 00:28:43 +01:00 |
|
zicodxx
|
307d92c644
|
Introduced FlightSim control scheme for mouse which adds delta values to absolute position to behave like a Joystick; Added Deadzone slider for FlightSim as well as an optional Reticle display to show the positional data on screen; Removed old Mouselook hack in favor of this new feature
|
2011-01-04 11:43:37 +01:00 |
|
zicodxx
|
8e23a0b452
|
More consistency in SConstruct command-line variables; Added automatic Endianess-checker; Set target to 'd2x-rebirth' no matter if OpenGL or not
|
2011-01-03 11:42:53 +01:00 |
|
zicodxx
|
281c9668bb
|
Moved NoRedundancy, MultiMessages and NoRankings toggles from GameArg to PlayerCfg to be set via Misc Options
|
2011-01-03 02:01:26 +01:00 |
|
zicodxx
|
3adc5fe77a
|
Saving weapon keys in PLX like in D1X-Rebirth; Added Cycle Primary/Secondary for Mouse which makes wheel axis cycling unnecessary and also let Weapon Keys be assigned to a Mouse button; If GameArg.NoStickyKeys do flush these keys so they can be used as normal game keys - otherwise ban them; Fixed crash when reassigning mouse button greater than 3; Joystick/Mouse function taking button as argument now check for sanity of this value so they can safely be used in kconfig code and deal with unassigned key values
|
2011-01-03 01:09:09 +01:00 |
|
zicodxx
|
8dcbb3bd81
|
Introduced function key_ismodlck to get the status of modifier keys or sticky keys; Let sticky keys survive flush so we can accurately use their real states; Added key repeating via SDL; Depending on status of KEY_NUMLOCK keypad will either be used as numerical or arrow input in menus; Fixed small typo for mouse.h include in credits.c
|
2011-01-02 18:07:44 +01:00 |
|
zicodxx
|
8a202f04ed
|
Mouse wheel now can scroll through menu/listbox items; Right mouse button closes a menu (without the need of these ugly close boxes); Also added mouse-closing capabilities to credits, scores and kconfig menus; While being in UDP Netgames list, override keycode at PAGEUP/DOWN keypress to only flip pages without modifying citem also added messagebox showing TXT_INVALID_CHOICE when invalid netgame was chosen
|
2011-01-02 12:25:51 +01:00 |
|
zicodxx
|
8c8216c1f3
|
Fixed glitch in scroll arrow position; Added newmenu_scroll which can scroll through all kind is menu structures including automatically handling NM_TYPE_TEXT items as well as automatically updating scroll_offset; PageUp/Down now scrolls by 10 items, Home/end will select first/last/items of menu creating consistency to listbox behaviour; Fit text for GrabInput to be more understandable
|
2010-12-30 23:36:41 +01:00 |
|
zicodxx
|
6e81498a86
|
Added Sensitivity/Deadzone menu with sliders for each movement based action seperated for joystick and mouse to support all kinds of configuration - regardless the amount of joystick axes and whatnot; SDL_WM_GrabInput does not only capture mouse but also focus keyboard input - changed code to respect this fact and made grabbing a menu option which is enabled by default
|
2010-12-28 19:11:10 +01:00 |
|
Chris Taylor
|
f755a5e030
|
Make the keypad info display into a window
|
2010-12-28 12:29:42 +08:00 |
|
Chris Taylor
|
2fa153489c
|
Move main/editor to editor and move headers to include/editor, like d1x
|
2010-12-28 11:21:43 +08:00 |
|
zicodxx
|
f429c8c1ea
|
Disabling IPv6 support for OS X since in Snow Leopard it's buggy, making all Multiplayer pretty much impossible - re-activating soon as proper patches from Apple are in sight
|
2010-12-24 10:06:38 +01:00 |
|
Chris Taylor
|
5cbfece8c4
|
Copy some editor stuff from d1x-rebirth to d2x-rebirth, like use of the OS native cursor
|
2010-12-24 12:34:30 +08:00 |
|
zicodxx
|
535edf0691
|
Align timer_delay for credits so the song (midi or redbook) should at least be heard once
|
2010-12-23 23:38:33 +01:00 |
|
zicodxx
|
a1c830a92b
|
Reworked object sending/receiving to work without unnecessary type casting and a bit less error prone; Also increased UDP max packet size to 2048 so we can send 7 objects per frame; Fixded joinign games - GameID was sent for full game info, not lite info
|
2010-12-23 22:42:26 +01:00 |
|
Chris Taylor
|
b82e1c9c61
|
Put event_process() in ui_mega_process(), getting editor to (mostly) work
|
2010-12-22 22:14:46 +08:00 |
|
zicodxx
|
5172e33d84
|
in IPv6 builds also send regular broadcast packets to get games found via LAN between IPv4 clients/systems and IPv6 clients/systems; rather than identifying (lite_info) games via IP use randomly generated GameID and game name to prevent duplicated coming from IPv6 builds
|
2010-12-22 14:55:26 +01:00 |
|
Chris Taylor
|
2b5fc26cff
|
Fix warning for deliberate GameTime64 wrap; change GameTime to GameTime64 for editor
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2010-12-22 17:48:00 +08:00 |
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zicodxx
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ce0930184d
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added hitobj_list to struct laser_info to get a bit cleaner code
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2010-12-22 10:41:25 +01:00 |
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Chris Taylor
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22102a3c23
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Activate EDITOR for Mac OS X in Xcode, d2x target; fix some warnings and errors
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2010-12-22 10:56:28 +08:00 |
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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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70e43722e1
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In window_close() prev window did not get EVENT_WINDOW_ACTIVATED but the recent closed window got it causing previous window not being activated anymore and a bunch of memory errors
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2010-12-22 01:11:14 +01:00 |
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