zicodxx
|
f2fb5c462a
|
Host can now decide (again) if players are allowed to display enemy names on HUD
|
2011-05-05 00:16:35 +02:00 |
|
zicodxx
|
5f5b5b415f
|
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
|
2011-05-04 15:07:53 +02:00 |
|
zicodxx
|
cdbf6c0485
|
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
|
2011-05-04 13:06:27 +02:00 |
|
zicodxx
|
be253a37f2
|
mipmapping was always on for fonts due to changed filtering code in ogl.c
|
2011-05-04 12:18:23 +02:00 |
|
zicodxx
|
adc53702ff
|
Fix crash in multi_maybe_disable_friendly_fire() when killer == NULL
|
2011-05-04 12:05:43 +02:00 |
|
zicodxx
|
02a29235a9
|
Make sure the big explosion at the end of the escape sequence also uses blending if transparency effects are activated
|
2011-05-04 02:22:17 +02:00 |
|
zicodxx
|
609bd15fd1
|
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
|
2011-05-04 02:15:07 +02:00 |
|
Chris Taylor
|
4efbd0d9c4
|
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
|
2011-04-24 12:20:52 +08:00 |
|
zicodxx
|
defdf0090f
|
Remember previously set up netgame variables in pilot-related file with extension ngp - due to feature consistency for UDP only
|
2011-04-22 17:14:27 +02:00 |
|
zicodxx
|
43dd6f062e
|
Fixes for RLE- and Texture-cache modifcations: Before freeing now must check if bitmap is already allocated
|
2011-04-22 17:10:31 +02:00 |
|
zicodxx
|
53d48e005e
|
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
|
2011-04-22 13:02:03 +02:00 |
|
zicodxx
|
7890015efd
|
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
|
2011-04-22 10:33:03 +02:00 |
|
zicodxx
|
a5db1fd476
|
Added SDLK_WORLD_** symbols to keyboard array to enable layout specific keys and make the game more flexible
|
2011-04-21 21:22:44 +02:00 |
|
zicodxx
|
c52510eb78
|
When leaving game and still sending extras, don't forget to update the timer so we won't get stuck in an infinite loop
|
2011-04-21 20:52:30 +02:00 |
|
zicodxx
|
6fe4dd5d96
|
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
|
2011-04-20 01:47:12 +02:00 |
|
Chris Taylor
|
6076b7640d
|
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)
|
2011-04-18 20:30:46 +08:00 |
|
zicodxx
|
85066d81a4
|
Fixing km struct being used after it's being freed by closing the window in EVENT_WINDOW_DRAW
|
2011-04-14 11:15:15 +02:00 |
|
zicodxx
|
bb140620ad
|
Reset obj_color for colored object lights when object does not return any usable color so the object will cast white light at least
|
2011-04-13 21:18:13 +02:00 |
|
zicodxx
|
630048fa99
|
Fixing unfreed buffer when credits_show() was called but there was nothing to show me
|
2011-04-13 21:11:20 +02:00 |
|
zicodxx
|
ee9ac80b62
|
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
|
2011-04-13 21:08:08 +02:00 |
|
zicodxx
|
a518930c62
|
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
|
2011-04-13 00:19:46 +02:00 |
|
zicodxx
|
d969d06a59
|
kconfig weapon cycling fields changed after 0.56 release will automatically fix if version number changes on next release
|
2011-04-12 12:17:20 +02:00 |
|
zicodxx
|
6bb12ba926
|
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
|
2011-04-12 03:02:49 +02:00 |
|
zicodxx
|
5c4a3850cd
|
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
|
2011-04-12 00:45:06 +02:00 |
|
zicodxx
|
a10fdaf32d
|
Introduced HUD message class HM_MAYDUPL for messages that may appear once per frame but the player might not able to supress via option
|
2011-04-11 21:27:27 +02:00 |
|
zicodxx
|
c63f3f7682
|
Improved syntax for Multi messages/commands: Commands starting with '/' and those accepting arguments as well as Player/Team messages require space after ':' ; Added indicator on HUD to show if a player is typing a message to prevent accidential kills
|
2011-04-11 17:47:12 +02:00 |
|
Chris Taylor
|
a9362497f6
|
Allow completely free movement in the automap. It will rotate relative to the viewer.
|
2011-04-10 19:53:51 +08:00 |
|
zicodxx
|
6459b6ed8a
|
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
|
2011-04-10 12:28:19 +02:00 |
|
Chris Taylor
|
66035f3269
|
Tell people about The Unarchiver for installing from the Mac game CD (thanks, Jonathan\!)
|
2011-04-10 13:32:31 +08:00 |
|
zicodxx
|
6140595491
|
Fixed text-related annoyances: *Show reticle names* now named *Show player names on HUD*; Fixed positions of strings TXT_CLOAKED and TXT_CRUISE in CM_FULL_SCREEN; Fixed typo in tracker timeout screen; Fixed scaling of tab_stop in briefings (again); Removed some little D2 code for briefings as it broke some briefing screens
|
2011-04-10 03:12:02 +02:00 |
|
zicodxx
|
d5f9e118c6
|
Allow multi_send_fire when necessary and not crop to PPS so fix weapons with high firing rate
|
2011-04-08 01:37:55 +02:00 |
|
zicodxx
|
82edf638fe
|
When sliding along a wall keep wall_part sane to ensure good velocity for slide
|
2011-04-07 22:49:39 +02:00 |
|
zicodxx
|
357e1b0144
|
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)
|
2011-04-07 22:32:47 +02:00 |
|
zicodxx
|
85f7be583f
|
Client-side implementation for Tracker support by Matt 1360 Vandermeulen including improvements in udp_dns_filladdr and IPv4/IPv6 compability; Very little adjustments by me, too including IPv6 support for Windows (untested); Actual tracker code will follow later as seperate branch when it's done
|
2011-04-05 02:24:30 +02:00 |
|
zicodxx
|
d55bc253f1
|
Dead_controlcen_object_num should be set when a new level starts in debug build, too; Setting Total_countdown_time when loading a savestate so SEF-DESTRUCT SEQUENCE ACTIVATED sample will not play soon as timer reaches 0
|
2011-03-29 00:35:15 +02:00 |
|
zicodxx
|
c8f4008878
|
Fixes for OpenGL ES implementation
|
2011-03-28 01:57:15 +02:00 |
|
zicodxx
|
e2607aaff1
|
Properly record the event of reset_rear_view() while switching levels to make it work right when rewinding as well; Properly record Countdown seconds for each newdemo frame instead of second change to get display showing up right while playback and still preserving backwards compability
|
2011-03-28 01:39:30 +02:00 |
|
zicodxx
|
2bbbabb078
|
Another rework for anti-stuck-bumping: Execute after calculation of velocity and add fvi check to make sure we deal with an actual wall collision
|
2011-03-27 18:01:14 +02:00 |
|
zicodxx
|
8cff6ca835
|
Again reworked new bump hack to only apply when fate == HIT_WALL (to not break level SKYBOX) and made bumping by distance between object position and wall hit point; Removed/handled some safety checks in find_plane_line_intersection() to make sliding along joining edges smoother again while bad values *should* be handled in pyhsics.c and not make object warp-crashing tru the whole level or stuck in walls (fvi code should still be rewritten tho)
|
2011-03-14 11:07:36 +01:00 |
|
zicodxx
|
c5092c89c7
|
Due to lazy copy&paste sliding up/down speed was divided by 2 - fixed
|
2011-03-10 21:39:47 +01:00 |
|
zicodxx
|
dcae49a319
|
Be safer not interrupting other ports of descent or the original MS-DOS game when it comes to reading song files: Try reading from MISSION_NAME.sngdxx to have a way reading a song file for a specific mission outside the mission's HOG, next try reading from descent.sngdxx which shall serve as an alternative song file specifically for DXX and then try descent.sng. This should give authors enough possibilities to add OSTs for all different versions of the game without the need to publish different versions of their missions
|
2011-03-06 21:02:48 +01:00 |
|
zicodxx
|
d7d7661cd6
|
Fix for last revision: Correctly initialize cv_fade_level and cv_blend_func when creating initializing a canvas
|
2011-02-24 00:21:47 +01:00 |
|
zicodxx
|
fe2dd897f7
|
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
|
2011-02-23 17:46:36 +01:00 |
|
Chris Taylor
|
32187e428f
|
Fix a critical bug in string_array_add - when d_reallocing the buffer containing the string data, update all the pointers in '*list' as well as next_str, preventing ugly crashes
|
2011-02-21 14:36:18 +08:00 |
|
zicodxx
|
4c58b43b2d
|
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
|
2011-02-18 00:43:03 +01:00 |
|
zicodxx
|
79e84f8d17
|
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 00:17:49 +01:00 |
|
zicodxx
|
05d98af43f
|
Fixed PRShot feature which was accidentially broken while implementation of OpenGL ES support
|
2011-02-15 14:44:00 +01:00 |
|
zicodxx
|
7481e1c0fc
|
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 23:52:28 +01:00 |
|
zicodxx
|
c1e4e9c3d7
|
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 22:27:02 +01:00 |
|
zicodxx
|
e9da5b85b4
|
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 23:58:39 +01:00 |
|
zicodxx
|
01e522e6e7
|
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 12:24:13 +01:00 |
|
zicodxx
|
53c9fa987f
|
Added secondary weapon indicators to new reticle types; Fixed disks being drawn as circles - whoops
|
2011-02-10 20:53:19 +01:00 |
|
zicodxx
|
a025d430c0
|
Fixed compiler warning related to generation of game_id for Coop Savegames
|
2011-02-10 18:56:31 +01:00 |
|
zicodxx
|
6bc439a343
|
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 15:30:05 +01:00 |
|
zicodxx
|
be7713c1ae
|
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 14:09:05 +01:00 |
|
zicodxx
|
80e9e5893e
|
Fixed memory leak produced by drawing circles and disks
|
2011-02-09 17:18:26 +01:00 |
|
zicodxx
|
eb0d876b9c
|
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 12:58:28 +01:00 |
|
zicodxx
|
2232433860
|
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 14:25:31 +01:00 |
|
zicodxx
|
09debd3e2f
|
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 11:47:54 +01:00 |
|
zicodxx
|
2b1550fa2e
|
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 01:05:01 +01:00 |
|
zicodxx
|
728442ff96
|
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 23:51:29 +01:00 |
|
zicodxx
|
17d0482938
|
After rendering Reboot reticle, reset glLineWidth to default value again
|
2011-02-02 02:12:09 +01:00 |
|
zicodxx
|
5aa0939b73
|
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 01:36:43 +01:00 |
|
zicodxx
|
5f096e322a
|
In event_process() check for wind->next before sending EVENT_WINDOW_DRAW in case drawing will free wind
|
2011-01-26 11:55:43 +01:00 |
|
zicodxx
|
7683527726
|
Some improvements and cleanups for Persistent Debris: Let them bounce, added drag and let them explode on hazardous walls
|
2011-01-24 21:51:07 +01:00 |
|
zicodxx
|
273d0b0dbe
|
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 20:37:45 +01:00 |
|
zicodxx
|
6263db8521
|
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 15:26:06 +01:00 |
|
zicodxx
|
b624e51c35
|
For new player, set ReticleSize to 0 which is the smallest size
|
2011-01-23 18:22:10 +01:00 |
|
zicodxx
|
5b6c028c60
|
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 11:59:46 +01:00 |
|
zicodxx
|
e5c1c4f963
|
Taking out one Assert 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
|
2011-01-23 09:57:46 +01:00 |
|
zicodxx
|
b35fd6e3d7
|
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 21:43:20 +01:00 |
|
zicodxx
|
e133e6e764
|
in show_framerate do not use gr_get_string_size at all but rather use hardcoded coordinates - less CPU-intense
|
2011-01-22 18:46:05 +01:00 |
|
zicodxx
|
6bcb2ef0cf
|
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 18:14:14 +01:00 |
|
zicodxx
|
bed51f2f4d
|
_POLYOBJ_H definition was not terminated at end of file causing compiling to fail with WORDS_NEED_ALIGNMENT define
|
2011-01-22 18:06:42 +01:00 |
|
zicodxx
|
4b1faafc15
|
Handling Controlcen countdown Descent2-way to make code more similar but more importantly to avoid issues in Multiplayer levels which do not even have a Controlcen type Station causing the game get stuck in an infinite loop; Fixed small issue parsing killreactor command in Multiplayer
|
2011-01-22 17:56:23 +01:00 |
|
zicodxx
|
13faad1855
|
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
|
2011-01-22 13:30:12 +01:00 |
|
zicodxx
|
41a3d3971e
|
Protection for negative array index in find_seg_side was accidentially checking for vv1 != -1 - fixed that
|
2011-01-21 17:45:26 +01:00 |
|
zicodxx
|
c7038983d5
|
Added a simple random function for the Jukebox; Removed one small printf I once added for debugging
|
2011-01-20 12:17:24 +01:00 |
|
zicodxx
|
45d8b82ab6
|
Additional commit for last revision - didn't selected all files properly
|
2011-01-19 21:51:59 +01:00 |
|
zicodxx
|
c124b0883f
|
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
|
96a350e97f
|
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 19:55:32 +01:00 |
|
zicodxx
|
20cf4c5228
|
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; Made Bounty sound play a bit louder
|
2011-01-19 12:21:59 +01:00 |
|
zicodxx
|
493f1cff34
|
Introducing new BOUNTY Multiplayer game mode by Matt -1360- Vandermeulen <matt1360@gmail.com>; Fit show_HUD_names code to be more similar to D2X - names display still client-decided tho
|
2011-01-19 02:19:15 +01:00 |
|
zicodxx
|
0177a6f2ae
|
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 00:07:06 +01:00 |
|
zicodxx
|
3c744c9b91
|
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 19:43:05 +01:00 |
|
zicodxx
|
b5adb1838a
|
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 15:53:26 +01:00 |
|
zicodxx
|
fc92651eb2
|
Fixing memory corruptions produced by the scanline renderer; Dynamically allocate y_pointers to free scanline renderer from resolution limits
|
2011-01-17 21:00:45 +01:00 |
|
zicodxx
|
1eac00e0b5
|
opengles variable in SConstruct could be activated by command-line argument opengl
|
2011-01-17 19:27:54 +01:00 |
|
Chris Taylor
|
45930e9afe
|
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 22:41:05 +08:00 |
|
zicodxx
|
587938363e
|
Before duplicating last pixel column or row in ogl_filltexbuf, make sure we are still in actual bitmap boundaries
|
2011-01-17 15:00:13 +01:00 |
|
Chris Taylor
|
b4f7151ac8
|
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 16:09:07 +08:00 |
|
Chris Taylor
|
9f76c83802
|
No referring to non-existent ogl_maxanisotropy for non-OGL build
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2011-01-17 12:37:04 +08:00 |
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Chris Taylor
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11bbae4079
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Still send idle events when receiving SDL joystick events, fixing possible joystick issues
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2011-01-17 12:16:05 +08:00 |
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zicodxx
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76514d8ba1
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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; Small text correction for sound menu to fit better on screen
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2011-01-16 19:33:30 +01:00 |
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zicodxx
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f5f7435439
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Toggle console by KEY_SHIFTED+KEY_ESC again - as it should be
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2011-01-16 11:55:26 +01:00 |
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zicodxx
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8c5f76a2aa
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Generally use PATH_MAX for filename arrays in titles code
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2011-01-16 11:38:35 +01:00 |
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zicodxx
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ee3a1b6189
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When changing resolutions and Game_wind is present, send EVENT_WINDOW_ACTIVATE shortly so it's canvase will align to the new resolution seamlessly
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2011-01-16 02:09:45 +01:00 |
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zicodxx
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a8f3f4764f
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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; Little fix for ogl_get_verinfo which was taken out for ordinary OGL code but should for OGLES
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2011-01-16 01:50:28 +01:00 |
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zicodxx
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e74f5e60d1
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Fixed alpha limit for ogl_ulinec(), gr_uricle(), gr_disk()
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2011-01-15 20:50:22 +01:00 |
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zicodxx
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e77fc51656
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main/game.c: Due to recent changes in event_poll() game_handler() must call ReadControls() for EVENT_MOUSE_MOVED, too; Little fix for FixedStepCalc()
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2011-01-15 13:51:13 +01:00 |
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