zicodxx
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d6fbef4e43
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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
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2011-02-14 22:27:07 +01:00 |
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zicodxx
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097dd32c5a
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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
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2011-02-12 23:58:41 +01:00 |
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zicodxx
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1f5fde02c7
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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
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2011-02-11 12:24:02 +01:00 |
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zicodxx
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43ebcd249b
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Added secondary weapon indicators to new reticle types; Fixed disks being drawn as circles - whoops
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2011-02-10 20:53:23 +01:00 |
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zicodxx
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a5c3bc430c
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Fixed compiler warning related to generation of game_id for Coop Savegames
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2011-02-10 18:56:33 +01:00 |
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zicodxx
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031420cf74
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Simplified ogl version of gr.c in terms of SDL video flags and fullscreen toggle; Added command-line/INI option to remove borders from windowed program
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2011-02-10 15:30:08 +01:00 |
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zicodxx
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5bac68c5c8
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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
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2011-02-10 14:09:10 +01:00 |
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zicodxx
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7b5102a0f9
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Fixed memory leak produced by drawing circles and disks
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2011-02-09 17:18:35 +01:00 |
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zicodxx
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0c0a55e65b
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Fixed little memory issue while playing movies introduced by overhaul of window closing
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2011-02-09 16:52:13 +01:00 |
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zicodxx
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753178a30f
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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
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2011-02-09 12:58:32 +01:00 |
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zicodxx
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488c44f9cf
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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
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2011-02-06 14:25:37 +01:00 |
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zicodxx
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c7a65c9313
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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.)
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2011-02-03 11:48:27 +01:00 |
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zicodxx
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9a64614a04
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fix to rev 1048 - not completely there today...
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2011-02-03 01:19:33 +01:00 |
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zicodxx
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7f49e118da
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Corrected values for gr_ubox while drawing a window_view to not mess up at some widescreen resolutions
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2011-02-03 01:10:30 +01:00 |
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zicodxx
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fbf27484f1
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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
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2011-02-03 01:05:06 +01:00 |
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zicodxx
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3c9c7af995
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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
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2011-02-02 23:51:34 +01:00 |
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zicodxx
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21836c5c6b
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After rendering Reboot reticle, reset glLineWidth to default value again
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2011-02-02 02:12:05 +01:00 |
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zicodxx
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800dcc3b48
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Small correction for last commit - key handler of automap was reacting to non-key events as well
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2011-02-02 02:08:29 +01:00 |
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zicodxx
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96782e092a
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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
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2011-02-02 01:36:49 +01:00 |
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zicodxx
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518e01fbe8
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In event_process() check for wind->next before sending EVENT_WINDOW_DRAW in case drawing will free wind
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2011-01-26 11:55:47 +01:00 |
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zicodxx
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fd740500c1
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Some improvements and cleanups for Persistent Debris: Let them bounce, added drag and let them explode on hazardous walls
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2011-01-24 21:51:08 +01:00 |
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zicodxx
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2844337521
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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
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2011-01-24 20:46:01 +01:00 |
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zicodxx
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3a91bdb89d
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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
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2011-01-24 20:37:47 +01:00 |
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zicodxx
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4f160df96e
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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
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2011-01-24 15:26:08 +01:00 |
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zicodxx
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ee56fead58
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For new player, set ReticleSize to 0 which is the smallest size
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2011-01-23 18:21:13 +01:00 |
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zicodxx
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0fac02ecee
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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
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2011-01-23 11:59:48 +01:00 |
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zicodxx
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169df35455
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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
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2011-01-23 09:57:52 +01:00 |
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zicodxx
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4e3eeee326
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Removed fvi_a.h and added the asm code from it as comment to fvi.c in case we need it again some day
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2011-01-22 21:43:21 +01:00 |
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zicodxx
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37f59aa896
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in show_framerate do not use gr_get_string_size at all but rather use hardcoded coordinates - less CPU-intense
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2011-01-22 18:46:08 +01:00 |
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zicodxx
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da43cc7d37
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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)
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2011-01-22 18:14:16 +01:00 |
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zicodxx
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78569ea1bc
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Fixed small issue parsing killreactor command in Multiplayer
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2011-01-22 17:56:25 +01:00 |
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zicodxx
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5eb05548c3
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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
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2011-01-22 13:30:20 +01:00 |
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zicodxx
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3046fcf7dd
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Protection for negative array index in find_seg_side was accidentially checking for vv1 != -1 - fixed that
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2011-01-21 17:45:29 +01:00 |
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zicodxx
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33d3b1c6a8
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Added a simple random function for the Jukebox; Removed one small printf I once added for debugging
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2011-01-20 12:17:30 +01:00 |
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zicodxx
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e60a7e1bca
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Additional commit for last revision - didn't selected all files properly
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2011-01-19 21:52:01 +01:00 |
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zicodxx
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9f6cbc8c6c
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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
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2011-01-19 21:35:14 +01:00 |
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zicodxx
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fd53a1264b
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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
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2011-01-19 19:55:38 +01:00 |
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zicodxx
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16f2b23fe2
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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
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2011-01-19 12:22:01 +01:00 |
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zicodxx
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a1f7da133e
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Introducing new BOUNTY Multiplayer game mode by Matt -1360- Vandermeulen <matt1360@gmail.com>
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2011-01-19 02:19:17 +01:00 |
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zicodxx
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931d134357
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Instead of calling object/extras sending every frame, use a delay of 100ms between packet send to not overload the network stack
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2011-01-19 00:07:10 +01:00 |
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zicodxx
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3266e8c141
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Correction for rev1009: Do not need to delete object Dead_player_camera since it's a new level with new objects to begin with
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2011-01-18 20:02:04 +01:00 |
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zicodxx
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9cace92b4e
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In net_udp_send_objects() player_num byte was not considered for mode 1 resulting on incorrect object count for this mode
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2011-01-18 19:43:07 +01:00 |
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zicodxx
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ab79094700
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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
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2011-01-18 15:53:28 +01:00 |
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zicodxx
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c0864b71a9
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Fixed small bug in net_udp_list_join_poll() which was introduced when I reorganized the events for making console render global
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2011-01-18 14:37:19 +01:00 |
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zicodxx
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59344482e3
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Fixing memory corruptions produced by the scanline renderer; Dynamically allocate y_pointers to free scanline renderer from resolution limits
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2011-01-17 21:00:52 +01:00 |
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zicodxx
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65aeb5a291
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opengles variable in SConstruct could be activated by command-line argument opengl
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2011-01-17 19:27:55 +01:00 |
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Chris Taylor
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eca34c30f5
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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)
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2011-01-17 22:42:18 +08:00 |
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zicodxx
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d5ac0af494
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Before duplicating last pixel column or row in ogl_filltexbuf, make sure we are still in actual bitmap boundaries; Incrementing defines SHIELD_GAUGE_Y, SHIP_GAUGE_Y for HIRESMODE to fit these gauges pixel-correct in Cockpit mode
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2011-01-17 15:00:26 +01:00 |
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Chris Taylor
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335a99eedc
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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()
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2011-01-17 16:11:24 +08:00 |
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Chris Taylor
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7651a43b70
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No referring to non-existent ogl_maxanisotropy for non-OGL build
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2011-01-17 12:38:32 +08:00 |
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