Kp
85ed489642
Use ?: for multi sounds
2015-10-30 02:52:55 +00:00
Kp
731e287329
Clean up trailing whitespace on rank strings
2015-10-30 02:52:55 +00:00
Kp
1af81af4ec
Reorder show_HUD_names bool tests
...
This improves the generated code by ~60 instructions.
2015-10-30 02:52:55 +00:00
Kp
f50189dc23
Factor out gauge box color computation
2015-10-30 02:52:55 +00:00
Kp
070444157e
Use type safe player flags
2015-10-30 02:52:55 +00:00
Kp
7ac2840bfe
Rename Netgame.player_flags to .net_player_flags
...
The simple name conflicts with an upcoming change.
2015-10-30 02:52:54 +00:00
Kp
cc345aa83d
Simplify demo cloak/invul processing
2015-10-30 02:52:54 +00:00
Kp
6b831b08ec
Update demo caching variables sooner
2015-10-30 02:52:54 +00:00
Kp
9a6d027e63
Factor out weapon cycling
2015-10-30 02:52:54 +00:00
Kp
ff2c88c498
Factor out cockpit/statusbar key gauges
2015-10-30 02:52:54 +00:00
Kp
64c161c4b2
Remove unnecessary zero of .invulnerable_time
2015-10-30 02:52:54 +00:00
Kp
4882558d6e
Remove unnecessary zero of .cloak_time
2015-10-30 02:52:54 +00:00
Kp
e130ea7b36
Remove unnecessary secondary_weapon_flags
2015-10-30 02:52:53 +00:00
Kp
ea3c4a8986
Switch const multi text to array<>
2015-10-29 03:01:43 +00:00
zico
bd391e2363
Reduced the level rendering from 3 passes to 2 while maintinaing the original function (may need optimization, tho); Rendering level parts with transparency effects (force fields, energy center sparks) in same pass as objects to prevent them from making objects invisible behind them; Changed object sorting to they render back to front to prevent rendering issues (robots disappearing behind explosions, further away powerup rendered over a closer one, etc)
2015-10-25 18:16:34 +01:00
Kp
2ac6c0e72b
Factor out red/gold/blue key messages
2015-10-24 03:13:11 +00:00
Kp
1c84b7ab9c
Use enum class for wall_hit_process_t
2015-10-24 03:13:11 +00:00
Kp
0c303bc539
Use ?: for drop_player_eggs flag
2015-10-24 03:13:11 +00:00
Kp
8b61b9f0db
Remove unused symbols
2015-10-24 03:13:11 +00:00
Kp
cf9f777187
Simplify select_tmap
...
Remove unreachable nullptr case. Use case-sensitive comparison. Remove
unsupported entry i386 from documentation.
2015-10-21 02:45:44 +00:00
Kp
48af374924
Reduce direct use of Segments[]
2015-10-21 02:45:43 +00:00
Kp
21057db809
Move DbgSafelog, DbgVerbose to CArg
2015-10-18 21:01:21 +00:00
Kp
b0541daf19
Remove dead code in D1 demo fixup
2015-10-18 21:01:21 +00:00
Kp
682b845b9d
Reorder gameseg distance tests
2015-10-18 21:01:20 +00:00
Kp
54e12654bb
Factor out side_pokes_out
2015-10-18 21:01:20 +00:00
Kp
f5abe5bc5e
Combine gameseg vm_dist_to_plane calls
2015-10-18 21:01:20 +00:00
Kp
6f94cc933c
Fold create_abs_vertex_lists into create_all_vertnum_lists
2015-10-18 21:01:20 +00:00
Kp
af2d8f7deb
Factor out create_vert*_lists switch
2015-10-18 21:01:20 +00:00
Kp
228dd75260
Switch Side_to_verts to unsigned
2015-10-18 21:01:20 +00:00
Kp
ed668b611f
Record start time in demo
2015-10-18 21:01:20 +00:00
Kp
1f63bfeee5
Reduce lifetime of returned get_seg_masks result
2015-10-18 21:01:19 +00:00
Kp
4163510b09
Move compare_func into render_compare_context_t
2015-10-18 21:01:19 +00:00
Kp
c172d2c4c4
Omit OBJ_PLAYER from window.rendered_robots
...
The only user of rendered_robots filters for type OBJ_ROBOT.
2015-10-18 21:01:19 +00:00
Kp
6d714520ee
Skip rendering Viewer sooner
...
Move the skip-Viewer check from render_object up to build_object_lists
so that, instead of skipping the viewer, the viewer is not scheduled
to be rendered.
2015-10-18 21:01:19 +00:00
Kp
f4f451606b
Pass vobjptridx_t to compute_light_emission
2015-10-18 21:01:19 +00:00
Kp
ae338abdc7
Make compute_seg_dynamic_light static
2015-10-18 21:01:19 +00:00
Kp
c5f6878f72
Use bitset for set_dynamic_light vertex visit tracking
2015-10-18 21:01:19 +00:00
Kp
6259e80206
Remove useless Omega blob light hack
...
The code immediately overwrites the computed value with a standard
value. Optimizing compilers deleted the `light_intensity=0` store as
dead. Delete the entire block to save a d_rand call.
2015-10-18 21:01:19 +00:00
Kp
c0d45ab0d4
Compact compute_light_emission OBJ_FIREBALL path
2015-10-18 21:01:19 +00:00
Kp
5d79694584
Cache rotate_list global references
2015-10-18 21:01:18 +00:00
Kp
faf698703e
Make rotate_list result anonymous
2015-10-18 21:01:18 +00:00
Kp
d767f7cd5e
Pass vcsegptridx to render_face
2015-10-18 21:01:18 +00:00
Kp
309426e024
Use enum class for descent_version
2015-10-18 21:01:18 +00:00
Kp
f46a2802aa
Simplify object_nearby_aux return
2015-10-18 21:01:18 +00:00
Kp
533f1cb3bb
Qualify references to primary weapons
2015-10-18 21:01:18 +00:00
Kp
7da64d3782
Add new autoselect-while-firing mode: "when firing stops"
...
Mako88 reports that some users want not to autoselect while firing, but
do not notice when a new weapon is added to the HUD, and end up never
activating a preferred weapon. Add a new autoselect mode that remembers
what would be selected and switches to it once the player ceases firing.
Changes since Mako88's proposed version:
- Use `enum class` for autoselection mode and a radio button to
represent the decision of Immediate/Never/Delayed.
- Handle delayed autoselect for vulcan ammo.
- Set Delayed_primary == Primary_weapon to indicate no change is needed,
rather than Delayed_primary==-1. This lets some paths use
Delayed_primary without checking for a magic value.
- Likewise Delayed_secondary / Secondary_weapon.
- Update Delayed_primary/Delayed_secondary when changing active
primary/secondary weapon, so that a player who changes weapons while
firing will automatically clear any deferred change.
Requested-by: Mako88 <https://github.com/dxx-rebirth/dxx-rebirth/issues/97 >
Based-on-patch-by: Mako88 <https://github.com/dxx-rebirth/dxx-rebirth/pull/147 >
2015-10-18 18:11:57 +00:00
Kp
5f29170702
Move valptridx error reporting out of main header
2015-10-13 02:43:25 +00:00
Kp
8f656c40db
Use range_for for validate_path
2015-10-13 02:43:24 +00:00
John Ackerman
a606caa2b4
Improve .ini files and help message output
2015-10-11 22:21:00 +00:00
Kp
a37bae4b4f
Track output size for PHYSFSX_getRealPath
2015-10-11 22:21:00 +00:00