kreatordxx
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8f324ded75
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Merge d_event and newmenu_event enum's, hopefully fixing compiler warnings in GCC 4.5.0
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2010-05-03 08:44:46 +00:00 |
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kreatordxx
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66bad6378f
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Actually play endgame music when game is finished, play briefing music instead of hum if appropriate
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2010-04-05 11:54:23 +00:00 |
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kreatordxx
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046ef88c77
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Make menus for hosting a netgame stack, make quitting work with newmenu_do2 and simpler
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2010-04-04 09:41:53 +00:00 |
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kreatordxx
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493b07e3da
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Get rid of a heap of uses of Function_mode, quit properly (freeing all windows and asking for confirmation for game) when clicking close box
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2010-04-04 01:31:48 +00:00 |
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kreatordxx
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dae5968170
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Add a default event handler for screenshots, entering debugger, Redbook repeating etc
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2010-04-02 05:01:08 +00:00 |
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kreatordxx
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037bbd8786
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Add EVENT_MOUSE_BUTTON_DOWN and EVENT_MOUSE_BUTTON_UP, use for all windows except game and editor. Fixes crash on iMac G5 when pressing keys to progress through briefing
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2010-03-24 07:26:52 +00:00 |
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kreatordxx
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9e6815c51b
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Make fullscreen movies into windows, maintain performance of robot briefing movies with necessary move of gr_flip
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2010-03-17 09:44:19 +00:00 |
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zicodxx
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5afebdf580
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Cleaning up Joystick code and on the way supporting more axes and buttons; Also fixed bug with channel_mask byte causing trouble using some axes ingame; Added argument to set environment variable which disables sticky keys (for SDL >= 1.2.14)
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2010-02-14 18:48:02 +00:00 |
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kreatordxx
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98d5b76928
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Put LeaveGame longjmp back, but in response to new EVENT_WINDOW_CLOSED, fixing demo issues; fix compiler error in last commit
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2010-02-02 07:52:03 +00:00 |
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kreatordxx
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eb92f445ca
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Add EVENT_WINDOW_DEACTIVATED; move many game_flush_inputs, start_time and stop_time calls to game_handler as well as digi_pause_digi_sounds and digi_resume_digi_sounds
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2010-02-02 03:38:29 +00:00 |
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kreatordxx
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c50b954c00
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Add EVENT_WINDOW_ACTIVATED, change EVENT_DRAW to EVENT_WINDOW_DRAW and EVENT_CLOSE to EVENT_WINDOW_CLOSE
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2010-01-20 05:10:32 +00:00 |
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kreatordxx
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c6cbb6b9f8
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Make pause box a window
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2010-01-09 09:19:26 +00:00 |
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kreatordxx
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624ae0b6d0
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Add EVENT_NEWMENU_SELECTED, allowing a newmenu/listbox selection to be handled in the callback. Demonstrate with "Select Song" menu
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2010-01-08 01:55:12 +00:00 |
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kreatordxx
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b6452e75b7
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Change newmenu and listbox callback systems, adding use of d_event, for greater flexibility
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2010-01-07 14:49:07 +00:00 |
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kreatordxx
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b835361586
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Make newmenus into windows, allowing redrawing of automap and game to take place outside of newmenu.c; remove redundant keyd_repeat
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2009-12-26 01:08:57 +00:00 |
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kreatordxx
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8f9d869452
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Make the automap into a 'window', make kconfig.c more similar between D1X and D2X
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2009-12-02 13:49:54 +00:00 |
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kreatordxx
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a1c9e3986e
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Add new window system, not used yet
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2009-05-21 12:16:39 +00:00 |
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kreatordxx
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b537639fac
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Associate the jukebox with Redbook Audio via new 'extmusic' layer - separating from MIDI and making it handle ALL music (not just game music)
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2009-03-03 12:55:27 +00:00 |
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kreatordxx
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777f76aedf
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Get Mac command keys working, MACINTOSH code cleanup, update Xcode project
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2008-12-07 12:26:43 +00:00 |
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zicodxx
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02b1872aa9
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Yet another UNICODE overhaul - Using seperate buffer for UNICODE chars and only use it in key_ascii() while still using keysyms for the rest of the program so we do not screw up readings by key values altered by modifers - possibly still room to optimize
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2008-11-17 23:38:43 +00:00 |
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zicodxx
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1de53497b2
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Using a clean flow for closing game data at the end of main() instead of using atexit; Now only use atexit for SDL stuff, error, mem, console (and editor which we do later); Small Cleanup
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2008-11-14 16:56:40 +00:00 |
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zicodxx
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9cc62df60d
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Always use printable UNICODE characters for the key_handler and included routine to assign key symbols to UNICODE so we get an equivalent of a Key-Released state which we need for the Keyboard buffer; Removed the shifted_ascii_value field from key_props and stored all usable characters in seperate rows; Improves Text input and makes keyboard mapping independent from keyboard layout without breaking any compability
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2008-10-31 16:57:36 +00:00 |
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zicodxx
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6dc900f51d
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Giving credits function ability to use custom creditfile (again); Made laser-offset for laser exclusive so Prox mines won't go tru doors; Preventing cycling tru cockpit modes while dead, but allowing to load a state; Implemented D2X' lighting code to D1X (faster, better, sexier - weeee); Try to hop over some errors regarding walls/doors in levels instead of using -1 indexes for arrays; Made the briefing text ptr a bit more failsafe in case the file is corrupt/non-standard; Made scores use the menu screen even in GAME OVER; Fixed bug in neighbour fields of Weapon Keys table; Added the Weapon Keys stuff to TABLE_CREATION; Fixed bug where D2X did not recall applied resolution in the resolutions menu; Simpler check to create DEMO_DIR; Seperated X/Y sensitivity for mouse and joystick; Flush controls when Automap toggles so keypress won't deactivate it again; Made FrameCount in Demos aligned to the Dropframe condition; Added KEy to ttoggle playback text off; Gracefully exit demo code if demo is corrupt; Removed that new percent counter because many old demos seem to have corrupted last frames; Closing endlevel data file if IFF error so the mission still can be freed; Fixed Cruising for keyboard which was not aligned to FPS correctly; Used mouse delta scaling in kconfig.c instead of mouse.c to not screw up when delta is requested in non-ingame situations - it actually belongs to the controls IMHO; Now support up to 8 joysticks; Changed some leftover malloc's to d_malloc and free to d_free
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2008-10-16 17:27:02 +00:00 |
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zicodxx
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f108f30ffd
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Added new function to calculate common timesteps; Increased MAXIMUM_FPS to 200 for release and 1000 for debug; Used fixed sim_time for do_physics_sim and Interpolating to ensure collisions stay accurate at high FPS; New code and faster code for dot products by The_Lion; Disabled Nice-FPS and common Frame-Loop if VSync is active; More accurate delta timer for mouse (consider overhead); Added SDL_(Un)LockAudio for old SDL Audio interface; General support for up to 16 mouse buttons; Code cleanup; Made some AI movement and Player shaking FPS-independent
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2008-09-30 00:07:07 +00:00 |
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zicodxx
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c61b18b576
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Generally increasing Menu rendering from 20 to 50 FPS; Allowed Fullscreen toggle in Pause menu and correctly releasing mouse; Fixed broken Death sequence timer; Fixed incorrect data offset for UDP player relay; Fixed crash in Multiplayer summary; Reworked player loading a little bit, making sure kconfig controls are all set; Some small Status bar correction; Implemented real Pause/Reume for Jukebox via SDL_mixer
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2008-06-04 19:30:43 +00:00 |
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zicodxx
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e6ec09869e
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Some code improvements and small fixes
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2008-05-08 18:29:52 +00:00 |
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zicodxx
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b772706508
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Return unicode characters in key_to_ascii for non-EN keyboard layouts; Fixed sound menu issue if not compiled with SDL_mixer; switched -ip_norelay to -ip_relay since it's not tested enough; Renamed jukebox_free() to jukebox_unload() to stay with naming-convention
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2008-05-07 14:02:01 +00:00 |
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zicodxx
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ec7f8b68de
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Extended Jukebox capabilities for looping and continous playing and added jukebox_free() which allows calling jukebox_load() being able to load a new directory; Added Jukebox options to sound options menu; Removed loop hack for Windows MIDI playback; SDL_mixer implementation can now be used for Windows build as well
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2008-05-01 21:40:34 +00:00 |
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zicodxx
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44bbb66101
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Implemented Console-style game logging system to print graphics, to stdout and gamelog.txt; Added structure to keep values for descent.cfg; Added aspect and Texture Filtering to descent.cfg; Removed mono code - printing important stuff over console; Removed some obsolete or very common defines; Code cleanup and small fixes
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2008-04-06 20:23:28 +00:00 |
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zicodxx
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b6f477a398
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Cleanung up arch/ a little bit; Added mouse delta time interval for more more accurate reading at high FPS
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2008-01-29 14:49:54 +00:00 |
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kreatordxx
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e474abb5a0
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port the jukebox to PhysicsFS for Mac OS 9 compatibility
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2007-11-10 08:51:30 +00:00 |
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zicodxx
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e955dff203
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Updated docs; Removed GP2X support since I won't support this device anymore
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2007-09-28 22:44:04 +00:00 |
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md2211
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a0b4cac982
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* Removed executable flag on most files
* Reverted value of SOUND_MAX_VOLUME
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2007-09-21 19:06:05 +00:00 |
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md2211
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324c0df6a1
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* Huge SDL_mixer refactoring; sound backend now selectable at runtime, in D1X & D2X
* Sound system now uses a set of function pointers (digi.c) as a single interface to either SDL or SDL_mixer
* Ported jukebox functionality to D2X
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2007-09-18 13:37:39 +00:00 |
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zicodxx
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b7f02568c0
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fixed more compiler warnings
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2007-06-11 15:54:09 +00:00 |
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zicodxx
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f20ec1e42e
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Added config field to map a Mouse Axis/Wheel to cycle Primary and Secondary weapons; lots of controls-related code cleaning
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2007-05-14 13:38:44 +00:00 |
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kreatordxx
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4ff4ddd0a3
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include SDL/SDL.h for all platforms and physfs/physfs.h for Mac OS X to avoid having to add some hard-coded include paths
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2007-04-09 02:41:45 +00:00 |
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zicodxx
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184a7e133a
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fixed PRINTSCREEN key for WINDOWS
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2007-01-22 10:52:01 +00:00 |
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zicodxx
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3d3188473b
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GP2X handheld support; added SConstruct file (MAC support incomplete); code optimisations for software renderer; fixed memleaks
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2006-12-19 02:25:50 +00:00 |
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md2211
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a833d73d44
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SDL_mixer backend implementation files for D2
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2006-11-22 22:07:43 +00:00 |
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zicodxx
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d4a6facf93
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improved joystick code for more buttons
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2006-11-02 13:35:45 +00:00 |
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zicodxx
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b94413b91b
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initial import
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2006-03-20 17:12:09 +00:00 |
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