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54be20c5e1
dxx-rebirth
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arch
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zicodxx
54be20c5e1
I always forget glLineWidth takes previous setting if arg is <=0; Made the decodebuffer for cockpit static as the bitmap data pointer points to it
2008-11-01 15:40:00 +00:00
..
carbon
cocoa
include
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
2008-10-31 16:57:36 +00:00
linux
Fixed IPX default socket (typo); Using function pointer for IPX-based sockets instead of globals
2008-07-19 22:28:31 +00:00
ogl
I always forget glLineWidth takes previous setting if arg is <=0; Made the decodebuffer for cockpit static as the bitmap data pointer points to it
2008-11-01 15:40:00 +00:00
sdl
Make sure that if we use UNICODE, we always take non-control type chars and - as we only want lowercase letters - convert chars if shift is pressed
2008-11-01 02:49:29 +00:00
win32
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
2008-10-16 17:27:02 +00:00