.. |
ai.c
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Added expandable classes for HUD messages (like D1X but slacked) to better handle Multi messages or redundant messages; Rewrote HUD code completely; Changes -playermessages to -multimessages since this is more appropriate; Removed remnants of -mprofile
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2010-07-13 06:35:25 +00:00 |
ai.h
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Read big endian savegames on little endian computers and vice versa
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2009-10-05 02:51:37 +00:00 |
aipath.c
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Patching together editor so it compiles again (while still not running); Implemented PhysFS for file accessing for editor- and debugging-related code
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2010-08-19 13:32:33 +00:00 |
aistruct.h
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Move MAX_SUBMODELS from inferno.h to polyobj.h, fixing #include loop by removing some (mainly object.h) and instead using explicit 'struct' declarations; compile net_ipx.c for Mac SDL Video build
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2010-02-07 07:28:49 +00:00 |
altsound.c
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altsound.h
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automap.c
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Tidy up use of set_screen_mode
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2010-07-29 08:30:46 +00:00 |
automap.h
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For multiplayer, close menus from game_handler by doing frame processing in response to EVENT_WINDOW_DRAW, replacing multi_menu_poll system with single multi_menu_check call
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2010-01-29 03:36:44 +00:00 |
bm.c
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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 |
bm.h
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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 |
bmread.c
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Patching together editor so it compiles again (while still not running); Implemented PhysFS for file accessing for editor- and debugging-related code
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2010-08-19 13:32:33 +00:00 |
cntrlcen.c
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Make kmatrixs into windows, rename Fuelcen_seconds_left to Countdown_seconds_left for consistency
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2010-03-20 13:21:53 +00:00 |
cntrlcen.h
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Show stars background for died in mine and secret level messageboxes; equalise fuelcen.h and cntrlcen.h
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2010-07-27 11:41:43 +00:00 |
collide.c
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Added expandable classes for HUD messages (like D1X but slacked) to better handle Multi messages or redundant messages; Rewrote HUD code completely; Changes -playermessages to -multimessages since this is more appropriate; Removed remnants of -mprofile
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2010-07-13 06:35:25 +00:00 |
collide.h
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Added structure for values saved in PLR/PLX files; Added most common command-line options to options menu
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2008-04-13 00:28:36 +00:00 |
compbit.h
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config.c
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Moved digi_set_digi_volume call from config loading to designated audio subsystem init function so it will be correctly set after the sound system is auctionlly initialized
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2010-07-27 20:42:54 +00:00 |
config.h
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Increased SDL_mixer music abilities to play non-hmp from HOGs, having Level-music path to play, options to specify non-level tracks and added various playing order methods; Abstracted SDL_mixer- and Redbook-interfaces; Simplified program flow through all music functions
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2010-06-14 08:13:16 +00:00 |
console.c
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Write gamelog.txt buffered so it will not stress the medium it's saved on
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2010-02-08 14:28:12 +00:00 |
controls.c
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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 |
controls.h
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credits.c
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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 |
credits.h
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Fixing some harmless compiler warnings caused by missing includes, missing newlines at end of file; cleaned up strutil.h
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2010-07-19 18:17:08 +00:00 |
custom.c
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Reworked timer_delay2() and calc_frame_time() to be more accurate and CPU-friendly; -nicefps replayced by -nonicefps to disable sleeping for calc_frame_time; Implemented VSync via SDL; Fixed compilation issues; Code cleanup
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2008-04-21 18:39:49 +00:00 |
custom.h
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desc_id.h
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digi.h
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Renamed MUSIC TYPE options BUILT-IN MUSIC to BUILT-IN/ADDON MUSIC and CUSTOM MUSIC to JUKEBOX; Removed LEVEL-DEPENDENT play order for Jukebox as this is now mainly covered by AddOn packs and future M3U-support
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2010-08-17 14:59:57 +00:00 |
digicomp.c
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digicomp.h
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digiobj.c
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Increased SDL_mixer music abilities to play non-hmp from HOGs, having Level-music path to play, options to specify non-level tracks and added various playing order methods; Abstracted SDL_mixer- and Redbook-interfaces; Simplified program flow through all music functions
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2010-06-14 08:13:16 +00:00 |
dumpmine.c
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Patching together editor so it compiles again (while still not running); Implemented PhysFS for file accessing for editor- and debugging-related code
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2010-08-19 13:32:33 +00:00 |
effects.c
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Show stars background for died in mine and secret level messageboxes; equalise fuelcen.h and cntrlcen.h
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2010-07-27 11:41:43 +00:00 |
effects.h
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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 |
endlevel.c
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Added expandable classes for HUD messages (like D1X but slacked) to better handle Multi messages or redundant messages; Rewrote HUD code completely; Changes -playermessages to -multimessages since this is more appropriate; Removed remnants of -mprofile
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2010-07-13 06:35:25 +00:00 |
endlevel.h
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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 |
fireball.c
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Show stars background for died in mine and secret level messageboxes; equalise fuelcen.h and cntrlcen.h
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2010-07-27 11:41:43 +00:00 |
fireball.h
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fuelcen.c
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Tidy up use of set_screen_mode
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2010-07-29 08:30:46 +00:00 |
fuelcen.h
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Show stars background for died in mine and secret level messageboxes; equalise fuelcen.h and cntrlcen.h
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2010-07-27 11:41:43 +00:00 |
fvi.c
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Took out the disable_new_fvi-hack. After all we do not need that specific optimisation anymore and also without it we can have more accurate collisions with non-player objects. After playtesting for a while let's just do this.
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2008-11-22 00:43:59 +00:00 |
fvi.h
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fvi_a.h
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game.c
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Tidy up for EVENT_IDLE case in game_handler, hopefully fixing obscure 'optimise threads' bug
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2010-08-14 02:26:18 +00:00 |
game.h
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When starting, leaving or changing a level in any way, use more ordered approach to set Game_wind visible or invisible. Fixing timer-issues after level-change and makes hiding of Game_wind obsolete for certain messageboxes; Moved GameTime and weapon timer variables out of reset_time since this function is not appropriate for this and is not needed between levels anymore due to window management handling start/stop_time properly
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2010-06-27 11:28:26 +00:00 |
gamecntl.c
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Using PHYSFSX_findFiles to make sure random demo playback will only find actual demo files and not quit autodemo; added DEMO_EXT for an universal definition of demo file extension
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2010-09-02 13:58:06 +00:00 |
gamefont.c
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Reduced size of vectorial reticle to match the size of the original one; Only scale fonts by float if Texture filtering is on - otherwise scale by int
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2009-01-15 23:58:36 +00:00 |
gamefont.h
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Move MAX_SUBMODELS from inferno.h to polyobj.h, fixing #include loop by removing some (mainly object.h) and instead using explicit 'struct' declarations; compile net_ipx.c for Mac SDL Video build
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2010-02-07 07:28:49 +00:00 |
gamemine.c
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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 |
gamemine.h
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gamerend.c
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Make gamecntl.c more similar between D1X and D2X
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2010-03-31 06:19:37 +00:00 |
gamesave.c
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Patching together editor so it compiles again (while still not running); Implemented PhysFS for file accessing for editor- and debugging-related code
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2010-08-19 13:32:33 +00:00 |
gamesave.h
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gameseg.c
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Instead of screwing by possibly using negative array indicies in find_seg_side() return -1. In ordering segments make this result in unimportant order; Taking in some Asserts which were disabled years ago by me. Let's fix this for real when we get to it
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2010-07-17 11:57:07 +00:00 |
gameseg.h
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gameseq.c
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Builtin music list now dynamically allocated and not limited to 30 songs; Instead of never loading new level when loading savestate ingame, only do this for Redbook and Custom Music playing order 'continously'; if no endlevel song is specified in Custom Music continue with level music
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2010-08-01 17:42:38 +00:00 |
gameseq.h
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Split select_filename into [existing] RegisterPlayer and select_demo for better clarity
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2010-02-07 12:10:52 +00:00 |
gauges.c
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Cleaned the variables used for newdemo code; Instead of giving both old and new values to special recording functions, added new variables to demo code serving this purpose and also checking for redundant record calls which only would waste bytes; Removed duplicated-object-id-hack which did not work as expected and caused jittering on playback; In that process, found a bug where Num_open_doors might nor be set correctly - cleaned that up a little and got also rid of one aweful goto; Made sure cloaked walls are recorded FPS-independent but rather fade-value-dependent
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2010-07-15 05:40:25 +00:00 |
gauges.h
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Added expandable classes for HUD messages (like D1X but slacked) to better handle Multi messages or redundant messages; Rewrote HUD code completely; Changes -playermessages to -multimessages since this is more appropriate; Removed remnants of -mprofile
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2010-07-13 06:35:25 +00:00 |
hash.c
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get it to work for Mac OS 9
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2008-04-24 14:27:54 +00:00 |
hash.h
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hostage.c
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Added expandable classes for HUD messages (like D1X but slacked) to better handle Multi messages or redundant messages; Rewrote HUD code completely; Changes -playermessages to -multimessages since this is more appropriate; Removed remnants of -mprofile
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2010-07-13 06:35:25 +00:00 |
hostage.h
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hud.c
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When updating redundant HUD messages check the for-loop not the start with a negative number - causes too long message display and negative array index
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2010-08-03 15:03:56 +00:00 |
hudmsg.h
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Added expandable classes for HUD messages (like D1X but slacked) to better handle Multi messages or redundant messages; Rewrote HUD code completely; Changes -playermessages to -multimessages since this is more appropriate; Removed remnants of -mprofile
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2010-07-13 06:35:25 +00:00 |
inferno.c
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Moved up PHYSFSX_addArchiveContent() a little inside main() so -debug and -verbose will show us this content which will be helpful for debugging possible problems with AddOn Zips
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2010-08-16 19:59:41 +00:00 |
inferno.h
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Actually commit d1x-rebirth/main/inferno.h
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2010-07-25 01:25:19 +00:00 |
kconfig.c
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Patching together editor so it compiles again (while still not running); Implemented PhysFS for file accessing for editor- and debugging-related code
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2010-08-19 13:32:33 +00:00 |
kconfig.h
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Make gamecntl.c more similar between D1X and D2X
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2010-03-31 06:19:37 +00:00 |
kmatrix.c
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For polling newmenus, set rval using a pointer and don't delay closing the window, hopefully fixing bad memory access when clicking in level scores screen; change newmenu_close to newmenu_free_background to avoid confusion
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2010-07-31 12:09:38 +00:00 |
kmatrix.h
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Abstracting networking protocols - Step 4: Implemented new UDP layer with Client/Server communication, Packet Loss Prevention and strict Version checking. Netgames list will follow later.
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2009-11-24 09:48:53 +00:00 |
laser.c
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The inital vector scaling to compensate previous frame-skipped tracking was not aligned to FrameTime. Removed that code and just divided homer_turn_base values to compensate this offset properly. Thanks to zif for hinting me to that; Added comment about the how and why of the homing missile scaling issue
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2010-08-11 16:25:58 +00:00 |
laser.h
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Make gamecntl.c more similar between D1X and D2X
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2010-03-31 06:19:37 +00:00 |
lighting.c
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For casting light from Player-object, smooth out thrust to prevent flickering on high FPS
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2010-03-28 09:53:12 +00:00 |
lighting.h
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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 |
menu.c
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Using PHYSFSX_findFiles to make sure random demo playback will only find actual demo files and not quit autodemo; added DEMO_EXT for an universal definition of demo file extension
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2010-09-02 13:58:06 +00:00 |
menu.h
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Remove calls to nm_draw_background1 to show newmenus stacked
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2010-04-03 09:10:20 +00:00 |
mglobal.c
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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 |
mission.c
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Overhauled detection of TEX/TXB files for Briefings and Endings
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2010-08-24 14:02:38 +00:00 |
mission.h
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Overhauled detection of TEX/TXB files for Briefings and Endings
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2010-08-24 14:02:38 +00:00 |
morph.c
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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 |
morph.h
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Set sound distance to 0 for HUD sound taunts; Making Jukebox not crash if -nosound is enabled (should stop Jukebox since no digi system enabled); Lowered mouse axis speed a bit again; Increasing MAX_VECS to 5000
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2008-05-25 08:19:31 +00:00 |
multi.c
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Added expandable classes for HUD messages (like D1X but slacked) to better handle Multi messages or redundant messages; Rewrote HUD code completely; Changes -playermessages to -multimessages since this is more appropriate; Removed remnants of -mprofile
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2010-07-13 06:35:25 +00:00 |
multi.h
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On Mac OS X - no longer have to copy SDL_mixer.h to SDL framework; frameworks can now be in /Library/Frameworks; fix for obscure compile error involving u_int32_t
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2010-09-02 00:07:37 +00:00 |
multibot.c
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Removed timer_get_approx_seconds() and replaced with timer_get_fixed seconds since it was too inaccurate and created significant offset
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2009-11-24 22:43:41 +00:00 |
multibot.h
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mute.c
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mute.h
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net_ipx.c
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in pdata communication swap_bytes was set for create_shortpos causing problems on PPC architecture; in multiplayer host menu set citem to START GAME by default
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2010-09-01 17:01:51 +00:00 |
net_ipx.h
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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 |
net_udp.c
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in pdata communication swap_bytes was set for create_shortpos causing problems on PPC architecture; in multiplayer host menu set citem to START GAME by default
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2010-09-01 17:01:51 +00:00 |
net_udp.h
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Reworked handling of Netlist now also showing full game info; Prevent Clients from sending lite_info; Make lite_info show numconnected instead of numplayers as this would show disconnected ones as well; Removed reusing ports on different instances in Windows build - only screws up several games running on one machine
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2010-07-08 06:37:23 +00:00 |
newdemo.c
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Using PHYSFSX_findFiles to make sure random demo playback will only find actual demo files and not quit autodemo; added DEMO_EXT for an universal definition of demo file extension
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2010-09-02 13:58:06 +00:00 |
newdemo.h
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Using PHYSFSX_findFiles to make sure random demo playback will only find actual demo files and not quit autodemo; added DEMO_EXT for an universal definition of demo file extension
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2010-09-02 13:58:06 +00:00 |
newmenu.c
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Added feature to let select_file_reursive() change drive on _WIN32 via CTRL-D; Removed second definition of MEM_K accidentially happened due to bad communication
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2010-08-31 13:25:45 +00:00 |
newmenu.h
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Added feature to let select_file_reursive() change drive on _WIN32 via CTRL-D; Removed second definition of MEM_K accidentially happened due to bad communication
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2010-08-31 13:25:45 +00:00 |
object.c
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Added expandable classes for HUD messages (like D1X but slacked) to better handle Multi messages or redundant messages; Rewrote HUD code completely; Changes -playermessages to -multimessages since this is more appropriate; Removed remnants of -mprofile
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2010-07-13 06:35:25 +00:00 |
object.h
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Introduced hitobj_list for persistent weapon objects to keep track of multiple objects the weapon is in contect with to prevent it from doing FPS-based damage; Made persistent weapon objects not die on debris but just decrease their shields like when an ordinary player/robot is hit - makes more sense
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2010-02-08 13:24:42 +00:00 |
paging.c
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Patching together editor so it compiles again (while still not running); Implemented PhysFS for file accessing for editor- and debugging-related code
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2010-08-19 13:32:33 +00:00 |
paging.h
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physics.c
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In do_physics_sim() only set velocity from movement for certain objects which actually do collisions like Player or Robots - otherwise we might be able to shoot down projectiles or produce other unfortunate glitches
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2010-02-05 18:49:24 +00:00 |
physics.h
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piggy.c
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Patching together editor so it compiles again (while still not running); Implemented PhysFS for file accessing for editor- and debugging-related code
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2010-08-19 13:32:33 +00:00 |
piggy.h
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Adding cfile.h include to get CFILE definition work again
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2009-11-22 11:07:25 +00:00 |
player.c
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Read big endian savegames on little endian computers and vice versa
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2009-10-05 02:51:37 +00:00 |
player.h
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Read big endian savegames on little endian computers and vice versa
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2009-10-05 02:51:37 +00:00 |
playsave.c
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Overhaul for CONTROLS menu; Cleaned kconfig-code a little and slacked out keymap arrays
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2010-02-21 01:25:27 +00:00 |
playsave.h
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Overhaul for CONTROLS menu; Cleaned kconfig-code a little and slacked out keymap arrays
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2010-02-21 01:25:27 +00:00 |
polyobj.c
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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 |
polyobj.h
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Move MAX_SUBMODELS from inferno.h to polyobj.h, fixing #include loop by removing some (mainly object.h) and instead using explicit 'struct' declarations; compile net_ipx.c for Mac SDL Video build
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2010-02-07 07:28:49 +00:00 |
powerup.c
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Added expandable classes for HUD messages (like D1X but slacked) to better handle Multi messages or redundant messages; Rewrote HUD code completely; Changes -playermessages to -multimessages since this is more appropriate; Removed remnants of -mprofile
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2010-07-13 06:35:25 +00:00 |
powerup.h
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Added: Mostly stubbed out test code for game tracker server stuff...
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2008-07-26 17:57:13 +00:00 |
render.c
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Show stars background for died in mine and secret level messageboxes; equalise fuelcen.h and cntrlcen.h
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2010-07-27 11:41:43 +00:00 |
render.h
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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 |
robot.c
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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 |
robot.h
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Move MAX_SUBMODELS from inferno.h to polyobj.h, fixing #include loop by removing some (mainly object.h) and instead using explicit 'struct' declarations; compile net_ipx.c for Mac SDL Video build
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2010-02-07 07:28:49 +00:00 |
scores.c
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For polling newmenus, set rval using a pointer and don't delay closing the window, hopefully fixing bad memory access when clicking in level scores screen; change newmenu_close to newmenu_free_background to avoid confusion
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2010-07-31 12:09:38 +00:00 |
scores.h
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Move all globals in scores.c into struct members/local variables
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2010-02-08 04:10:21 +00:00 |
screens.h
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script.h
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segment.h
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Show stars background for died in mine and secret level messageboxes; equalise fuelcen.h and cntrlcen.h
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2010-07-27 11:41:43 +00:00 |
segpoint.h
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slew.c
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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 |
slew.h
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snddecom.c
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snddecom.h
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songs.c
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For each Music playback system defining own volume scaling definition which was wrong for SDL_mixer
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2010-08-19 15:54:19 +00:00 |
songs.h
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Renamed MUSIC TYPE options BUILT-IN MUSIC to BUILT-IN/ADDON MUSIC and CUSTOM MUSIC to JUKEBOX; Removed LEVEL-DEPENDENT play order for Jukebox as this is now mainly covered by AddOn packs and future M3U-support
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2010-08-17 14:59:57 +00:00 |
sounds.h
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state.c
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Added event_flush to take place in game_flush_inputs which will clean SDL events which may be buffered while event_process was suspended; suspend Game_Wind while loading restoring save state while playing a level to properly flush controls and reset timer; when toggeling cursor, also directly modify the mouse to wanted behaviour instead of waiting for mouse_update_cursor_and_grab
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2010-07-30 17:59:21 +00:00 |
state.h
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Introduced state_quick_item so we can safly check if there is a valid quicksave slot wihtout messing around with state_Default_item which is supposed to always show a valid slot in the first place
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2010-07-19 17:07:12 +00:00 |
switch.c
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Show stars background for died in mine and secret level messageboxes; equalise fuelcen.h and cntrlcen.h
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2010-07-27 11:41:43 +00:00 |
switch.h
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Read big endian savegames on little endian computers and vice versa
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2009-10-05 02:51:37 +00:00 |
terrain.c
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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 |
terrain.h
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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 |
texmerge.c
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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 |
texmerge.h
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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 |
text.c
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In demo list help text changed string CTRL+C to CTRL-C for consistency
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2010-08-19 13:44:31 +00:00 |
text.h
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Fixed some Piggy- and Text-loading routines for Shareware, Destination Saturn and 1.0 Registered; Full support for End-Briefing on non-registered still missing however
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2010-03-04 14:53:46 +00:00 |
textures.h
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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 |
titles.c
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Made loading of Hires briefings a bit more simpler (more D2-ish) and not using a new briefing_screen structure; Also perform a check if requested image originates from descent.hog or a third-party mission and do not load a Hires version in the latter case
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2010-08-25 15:14:28 +00:00 |
titles.h
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In Endlevel sequence, re-align big explosion to draw in front of exit model, relative to viewer; Re-organized tex files for Briefings and Endings and created more general code to play them; Re-aligned Dravis' head
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2010-03-25 23:37:19 +00:00 |
vclip.c
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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 |
vclip.h
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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 |
vers_id.h
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Make Version-check for UDP also cover Micro-versions; Making sure versioning will act same way as conf.h for MacOS
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2010-02-23 15:05:50 +00:00 |
wall.c
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Cleaned the variables used for newdemo code; Instead of giving both old and new values to special recording functions, added new variables to demo code serving this purpose and also checking for redundant record calls which only would waste bytes; Removed duplicated-object-id-hack which did not work as expected and caused jittering on playback; In that process, found a bug where Num_open_doors might nor be set correctly - cleaned that up a little and got also rid of one aweful goto; Made sure cloaked walls are recorded FPS-independent but rather fade-value-dependent
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2010-07-15 06:09:23 +00:00 |
wall.h
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Read big endian savegames on little endian computers and vice versa
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2009-10-05 02:51:37 +00:00 |
weapon.c
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When picking up laser, game would show generic weapon pickup/already-have messages instead of laser-upgrade/maxed-out messages only - fixed
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2010-08-12 16:43:37 +00:00 |
weapon.h
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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 |