.. |
ai.c
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Renamed FixedStepCalc() to cald_d_tick() and FixedStep became d_tick_step; Also ther eonly is a 50ms-timer used to d_tick_step as it was the only one used so far; Replaced FrameCount with d_tick_count which only increments by 50ms-timer used in calc_d_tick() - that now scales timed actions for certain functions properly and makes AI work FPS-independent without any hacks in that regard
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2012-05-14 19:06:28 +02:00 |
ai.h
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Added cv_fade_level to canvas structure to replace Gr_scanline_darkening_level; Added cv_blend_func to canvas structure to set blending; Introduced gr_settransblend to set cv_fade_level and cv_blend_func; Added function to set normal blending, additive alpha blending and additive color blending; Moved Special transparency effects from g3_draw_bitmap to render_object to set individual transparency and/or blending for each object outside of OpenGL-specific code; Added special blending for fuelcenter and force field effects as well; Removed unused LASER_HACK code; Renamed OglAlphaEffects variable of PalyerCfg to AlphaEffects as I plan to implement this kind of effects for Software renderer, too
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2011-02-23 17:46:39 +01:00 |
ai2.c
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Renamed FixedStepCalc() to cald_d_tick() and FixedStep became d_tick_step; Also ther eonly is a 50ms-timer used to d_tick_step as it was the only one used so far; Replaced FrameCount with d_tick_count which only increments by 50ms-timer used in calc_d_tick() - that now scales timed actions for certain functions properly and makes AI work FPS-independent without any hacks in that regard
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2012-05-14 19:06:28 +02:00 |
aipath.c
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Renamed FixedStepCalc() to cald_d_tick() and FixedStep became d_tick_step; Also ther eonly is a 50ms-timer used to d_tick_step as it was the only one used so far; Replaced FrameCount with d_tick_count which only increments by 50ms-timer used in calc_d_tick() - that now scales timed actions for certain functions properly and makes AI work FPS-independent without any hacks in that regard
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2012-05-14 19:06:28 +02:00 |
aistruct.h
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Made GameTime to GameTime64 using fix64; Changed all structures saving GameTime64 for internal timer purposes to store fix64 and added converting functions to save such times in fix; For Savegames/Demos always reset GameTime64 to 0 while saving and putting all timer values to safe limits, Multiplayer objects are sent in similar fashion
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2010-12-22 01:17:59 +01:00 |
automap.c
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Renamed FixedStepCalc() to cald_d_tick() and FixedStep became d_tick_step; Also ther eonly is a 50ms-timer used to d_tick_step as it was the only one used so far; Replaced FrameCount with d_tick_count which only increments by 50ms-timer used in calc_d_tick() - that now scales timed actions for certain functions properly and makes AI work FPS-independent without any hacks in that regard
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2012-05-14 19:06:28 +02:00 |
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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Avoided variable array initializations which some compilers do not like; Also made sure declarations happen first inside (sub)functions; Fixed set but unused variables
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2011-09-26 23:00:24 +02:00 |
bm.h
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Got rid of cfile code: Renamed cfile-functions to use PHYSFSX-naming convention, Replaced cfile-macros with proper PHYSFS(X) calls; Introduced PHYSFSX_exists() which can check case-sensitive or case-insensitive to give more flexibility with game content
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2011-06-01 09:59:55 +02:00 |
bmread.c
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using our own functions for strdup and _splitpath with the d_ prefix for all platforms for consistency
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2012-05-19 02:16:43 +02:00 |
bmread.h
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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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Cancel out do_controlcen_dead_frame() when not playing and only check triggers for playing players for further host-authority stuff; Made GameProcessFrame not cause endless loop by closing kmatrix over and over again due to game_leave_menus(); Also only close menus when level ends and when we die only the automap will close - otherwise menus can stay (user request)
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2012-05-25 12:14:28 +02:00 |
cntrlcen.h
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Got rid of cfile code: Renamed cfile-functions to use PHYSFSX-naming convention, Replaced cfile-macros with proper PHYSFS(X) calls; Introduced PHYSFSX_exists() which can check case-sensitive or case-insensitive to give more flexibility with game content
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2011-06-01 09:59:55 +02:00 |
collide.c
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Fit player/player collisions to not take damage from bump while remote player has possibly not aligned to the collision, yet; Added FORCE_DAMAGE_THRESHOLD for minimum force damage to receive from object bumps to not simply take damage from touching objects
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2012-05-26 13:28:46 +02:00 |
collide.h
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Fixed double wall-object-damage introduced 20111124 by applying more strict rules to wall-colliding and wall-scraping where latter now is player-exclusive
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2012-03-28 11:02:30 +02:00 |
config.c
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Dynamically allocate line to read from descent.cfg and ensure a safe length
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2012-03-28 13:43:35 +02:00 |
config.h
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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 |
console.c
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Unbuffered writing of gamelog.txt has it's own argument and is not triggered by -verbose argument anymore; Also increases verbosity of packet-loss-prevented packets by showing their types when added to queue
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2012-01-09 15:21:09 +01:00 |
controls.c
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Made GameTime to GameTime64 using fix64; Changed all structures saving GameTime64 for internal timer purposes to store fix64 and added converting functions to save such times in fix; For Savegames/Demos always reset GameTime64 to 0 while saving and putting all timer values to safe limits, Multiplayer objects are sent in similar fashion
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2010-12-22 01:17:59 +01:00 |
controls.h
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* Removed executable flag on most files
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2007-09-21 19:06:05 +00:00 |
credits.c
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Got rid of cfile code: Renamed cfile-functions to use PHYSFSX-naming convention, Replaced cfile-macros with proper PHYSFS(X) calls; Introduced PHYSFSX_exists() which can check case-sensitive or case-insensitive to give more flexibility with game content
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2011-06-01 09:59:55 +02:00 |
credits.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 |
desc_id.h
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* Removed executable flag on most files
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2007-09-21 19:06:05 +00:00 |
descent.cfg
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initial import
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2006-03-20 17:12:09 +00:00 |
digi.h
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Bail out of hmp_reset() if midiOutOpen fails and return error with -debug set; execute hmp_reset() before first song plays; renamed digi_win32_stop_current_song() to digi_win32_stop_midi_song() to keep naming convention; Fixed some compiler warnings
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2011-07-15 10:43:03 +02:00 |
digiobj.c
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Just generally ignore missing sounds in digi_xlat_sound just like D1X-Rebirth - not limit to Shareware
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2011-06-04 21:31:25 +02:00 |
dumpmine.c
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Fix bugs switching between game and editor and back: make sure ModeFlag is set to 0 before it has any chance to show an alert message, fixing a crash; allow OBJ_NONE in Assert; make Game_wind invisible when loading editor in case we show an alert; call mouse_flush() in ui_init() to fix mouse issues
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2012-04-14 17:42:44 +08:00 |
effects.c
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Got rid of cfile code: Renamed cfile-functions to use PHYSFSX-naming convention, Replaced cfile-macros with proper PHYSFS(X) calls; Introduced PHYSFSX_exists() which can check case-sensitive or case-insensitive to give more flexibility with game content
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2011-06-01 09:59:55 +02:00 |
effects.h
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Got rid of cfile code: Renamed cfile-functions to use PHYSFSX-naming convention, Replaced cfile-macros with proper PHYSFS(X) calls; Introduced PHYSFSX_exists() which can check case-sensitive or case-insensitive to give more flexibility with game content
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2011-06-01 09:59:55 +02:00 |
endlevel.c
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Remove all remaining uses of Function_mode, checking for the existence of EditorWindow where necessary instead
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2012-03-19 14:09:26 +08:00 |
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 |
escort.c
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Renamed FixedStepCalc() to cald_d_tick() and FixedStep became d_tick_step; Also ther eonly is a 50ms-timer used to d_tick_step as it was the only one used so far; Replaced FrameCount with d_tick_count which only increments by 50ms-timer used in calc_d_tick() - that now scales timed actions for certain functions properly and makes AI work FPS-independent without any hacks in that regard
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2012-05-14 19:06:28 +02:00 |
escort.h
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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 |
fireball.c
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in choose_drop_segment let fallback correctly check for reactor segment
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2012-04-07 10:58:46 +02:00 |
fireball.h
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Got rid of cfile code: Renamed cfile-functions to use PHYSFSX-naming convention, Replaced cfile-macros with proper PHYSFS(X) calls; Introduced PHYSFSX_exists() which can check case-sensitive or case-insensitive to give more flexibility with game content
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2011-06-01 09:59:55 +02:00 |
fuelcen.c
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Renamed FixedStepCalc() to cald_d_tick() and FixedStep became d_tick_step; Also ther eonly is a 50ms-timer used to d_tick_step as it was the only one used so far; Replaced FrameCount with d_tick_count which only increments by 50ms-timer used in calc_d_tick() - that now scales timed actions for certain functions properly and makes AI work FPS-independent without any hacks in that regard
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2012-05-14 19:06:28 +02:00 |
fuelcen.h
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Got rid of cfile code: Renamed cfile-functions to use PHYSFSX-naming convention, Replaced cfile-macros with proper PHYSFS(X) calls; Introduced PHYSFSX_exists() which can check case-sensitive or case-insensitive to give more flexibility with game content
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2011-06-01 09:59:55 +02:00 |
fvi.c
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Introduced fixmul64 returning fix64 type to use with check_point_to_face() and prevent fix overflow with very large faces; on the way cleaned up NO_FIX_INLINE remnants and replaced QLONG with fix64
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2012-04-05 02:41:59 +02:00 |
fvi.h
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Improvement for fix_illegal_wall_interesection(): Move away from wall in right angle - not towards center. This improves the bumping in many situations and prevents ship getting stuck in small segments. Simplified and optimized code as well and removed check for degenerated Segments as not needed with this approach; Fixed some compiler warnings regarding set but unused variables
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2011-05-19 01:25:38 +02:00 |
game.c
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Removed remnants of the old and obsolete VR implementation
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2012-05-27 00:24:57 +02:00 |
game.h
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Renamed FixedStepCalc() to cald_d_tick() and FixedStep became d_tick_step; Also ther eonly is a 50ms-timer used to d_tick_step as it was the only one used so far; Replaced FrameCount with d_tick_count which only increments by 50ms-timer used in calc_d_tick() - that now scales timed actions for certain functions properly and makes AI work FPS-independent without any hacks in that regard
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2012-05-14 19:06:28 +02:00 |
gamecntl.c
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Removed remnants of the old and obsolete VR implementation
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2012-05-27 00:24:57 +02:00 |
gamefont.c
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Got rid of cfile code: Renamed cfile-functions to use PHYSFSX-naming convention, Replaced cfile-macros with proper PHYSFS(X) calls; Introduced PHYSFSX_exists() which can check case-sensitive or case-insensitive to give more flexibility with game content
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2011-06-01 09:59:55 +02:00 |
gamefont.h
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Reverting integer casts for font spacings - was for testing only - not intended to go into the last revision
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2008-11-09 14:46:31 +00:00 |
gamemine.c
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Fixed set but unused variables
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2011-09-27 01:31:19 +02:00 |
gamemine.h
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Got rid of cfile code: Renamed cfile-functions to use PHYSFSX-naming convention, Replaced cfile-macros with proper PHYSFS(X) calls; Introduced PHYSFSX_exists() which can check case-sensitive or case-insensitive to give more flexibility with game content
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2011-06-01 09:59:55 +02:00 |
gamepal.c
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using our own functions for strdup and _splitpath with the d_ prefix for all platforms for consistency
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2012-05-19 02:16:43 +02:00 |
gamepal.h
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Simplification of palette code; Properly screen clearing in SDL-only build when palette changes; Removed obsolete functions like gr_update (replaced by gr_flip), gr_palette_fade_in/out, gr_palette_clear; Added functionality to render Automap while menu display as well; Improved blocking of some controls code while Automap active; Fixed some compiler warnings
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2008-03-20 23:23:46 +00:00 |
gamerend.c
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Removed remnants of the old and obsolete VR implementation
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2012-05-27 00:24:57 +02:00 |
gamesave.c
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using our own functions for strdup and _splitpath with the d_ prefix for all platforms for consistency
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2012-05-19 02:16:43 +02:00 |
gamesave.h
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Copy some editor stuff from d1x-rebirth to d2x-rebirth, like use of the OS native cursor
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2010-12-24 12:34:30 +08:00 |
gameseg.c
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Optimization for quaternion structure: Stuffed orientation in shorts and removed figure out segnum by position - saving 10 bytes for each positional update in Multiplayer; Also removed render_type from pdata to save yet another byte
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2012-05-26 17:53:07 +02:00 |
gameseg.h
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changed variables and pointer carrying vertex indexes from short to int to handle levels with over 900 segments properly
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2011-06-30 12:23:38 +02:00 |
gameseq.c
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in StartLevel() only call disable_matcens() and clear_transient_objects() in Singleplayer to keep consistency with remote clients
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2012-05-24 12:46:35 +02:00 |
gameseq.h
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in StartLevel() only call disable_matcens() and clear_transient_objects() in Singleplayer to keep consistency with remote clients
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2012-05-24 12:46:35 +02:00 |
gamestat.h
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* Removed executable flag on most files
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2007-09-21 19:06:05 +00:00 |
gauges.c
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use size of output buffer for snprintf; on the way changed rebirth-specific song file to dxx-r.sng to respect hog 8+3 file convention
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2012-06-01 12:46:03 +02:00 |
gauges.h
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In Multiplayer games show player names in big guided window as well
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2011-07-09 13:25:11 +02:00 |
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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* Removed executable flag on most files
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2007-09-21 19:06:05 +00:00 |
hud.c
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using our own functions for stricmp, strnicmp, strlwr, strupr, strrev with a d_ prefix for all platforms for consistency
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2012-05-19 01:36:43 +02:00 |
hudmsg.h
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Introduced HUD message class HM_MAYDUPL for messages that may appear once per frame but the player might not able to supress via option
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2011-04-11 21:27:31 +02:00 |
inferno.c
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Editor exits cleanly when clicking the close box, no more redundant gr_uscanline call in gl_urect for ogl (an initial attempt to fix the previous bug)
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2012-04-09 20:41:47 +08:00 |
inferno.h
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Remove all remaining uses of Function_mode, checking for the existence of EditorWindow where necessary instead
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2012-03-19 14:09:26 +08:00 |
inferno.ini
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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 |
kconfig.c
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Introduced sensitivity sliders for keyboard which cause movement increase the longer the designated key is pressed
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2012-06-01 11:53:59 +02:00 |
kconfig.h
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Introduced sensitivity sliders for keyboard which cause movement increase the longer the designated key is pressed
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2012-06-01 11:53:59 +02:00 |
kmatrix.c
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Further Multiplayer cleanup: moved gobal variable resets from multi_new_game() to proper function calls; added pnum variable to init_player_stats_game() and init_player_stats_new_ship() so these can be set for each player when starting match; added multi_new_level() calls when setting up game as well when trying to join game; cleaned multi_reset_stuff() from variable resetting that happen in general game code; when being dumped from game, made sure no packets are sent during messagebox dispaly; replaced MAX_NUM_NET_PLAYERS by MAX_PLAYERS as it's the same definition
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2012-04-15 15:32:48 +02:00 |
kmatrix.h
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Removed support for IPX protocol and MS-DOS-Multiplayer-compability due to age and lack of real need and to really improve on the Multiplayer without adding too much complexity for backwards-compability
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2011-09-14 01:15:32 +02:00 |
laser.c
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Removed Laser_offset hack
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2012-05-28 00:08:09 +02:00 |
laser.h
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Added new priority level for MDATA packets to also send them ASAP without the need for an ACK; Streamlined sending multibot and fire packets and on the way artificially and automatically scaling fire rates, energy/ammo usage and damage of weapons in Multiplayer to decrease traffic easy way without changing the Gameplay
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2011-09-15 10:45:48 +02:00 |
lighting.c
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Code consistency checks by _Tyr_; Fixed set but unused variables
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2011-09-26 19:03:20 +02:00 |
lighting.h
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Made lighting code work with actual RGB values and added feature to let certain objects emit colored dynamic light as well as let mine flash red when control center destroyed (OpenGL-only at the moment)
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2011-04-07 22:32:51 +02:00 |
link.bat
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initial import
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2006-03-20 17:12:09 +00:00 |
menu.c
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use size of output buffer for snprintf; on the way changed rebirth-specific song file to dxx-r.sng to respect hog 8+3 file convention
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2012-06-01 12:46:03 +02:00 |
menu.h
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Got rid of cfile code: Renamed cfile-functions to use PHYSFSX-naming convention, Replaced cfile-macros with proper PHYSFS(X) calls; Introduced PHYSFSX_exists() which can check case-sensitive or case-insensitive to give more flexibility with game content
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2011-06-01 09:59:55 +02:00 |
mglobal.c
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Renamed FixedStepCalc() to cald_d_tick() and FixedStep became d_tick_step; Also ther eonly is a 50ms-timer used to d_tick_step as it was the only one used so far; Replaced FrameCount with d_tick_count which only increments by 50ms-timer used in calc_d_tick() - that now scales timed actions for certain functions properly and makes AI work FPS-independent without any hacks in that regard
|
2012-05-14 19:06:28 +02:00 |
mission.c
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using our own functions for stricmp, strnicmp, strlwr, strupr, strrev with a d_ prefix for all platforms for consistency
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2012-05-19 01:36:43 +02:00 |
mission.h
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Make a new mission when making a new mine to avoid a crash when testing it straight from the editor and winning, only create a new mine if a mission isn't loaded, init Cursegp to NULL, remove key command for ToggleDrawAllSegments since add segment now has ctrl-A
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2012-04-17 17:37:15 +08:00 |
morph.c
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Made lighting code work with actual RGB values and added feature to let certain objects emit colored dynamic light as well as let mine flash red when control center destroyed (OpenGL-only at the moment)
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2011-04-07 22:32:51 +02:00 |
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 |
movie.c
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solved some potential buffer overflows when initializing movie names
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2012-05-19 02:37:13 +02:00 |
movie.h
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* Removed executable flag on most files
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2007-09-21 19:06:05 +00:00 |
multi.c
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Introduced quaternion functions to replace vector matrix where size matters - created by Florian Feucht; Added option for pdata packets based on quaternion in Multiplayer game; Removed PF_LEVELLING from new player objects to prevent jittering in player banking
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2012-05-21 17:06:50 +02:00 |
multi.h
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Optimization for quaternion structure: Stuffed orientation in shorts and removed figure out segnum by position - saving 10 bytes for each positional update in Multiplayer; Also removed render_type from pdata to save yet another byte
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2012-05-26 17:53:07 +02:00 |
multibot.c
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Added new priority level for MDATA packets to also send them ASAP without the need for an ACK; Streamlined sending multibot and fire packets and on the way artificially and automatically scaling fire rates, energy/ammo usage and damage of weapons in Multiplayer to decrease traffic easy way without changing the Gameplay
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2011-09-15 10:45:48 +02:00 |
multibot.h
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* Removed executable flag on most files
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2007-09-21 19:06:05 +00:00 |
net_udp.c
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use size of output buffer for snprintf; on the way changed rebirth-specific song file to dxx-r.sng to respect hog 8+3 file convention
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2012-06-01 12:46:03 +02:00 |
net_udp.h
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Optimization for quaternion structure: Stuffed orientation in shorts and removed figure out segnum by position - saving 10 bytes for each positional update in Multiplayer; Also removed render_type from pdata to save yet another byte
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2012-05-26 17:53:07 +02:00 |
newdemo.c
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Call new obj_relink_all after playing a demo, so the editor is (hopefully) never faced with poorly linked objects and hence crashes
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2012-04-17 17:15:09 +08:00 |
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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using our own functions for stricmp, strnicmp, strlwr, strupr, strrev with a d_ prefix for all platforms for consistency
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2012-05-19 01:36:43 +02:00 |
newmenu.h
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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 |
object.c
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allow PAUSE key during death sequence to pause or view multiplayer game stats; Also reset hostages_on_board when ship blows up so pause menu during death sequence will show 0 hostages soon as the ship explodes; fixed crash for slew_init by removing old numlock hack
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2012-05-16 14:39:31 +02:00 |
object.h
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Optimization for quaternion structure: Stuffed orientation in shorts and removed figure out segnum by position - saving 10 bytes for each positional update in Multiplayer; Also removed render_type from pdata to save yet another byte
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2012-05-26 17:53:07 +02:00 |
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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* Removed executable flag on most files
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2007-09-21 19:06:05 +00:00 |
physics.c
|
Fixed double wall-object-damage introduced 20111124 by applying more strict rules to wall-colliding and wall-scraping where latter now is player-exclusive
|
2012-03-28 11:02:30 +02:00 |
physics.h
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* Removed executable flag on most files
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2007-09-21 19:06:05 +00:00 |
piggy.c
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using our own functions for strdup and _splitpath with the d_ prefix for all platforms for consistency
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2012-05-19 02:16:43 +02:00 |
piggy.h
|
Got rid of cfile code: Renamed cfile-functions to use PHYSFSX-naming convention, Replaced cfile-macros with proper PHYSFS(X) calls; Introduced PHYSFSX_exists() which can check case-sensitive or case-insensitive to give more flexibility with game content
|
2011-06-01 09:59:55 +02:00 |
player.c
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Got rid of cfile code: Renamed cfile-functions to use PHYSFSX-naming convention, Replaced cfile-macros with proper PHYSFS(X) calls; Introduced PHYSFSX_exists() which can check case-sensitive or case-insensitive to give more flexibility with game content
|
2011-06-01 09:59:55 +02:00 |
player.h
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Allow a total of 32 different player ship textures and stored N_PLAYER_SHIP_TEXTURES in player.h
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2012-03-28 12:26:24 +02:00 |
playsave.c
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Introduced sensitivity sliders for keyboard which cause movement increase the longer the designated key is pressed
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2012-06-01 11:53:59 +02:00 |
playsave.h
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Introduced sensitivity sliders for keyboard which cause movement increase the longer the designated key is pressed
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2012-06-01 11:53:59 +02:00 |
polyobj.c
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Fixed set but unused variables
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2011-09-27 01:31:19 +02:00 |
polyobj.h
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Got rid of cfile code: Renamed cfile-functions to use PHYSFSX-naming convention, Replaced cfile-macros with proper PHYSFS(X) calls; Introduced PHYSFSX_exists() which can check case-sensitive or case-insensitive to give more flexibility with game content
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2011-06-01 09:59:55 +02:00 |
powerup.c
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Remove all remaining uses of Function_mode, checking for the existence of EditorWindow where necessary instead
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2012-03-19 14:09:26 +08:00 |
powerup.h
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Got rid of cfile code: Renamed cfile-functions to use PHYSFSX-naming convention, Replaced cfile-macros with proper PHYSFS(X) calls; Introduced PHYSFSX_exists() which can check case-sensitive or case-insensitive to give more flexibility with game content
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2011-06-01 09:59:55 +02:00 |
render.c
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Renamed FixedStepCalc() to cald_d_tick() and FixedStep became d_tick_step; Also ther eonly is a 50ms-timer used to d_tick_step as it was the only one used so far; Replaced FrameCount with d_tick_count which only increments by 50ms-timer used in calc_d_tick() - that now scales timed actions for certain functions properly and makes AI work FPS-independent without any hacks in that regard
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2012-05-14 19:06:28 +02:00 |
render.h
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changed variables and pointer carrying vertex indexes from short to int to handle levels with over 900 segments properly
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2011-06-30 12:23:38 +02:00 |
robot.c
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Got rid of cfile code: Renamed cfile-functions to use PHYSFSX-naming convention, Replaced cfile-macros with proper PHYSFS(X) calls; Introduced PHYSFSX_exists() which can check case-sensitive or case-insensitive to give more flexibility with game content
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2011-06-01 09:59:55 +02:00 |
robot.h
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Got rid of cfile code: Renamed cfile-functions to use PHYSFSX-naming convention, Replaced cfile-macros with proper PHYSFS(X) calls; Introduced PHYSFSX_exists() which can check case-sensitive or case-insensitive to give more flexibility with game content
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2011-06-01 09:59:55 +02:00 |
scores.c
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using our own functions for stricmp, strnicmp, strlwr, strupr, strrev with a d_ prefix for all platforms for consistency
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2012-05-19 01:36:43 +02:00 |
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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Removed remnants of the old and obsolete VR implementation
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2012-05-27 00:24:57 +02:00 |
segment.c
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Got rid of cfile code: Renamed cfile-functions to use PHYSFSX-naming convention, Replaced cfile-macros with proper PHYSFS(X) calls; Introduced PHYSFSX_exists() which can check case-sensitive or case-insensitive to give more flexibility with game content
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2011-06-01 09:59:55 +02:00 |
segment.h
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changed variables and pointer carrying vertex indexes from short to int to handle levels with over 900 segments properly
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2011-06-30 12:23:38 +02:00 |
segpoint.h
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* Removed executable flag on most files
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2007-09-21 19:06:05 +00:00 |
slew.c
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Make movement in the editor's game screen use the player controls, make that movement more like the automap and resolve some likely conflicting key commands
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2012-04-16 13:26:55 +08:00 |
slew.h
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* Removed executable flag on most files
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2007-09-21 19:06:05 +00:00 |
songs.c
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use size of output buffer for snprintf; on the way changed rebirth-specific song file to dxx-r.sng to respect hog 8+3 file convention
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2012-06-01 12:46:03 +02:00 |
songs.h
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Fix broken m3u playlist support (in jukebox_play() path resolving); point to default descent.m3u playlist for Mac OS X (will be included in bundle); better error reporting in mix_play_file(); only make relative Jukebox path in the menu absolute after browsing it - relative paths are more flexible; allow select_file_recursive() to figure out PhysicsFS relative paths passed to it; stop the music if Jukebox is chosen and unavailable (used to just keep playing the last song)
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2011-04-18 20:32:36 +08:00 |
sounds.h
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* Removed executable flag on most files
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2007-09-21 19:06:05 +00:00 |
state.c
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now properly initialize all other parts of the new/old player object when restoring a coop savestate
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2012-05-21 10:33:53 +02:00 |
state.h
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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 |
switch.c
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Cancel out do_controlcen_dead_frame() when not playing and only check triggers for playing players for further host-authority stuff; Made GameProcessFrame not cause endless loop by closing kmatrix over and over again due to game_leave_menus(); Also only close menus when level ends and when we die only the automap will close - otherwise menus can stay (user request)
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2012-05-25 12:14:28 +02:00 |
switch.h
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Got rid of cfile code: Renamed cfile-functions to use PHYSFSX-naming convention, Replaced cfile-macros with proper PHYSFS(X) calls; Introduced PHYSFSX_exists() which can check case-sensitive or case-insensitive to give more flexibility with game content
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2011-06-01 09:59:55 +02:00 |
terrain.c
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Made lighting code work with actual RGB values and added feature to let certain objects emit colored dynamic light as well as let mine flash red when control center destroyed (OpenGL-only at the moment)
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2011-04-07 22:32:51 +02:00 |
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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Renamed FixedStepCalc() to cald_d_tick() and FixedStep became d_tick_step; Also ther eonly is a 50ms-timer used to d_tick_step as it was the only one used so far; Replaced FrameCount with d_tick_count which only increments by 50ms-timer used in calc_d_tick() - that now scales timed actions for certain functions properly and makes AI work FPS-independent without any hacks in that regard
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2012-05-14 19:06:28 +02:00 |
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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Got rid of cfile code: Renamed cfile-functions to use PHYSFSX-naming convention, Replaced cfile-macros with proper PHYSFS(X) calls; Introduced PHYSFSX_exists() which can check case-sensitive or case-insensitive to give more flexibility with game content
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2011-06-01 09:59:55 +02:00 |
text.h
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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 |
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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fixed possible buffer overflow in load_screen_text()
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2012-05-26 19:39:14 +02:00 |
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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Got rid of cfile code: Renamed cfile-functions to use PHYSFSX-naming convention, Replaced cfile-macros with proper PHYSFS(X) calls; Introduced PHYSFSX_exists() which can check case-sensitive or case-insensitive to give more flexibility with game content
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2011-06-01 09:59:55 +02:00 |
vclip.h
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Got rid of cfile code: Renamed cfile-functions to use PHYSFSX-naming convention, Replaced cfile-macros with proper PHYSFS(X) calls; Introduced PHYSFSX_exists() which can check case-sensitive or case-insensitive to give more flexibility with game content
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2011-06-01 09:59:55 +02:00 |
vers_id.h
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Introduced extra short based on MULTI_PROTO_VERSION for version-independent Multiplayer-compability-check; Changed version to 0.57.2 to make new version checking not cause problems with stable release 0.57.1; Removed old version_major/minor variables from netgame and player structures since DXX handles this independently; Cleaned up old version stuff and copyright messages
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2011-11-02 01:04:42 +01:00 |
wall.c
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Renamed FixedStepCalc() to cald_d_tick() and FixedStep became d_tick_step; Also ther eonly is a 50ms-timer used to d_tick_step as it was the only one used so far; Replaced FrameCount with d_tick_count which only increments by 50ms-timer used in calc_d_tick() - that now scales timed actions for certain functions properly and makes AI work FPS-independent without any hacks in that regard
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2012-05-14 19:06:28 +02:00 |
wall.h
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Reworked wall_toggle() to work with index for segnum instead of a pointer, hopefully making the consistency check less error prone
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2011-09-24 22:03:36 +02:00 |
weapon.c
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Renamed FixedStepCalc() to cald_d_tick() and FixedStep became d_tick_step; Also ther eonly is a 50ms-timer used to d_tick_step as it was the only one used so far; Replaced FrameCount with d_tick_count which only increments by 50ms-timer used in calc_d_tick() - that now scales timed actions for certain functions properly and makes AI work FPS-independent without any hacks in that regard
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2012-05-14 19:06:28 +02:00 |
weapon.h
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Got rid of cfile code: Renamed cfile-functions to use PHYSFSX-naming convention, Replaced cfile-macros with proper PHYSFS(X) calls; Introduced PHYSFSX_exists() which can check case-sensitive or case-insensitive to give more flexibility with game content
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2011-06-01 09:59:55 +02:00 |