.. |
ai.c
|
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 19:06:27 +02:00 |
ai.h
|
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
|
2011-02-23 17:46:36 +01:00 |
aipath.c
|
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 19:06:27 +02:00 |
aistruct.h
|
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
|
2010-12-22 01:17:49 +01:00 |
altsound.c
|
Implemented PhysFS support; Implemended D2X memory functions; Code cleanups
|
2008-01-23 17:25:09 +00:00 |
altsound.h
|
* Removed executable flag on most files
|
2007-09-21 19:06:05 +00:00 |
automap.c
|
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 19:06:27 +02:00 |
automap.h
|
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
|
2010-01-29 03:36:44 +00:00 |
bm.c
|
Avoided variable array initializations which some compilers do not like; Also made sure declarations happen first inside (sub)functions; Fixed set but unused variables
|
2011-09-26 23:00:23 +02:00 |
bm.h
|
Execute set_dynamic_light 60 times per second max since more would just be a waste of CPU time; When executing set_dynamic_light, process ALL lights; Instead of storing light color in objects, do it on-thy-fly but store bitmap-based color in grs_bitmap - vastly speeds up colored dynamic lights; Improved saturation for vertex lighting to make light color a bit more subtile
|
2011-04-12 03:02:49 +02:00 |
bmread.c
|
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
|
2012-04-15 15:32:46 +02:00 |
cntrlcen.c
|
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 19:06:27 +02:00 |
cntrlcen.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 09:59:51 +02:00 |
collide.c
|
Fixed some Multiplayer bugs: Reactor invulnerable time did not checked for hours spent in level so reactor would become invulnerable again after 60 minutes; Fixed the fix (heh) for misordered explode/reappear packets; Reset Player_eggs_dropped when initializing new ship so eggs are properly dropped when player disconnects two times without respawning; Cleaned player disconnecting a little bit and made code more straightforward
|
2012-04-12 02:15:23 +02:00 |
collide.h
|
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 |
compbit.h
|
* Removed executable flag on most files
|
2007-09-21 19:06:05 +00:00 |
config.c
|
Dynamically allocate line to read from descent.cfg and ensure a safe length
|
2012-03-28 13:43:31 +02:00 |
config.h
|
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
|
2011-02-14 22:27:02 +01:00 |
console.c
|
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
|
2012-01-09 15:19:12 +01:00 |
controls.c
|
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
|
2010-12-22 01:17:49 +01:00 |
controls.h
|
* Removed executable flag on most files
|
2007-09-21 19:06:05 +00:00 |
credits.c
|
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 09:59:51 +02:00 |
credits.h
|
Fixing some harmless compiler warnings caused by missing includes, missing newlines at end of file; cleaned up strutil.h
|
2010-07-19 18:17:08 +00:00 |
custom.c
|
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 09:59:51 +02:00 |
custom.h
|
complete bigendian support, without touching network code
|
2008-01-13 00:58:49 +00:00 |
desc_id.h
|
* Removed executable flag on most files
|
2007-09-21 19:06:05 +00:00 |
digi.h
|
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
|
2011-07-15 10:43:01 +02:00 |
digicomp.c
|
* Removed executable flag on most files
|
2007-09-21 19:06:05 +00:00 |
digicomp.h
|
* Removed executable flag on most files
|
2007-09-21 19:06:05 +00:00 |
digiobj.c
|
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 09:59:51 +02:00 |
dumpmine.c
|
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
|
2012-04-14 17:41:50 +08:00 |
effects.c
|
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 09:59:51 +02:00 |
effects.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 09:59:51 +02:00 |
endlevel.c
|
Remove all remaining uses of Function_mode, checking for the existence of EditorWindow where necessary instead
|
2012-03-19 14:08:25 +08:00 |
endlevel.h
|
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
|
2008-11-14 16:56:40 +00:00 |
fireball.c
|
made choose_drop_segment more similar to D2X-Rebirth and let fallback correctly check for reactor segment
|
2012-04-07 10:57:55 +02:00 |
fireball.h
|
* Removed executable flag on most files
|
2007-09-21 19:06:05 +00:00 |
fuelcen.c
|
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 19:06:27 +02:00 |
fuelcen.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 09:59:51 +02:00 |
fvi.c
|
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
|
2012-04-05 02:41:56 +02:00 |
fvi.h
|
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
|
2011-05-19 01:25:36 +02:00 |
game.c
|
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 19:06:27 +02:00 |
game.h
|
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 19:06:27 +02:00 |
gamecntl.c
|
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 19:06:27 +02:00 |
gamefont.c
|
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 09:59:51 +02:00 |
gamefont.h
|
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
|
2010-02-07 07:28:49 +00:00 |
gamemine.c
|
Fixed set but unused variables
|
2011-09-27 01:31:17 +02:00 |
gamemine.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 09:59:51 +02:00 |
gamerend.c
|
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 19:06:27 +02:00 |
gamesave.c
|
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, if it thinks it needs to use Cursegp to fix the player object make sure Cursegp is initialised, remove key command for ToggleDrawAllSegments since add segment now has ctrl-A
|
2012-04-16 16:53:32 +08:00 |
gamesave.h
|
Copy lots of editor stuff from d2x-rebirth to d1x-rebirth, getting it to work on Mac OS X
|
2010-12-24 12:26:24 +08:00 |
gameseg.c
|
Consistency check for segment number in find_vector_intersection() and obj_create(); Added more debug output for invalid segment numberin get_seg_masks()
|
2011-09-24 11:15:24 +02:00 |
gameseg.h
|
changed variables and pointer carrying vertex indexes from short to int to handle levels with over 900 segments properly
|
2011-06-30 12:23:38 +02:00 |
gameseq.c
|
Removed usage of 'oldmaxnet' variable when switching between coop and other game modes which would not be correctly set when coop mode is loaded from a netgame profile; Removed 'MaxNumNetPlayers' variable as already replaced by Netgame.max_numplayers
|
2012-04-18 11:28:21 +02:00 |
gameseq.h
|
Removed usage of 'oldmaxnet' variable when switching between coop and other game modes which would not be correctly set when coop mode is loaded from a netgame profile; Removed 'MaxNumNetPlayers' variable as already replaced by Netgame.max_numplayers
|
2012-04-18 11:28:21 +02:00 |
gauges.c
|
Made inline functions static
|
2012-05-14 17:13:24 +02:00 |
gauges.h
|
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
|
2011-02-10 14:09:05 +01:00 |
hash.c
|
get it to work for Mac OS 9
|
2008-04-24 14:27:54 +00:00 |
hash.h
|
* Removed executable flag on most files
|
2007-09-21 19:06:05 +00:00 |
hostage.c
|
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
|
2010-07-13 06:35:25 +00:00 |
hostage.h
|
* Removed executable flag on most files
|
2007-09-21 19:06:05 +00:00 |
hud.c
|
PlayerCfg.MultiMessages was supposed to only show messages of class HM_MULTI but turned out to only block HM_REDUNDANT, too. Fixed this copy/paste error of mine
|
2011-06-23 09:23:53 +02:00 |
hudmsg.h
|
Introduced HUD message class HM_MAYDUPL for messages that may appear once per frame but the player might not able to supress via option
|
2011-04-11 21:27:27 +02:00 |
inferno.c
|
Similar to Network_new_game introduced imulti_new_game to exclusivly use in multi.c to execute stuff in new level only when starting a new game - for example resetting player ship inventory which is not supposed to happen on each level; Removed long obsolete control_invul_time varible
|
2012-04-27 02:09:46 +02:00 |
inferno.h
|
Remove all remaining uses of Function_mode, checking for the existence of EditorWindow where necessary instead
|
2012-03-19 14:08:25 +08:00 |
kconfig.c
|
Gave throttle it's own sensitivity and deadzone settings; Added patch by Hans de Goede to let Slide-On and Bank-On settings use invert settings from Slide- and Bank-axes
|
2011-09-26 20:22:35 +02:00 |
kconfig.h
|
Added event types for all input actions; Rewrote kconfig code to work with events; static defined inputs will not trigger kconfig-mapped inputs anymore; Simplified keyboard, mouse and joystick code a lot due to event-based handling; Added function to toggle SDL key repeats on and off; Put timer_update() to event_process; Removed return when event_poll() is idle to get cursor hiding to work again; Added a small delay between cursoe hiding and re-enabling to cursor will not accidentially enable by SDL event centering cursor while hiding
|
2011-02-02 01:36:43 +01:00 |
kmatrix.c
|
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
|
2012-04-15 15:32:46 +02:00 |
kmatrix.h
|
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
|
2011-09-14 01:15:20 +02:00 |
laser.c
|
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 19:06:27 +02:00 |
laser.h
|
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
|
2011-09-15 10:45:45 +02:00 |
lighting.c
|
Code consistency checks by _Tyr_; Fixed set but unused variables
|
2011-09-26 19:03:12 +02:00 |
lighting.h
|
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)
|
2011-04-07 22:32:47 +02:00 |
menu.c
|
Made inline functions static
|
2012-05-14 17:13:24 +02:00 |
menu.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 09:59:51 +02:00 |
mglobal.c
|
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 19:06:27 +02:00 |
mission.c
|
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, if it thinks it needs to use Cursegp to fix the player object make sure Cursegp is initialised, remove key command for ToggleDrawAllSegments since add segment now has ctrl-A
|
2012-04-16 16:53:32 +08:00 |
mission.h
|
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, if it thinks it needs to use Cursegp to fix the player object make sure Cursegp is initialised, remove key command for ToggleDrawAllSegments since add segment now has ctrl-A
|
2012-04-16 16:53:32 +08:00 |
morph.c
|
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)
|
2011-04-07 22:32:47 +02:00 |
morph.h
|
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
|
2008-05-25 08:19:31 +00:00 |
multi.c
|
During kmatrix bring up Game_wind againso the host can still follow the game - becomes necessary later with host-authority functions
|
2012-05-14 19:20:15 +02:00 |
multi.h
|
Incremented version to 0.57.3; Added Release notes
|
2012-05-10 19:10:45 +02:00 |
multibot.c
|
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
|
2011-09-15 10:45:45 +02:00 |
multibot.h
|
Code cleanup - old/unused/obsolete multiplayer code and more
|
2007-12-29 14:18:49 +00:00 |
mute.c
|
* Removed executable flag on most files
|
2007-09-21 19:06:05 +00:00 |
mute.h
|
* Removed executable flag on most files
|
2007-09-21 19:06:05 +00:00 |
net_udp.c
|
Do not send endlevel packets to disconnected (but still saved) clients
|
2012-05-15 23:39:21 +02:00 |
net_udp.h
|
Reduced timeout from 10 to 5 seconds
|
2012-05-10 18:53:59 +02:00 |
newdemo.c
|
Call new obj_relink_all after playing a demo, so the editor is (hopefully) never faced with poorly linked objects and hence crashes
|
2012-04-17 17:14:21 +08:00 |
newdemo.h
|
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
|
2010-09-02 13:58:06 +00:00 |
newmenu.c
|
No setting the screen mode when calling a newmenu function, so if it shows the 'Save Mine' messagebox in the editor, it won't change the screen resolution and trash everything. (If this causes problems, we can make it use the MessageBox if it's still in the editor, nm_messagebox otherwise)
|
2012-04-09 19:18:49 +08:00 |
newmenu.h
|
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
|
2011-02-10 14:09:05 +01:00 |
object.c
|
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 19:06:27 +02:00 |
object.h
|
Call new obj_relink_all after playing a demo, so the editor is (hopefully) never faced with poorly linked objects and hence crashes
|
2012-04-17 17:14:21 +08:00 |
paging.c
|
Patching together editor so it compiles again (while still not running); Implemented PhysFS for file accessing for editor- and debugging-related code
|
2010-08-19 13:32:33 +00:00 |
paging.h
|
* Removed executable flag on most files
|
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
|
* Removed executable flag on most files
|
2007-09-21 19:06:05 +00:00 |
piggy.c
|
Fixed set but unused variables
|
2011-09-27 01:31:17 +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 09:59:51 +02:00 |
player.c
|
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 09:59:51 +02:00 |
player.h
|
Allow a total of 32 different player ship textures and stored N_PLAYER_SHIP_TEXTURES in player.h
|
2012-03-28 12:26:19 +02:00 |
playsave.c
|
Fixed some non-critical compiler warnings; Now compiling with -std=c99 -pedantic and fixed warnings (except for editor build) caused by this
|
2012-05-14 12:20:27 +02:00 |
playsave.h
|
Wrote seperate function for weapon autocycling that also cycles through non-autoselect weapons; Added option to not autoselect weapon when firing; On the way, smoothed the menu text in misc menu a bit
|
2012-05-10 14:39:24 +02:00 |
polyobj.c
|
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 09:59:51 +02:00 |
polyobj.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 09:59:51 +02:00 |
powerup.c
|
Remove all remaining uses of Function_mode, checking for the existence of EditorWindow where necessary instead
|
2012-03-19 14:08:25 +08:00 |
powerup.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 09:59:51 +02:00 |
render.c
|
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 19:06:27 +02:00 |
render.h
|
changed variables and pointer carrying vertex indexes from short to int to handle levels with over 900 segments properly
|
2011-06-30 12:23:38 +02:00 |
robot.c
|
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 09:59:51 +02:00 |
robot.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 09:59:51 +02:00 |
scores.c
|
Fix compile errors introduced when merging
|
2011-01-14 17:49:33 +08:00 |
scores.h
|
Move all globals in scores.c into struct members/local variables
|
2010-02-08 04:10:21 +00:00 |
screens.h
|
* Removed executable flag on most files
|
2007-09-21 19:06:05 +00:00 |
script.h
|
* Removed executable flag on most files
|
2007-09-21 19:06:05 +00:00 |
segment.h
|
changed variables and pointer carrying vertex indexes from short to int to handle levels with over 900 segments properly
|
2011-06-30 12:23:38 +02:00 |
segpoint.h
|
* Removed executable flag on most files
|
2007-09-21 19:06:05 +00:00 |
slew.c
|
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
|
2012-04-16 13:26:14 +08:00 |
slew.h
|
* Removed executable flag on most files
|
2007-09-21 19:06:05 +00:00 |
snddecom.c
|
* Removed executable flag on most files
|
2007-09-21 19:06:05 +00:00 |
snddecom.h
|
* Removed executable flag on most files
|
2007-09-21 19:06:05 +00:00 |
songs.c
|
Fixed Redbook playback which was not repeating the CD after finishing
|
2012-03-29 14:49:44 +02:00 |
songs.h
|
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)
|
2011-04-18 20:30:46 +08:00 |
sounds.h
|
Condition for sound sample number for SOUND_CHEATER was reversed between Shareware and Full Release content
|
2011-06-13 17:22:13 +02:00 |
state.c
|
Fixed some non-critical compiler warnings; Now compiling with -std=c99 -pedantic and fixed warnings (except for editor build) caused by this
|
2012-05-14 12:20:27 +02:00 |
state.h
|
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
|
2011-02-09 12:58:28 +01:00 |
switch.c
|
Reworked wall_toggle() to work with index for segnum instead of a pointer, hopefully making the consistency check less error prone
|
2011-09-24 22:03:33 +02:00 |
switch.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 09:59:51 +02:00 |
terrain.c
|
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)
|
2011-04-07 22:32:47 +02:00 |
terrain.h
|
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
|
2008-11-14 16:56:40 +00:00 |
texmerge.c
|
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 19:06:27 +02:00 |
texmerge.h
|
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
|
2008-04-06 20:23:28 +00:00 |
text.c
|
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 09:59:51 +02:00 |
text.h
|
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
|
2011-01-19 19:55:32 +01:00 |
textures.h
|
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
|
2008-04-06 20:23:28 +00:00 |
titles.c
|
made -notitles suppress show_order_form() as well
|
2012-04-15 16:06:45 +02:00 |
titles.h
|
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
|
2011-02-14 22:27:02 +01:00 |
vclip.c
|
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 09:59:51 +02:00 |
vclip.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 09:59:51 +02:00 |
vers_id.h
|
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
|
2011-11-02 01:04:38 +01:00 |
wall.c
|
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 19:06:27 +02:00 |
wall.h
|
Reworked wall_toggle() to work with index for segnum instead of a pointer, hopefully making the consistency check less error prone
|
2011-09-24 22:03:33 +02:00 |
weapon.c
|
Wrote seperate function for weapon autocycling that also cycles through non-autoselect weapons; Added option to not autoselect weapon when firing; On the way, smoothed the menu text in misc menu a bit
|
2012-05-10 14:39:24 +02:00 |
weapon.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 09:59:51 +02:00 |