Gennaio 2013
-
getting closer to the first milestone.
Mostra dettagli
On the C side, zrange, angrange and autoaimang are represented as DukePlayer_t members then.
-
Generale
gameexec.c: factor code for "ifnosounds" into sounds.c: A_CheckAnySoundPlaying.
-
fix a possible crash with texel-hitscan.
Mostra dettagli
Reproduced as follows (assuming all tiles have texel-hitscan for simplicity): In E2L5, shoot the opening switch with the shotgun, aiming for the border. The crash occurs because the *other*, depressed switch tile isn't yet loaded when we index into its tile storage. Dereferencing 0+small number == BAD!
-
Generale
Move DukePlayer_t's .palette down so that 2-byte-sized members are 2-byte-aligned.
Mostra dettagli
Bump BYTEVERSION.
-
Generale
player.c: factoring continued.
Mostra dettagli
New local functions: Proj_DoRandDecalSize, SectorContainsSE13, HandleHitWall, Proj_CheckBlood, Proj_HandleKnee.
-
Generale
player.c: cleanup. "ProjectileData[atwith]." --> "proj->", ...
Mostra dettagli
The diff may look daunting, but it's clear what is changed with git diff (...) --color-words='[a-zA-Z0-9_]+|[^[:space:]]' -b
-
Generale
player.c: finish hitscan projectile handling cleanup.
Mostra dettagli
Factoring out 2x almost duplicated code into {P,A}_PostFireHitscan().
-
Generale
player.c: hitscan projectile handling cleanup continued.
-
Generale
player.c: factor out 2x almost dup'd code preparing hitscan weapon firing.
Mostra dettagli
The code is duplicated with small changes for the hardcoded and custom projectiles. Adding local functions P_PreFireHitscan(), A_PreFireHitscan() and Proj_MaybeAddSpread().
-
more code...
-
Generale
Factor out some code into C_AllocQuote() and C_InitQuotes().
Mostra dettagli
In Lunatic-only build, also always allocate the first 128 quotes.
-
definesound, more control.lua fixes.
-
compile out more code with LUNATIC_ONLY.
-
Generale
Clean up actors.c and player.c.
-
fix stack discipline.
Mostra dettagli
Preventing a continuously growing stack top and inevitable program termination. Also, commonize the error handling to live on the engine side.
Dicembre 2012
-
Generale
Replace the osdcvar_t members that needed to be kept in sync with cvar_t with an actual cvar_t. If this is questionable for any reason I'm forgetting, feel free to revert!
-
Generale
Surround "debug1" and "debug2" with #ifdef DEBUGGINGAIDS
-
Generale
Clean up a couple of other getrendermode() related bits that the previous commit missed
-
Generale
Add predefined REND_CLASSIC, REND_POLYMOST and REND_POLYMER constants and use them everywhere getrendermode() is called.
-
more glue, fixes, backtrace for code called back from C.
-
Generale
Replace "if (g_tile[..].execPtr)" -> "if (G_HaveActor(...))".
-
beginning to glue things together. Introducing LUNATIC_ONLY.
-
Generale
Remove commented code using former engine variable "automapping".
-
Generale
Fix LTO=1 RELEASE=1 Lunatic build.
-
Generale
Rectify.
-
Generale
Fix SVN mime-types of binary files.
Mostra dettagli
Windows batch file: for /r %%G in (*.a) do svn propset svn:mime-type application/octet-stream "%%~G" for /r %%G in (*.lib) do svn propset svn:mime-type application/octet-stream "%%~G" for /r %%G in (*.dll) do svn propset svn:mime-type application/x-msdownload "%%~G" for /r %%G in (*.ico) do svn propset svn:mime-type image/vnd.microsoft.icon "%%~G" for /r %%G in (*.icns) do svn propset svn:mime-type image/icns "%%~G" for /r %%G in (*.bmp) do svn propset svn:mime-type image/bmp "%%~G" for /r %%G in (*.png) do svn propset svn:mime-type image/png "%%~G" for /r %%G in (*.xcf) do svn propset svn:mime-type image/x-xcf "%%~G" for /r %%G in (*.psd) do svn propset svn:mime-type image/vnd.adobe.photoshop "%%~G" for /r %%G in (*.nib) do svn propset svn:mime-type application/octet-stream "%%~G" for /r %%G in (*.map) do svn propset svn:mime-type application/octet-stream "%%~G" svn propset -R svn:mime-type application/octet-stream polymer/eduke32/Apple/lib svn propset -R svn:mime-type application/octet-stream polymer/eduke32/Windows/lib/32 svn propset -R svn:mime-type application/octet-stream polymer/eduke32/Windows/lib/64 svn propset -R svn:mime-type application/octet-stream polymer/eduke32/source/jaudiolib/third-party/Apple/lib svn propset -R svn:mime-type application/octet-stream polymer/eduke32/source/jaudiolib/third-party/Windows/lib/32 svn propset -R svn:mime-type application/octet-stream polymer/eduke32/source/jaudiolib/third-party/Windows/lib/64
-
Generale
Clean up and factor jaudiolib.
-
Generale
Replace initialize_globals() with global initialization.
-
Generale
Fix the gap between loops of ambient MUSICANDSFX sounds like BAR_MUSIC.
-
Generale
All kneel, king FLAC is here.
Mostra dettagli
FLAC source from git commit 0920bc1ffb07f038b317e7e8056509fe0e4b680e, patched by me. Windows libFLAC.a built using i686-MinGW-w64 and x86_64-MinGW-w64. HUGE thanks to rhoenie for building the Mac fat library (ppc, i686, x86_86).
-
Generale
Clean up some file and directory structure.
Mostra dettagli
* Renamed source/jaudiolib/third-party/mingw32 to source/jaudiolib/third-party/Windows. * Moved source/jaudiolib/third-party/Windows/include to source/jaudiolib/third-party/common/include to use both on Windows and Apple. * Deleted Apple/lib/include/{ogg,vorbis}/, see previous point. * Deleted Apple/lib/libvorbisenc.a, 6MB saved. * Moved Apple/lib/lib{ogg,vorbis,vorbisfile}.a to source/jaudiolib/third-party/Apple/lib, where they belong. * Moved source files in Apple/ to source/, where they belong. (SDLMain.[mh] stay.) * Deleted source/jaudiolib/third-party/{ogg,vorbis}.framework, not used any more. * Renamed "StartupWinController*" to "startosx*".
-
Generale
Bump DirectSound version to 8. This shouldn't really affect anything as the API is the same for all of the bits we make use of, but certain sets of DirectX headers/libs seem to be lacking v7 support.
-
Generale
Remove FX_ASSVersion and related code since it wasn't used anywhere
-
Generale
Throw a compiler warning when building with only the null sound driver
-
Generale
Fix DirectSound in MSVC builds and remove the dependency on the DirectX SDK
-
Generale
DEF "voxel": fix a tile range check failure message.
-
Generale
Encapsulate aplWeapon* array accesses in a PWEAPON(Player, Weapon, Wmember) macro.
Mostra dettagli
In the normal game, these arrays are conceptually [MAX_WEAPONS][MAXPLAYERS], allocated as CON per-player gamevars (e.g. WEAPONx_WORKSLIKE). For Lunatic, they are replaced with weapondata_t g_playerWeapon[MAXPLAYERS][MAX_WEAPONS].
-
Generale
Replace wall of dup'd code in Gv_AddSystemVars with something more readable.
Mostra dettagli
Specifically, have a weapondata_t type mimicking the aplWeapon* arrays. Keep a list weapondefaults[] which undergoes some static->dynamic tweaks and then makes its way to the WEAPONx_XXX per-player gamevars.
-
Generale
Replace initialize_engine_globals() with array initialization.
-
Generale
Lunatic translator: pack all translation units into one big blob.
-
sinking in code.
-
Generale
Make get{zs,ceilz,florz}ofslope (now ...ptr) accept sectortype pointer.
Mostra dettagli
And rewrite the original functions as wrappers around these.
-
Generale
Clean up spawning / actor initialization code.
-
Generale
Cleanup of console/on-screen-display (OSD) functionality.
Mostra dettagli
- Rewrite the "clear background" routine in a no-brainer way instead of juggling around with rotatesprite(). Make it common to game+editor. Expose glRectd to glbuild. - Don't stop OSD text line drawing when encountering a non-printable char. Instead, treat it as space. - In OSD_SetTextMode(), don't use swaplong (which really swaps 32-bit ints) to swap pointers. Write an analogous "swapptr" instead. - When changing from/to OSD, don't inject a pause key. This *might* have been the cause of the reported pausing problems. - clean up the code... (Yes, this commit throws together too much stuff. I suck sometimes. :P)
-
event chaining.
-
print -> OSD_Printf, error reporting.
-
Generale
Clip printext256() at xdim, don't crash OSD_Printf() with empty string.
-
Generale
Add a couple of test CONs: non-local control flow, rotation-fixed useractors.
-
Generale
Fix rotation-fixed useractors (those having usertype bit 4 set).
Mostra dettagli
Rotation-fixing happens for a couple of hard-coded statnums that presumably never move (DEFAULT, STANDABLE, FX, FALLER, LIGHT), but for actors it wouldn't make sense since the common case is that they do move. For this reason, bit 4 was introduced in r1934. The position of such useractors will not diverge due to error roundoff accumulation in rotating sectors (SE0, train).
-
more complete gameactor(), misc. translator tweaks.