November 2018
-
General
This one is for Hendricks
-
General
Was checking something out for a mapper and noticed this block of code should be nested deeper.
-
General
Improve selection of a failsafe video mode if videoSetGameMode() fails at game startup
-
stop playing sounds when entering the tile selector in 3d mode
-
General
Minor start window cleanup. This ended up touching a bunch of other files due to variable renaming, but there are zero functional changes to anything but the startup window in this commit.
-
General
Fix whitespace in gameres.rc
-
General
Fix Polymer checkbox not showing up in the startup window in Visual Studio builds
-
General
Use clamp in mact LIMITCONTROL macro
-
General
These changes aren't particularly meaningful
-
General
Moved a few things in mact around while I stared at it thinking about what to do with it
-
General
Move hash_getcode() and inthash_getcode() to hash.h so they can be used in places other than hash.cpp
-
General
After parsing the cfg, fill in the default bindings for any control functions that are completely missing, with function unbound and key unused by anything else.
-
General
Convert some unwieldly g_player[myconnectindex].ps->gm crap to references
-
General
Slightly simplify S_OpenAudio()...
-
General
Use MODE_RESTART in osdcmd_map() when already in a game
-
General
Rename Gv_GetSpecialVar() to Gv_GetArrayOrStruct() and fix what would be a bug in Gv_GetVarDataPtr() if we were using it for something more than the single thing we use it for now
-
General
Prevent crash in the editor if newnumwalls and numwalls are both somehow -1
-
General
Fix crash when attempting to load a corrupt map
-
General
Switch VM_EventCommon to use references
-
pass SDL_WINDOW_FULLSCREEN_DESKTOP to SDL_SetWindowFullscreen() when setting a windowed mode that matches the desktop resolution
-
General
Convert the Gv_GetVar and Gv_SetVar family of functions into something similar to the setup for VM_OnEvent, where multiple versions of the functions are generated by the compiler via forced inlining. This makes the functions much easier to maintain.
-
General
Tiny cleanups
-
General
Direct struct access for tsprite, and break special gamevar access out of Gv_GetVar() and into a separate function like it already was with Gv_GetVarX()
-
General
Clean up Gv_AddSystemVars() and Gv_RefreshPointers()
-
General
Add LAST_LABEL macro
-
General
Direct access for the actor structs
-
General
gamedef.cpp and friends: use preprocessor defines instead of hard-coded values for gamevar IDs that are really constants or arrays or structs
-
General
Clean up VM array handling with references
-
General
Refine CON VM error handling behavior.
Show details
Old behavior: when an operation failed, execution attempted to continue from the next command as if nothing had happened. This behavior was poorly defined and often had unintended consequences; e.g a "random" sprite being operated on because an operation that was supposed to place a sprite id in a gamevar failed, and the previous value was taken as a sprite id instead. New behavior: execution of the state/actor/event halts. Failure of a particular actor is more immediately obvious and unwanted trampling on other parts of the game state does not occur.
-
direct CON read/write access to structure members via pointer and offset instead of translation function. This is only enabled for wall and sector structure members in this commit.
-
General
Remove CON ERROR_OPENBRACKET and ERROR_CLOSEBRACKET and add ERROR_NOTTOPLEVEL
-
General
Add a couple missing headers to build.vcxproj
-
General
Minor gamedef.cpp cleanup
-
General
Formatting
-
General
Use reference in G_DoGameStartup().
-
General
Add a new member to memberlabel_t to hold the offset of a structure member for CON access. This will be used in a future commit.
-
General
Sorting and formatting for [names|sound]dyn.[cpp|h]
-
General
Cleanup includes
-
General
SDL 2.0.9
-
General
Use references in G_UpdatePlayerFromMenu() and G_BackToMenu() for readability
-
General
This does nothing but fix indentation of a single block of code
-
General
Remove dead code that once opened a browser to the store page for Duke Nukem 3D: Megaton Edition on Steam
-
General
More control/input cleanup
-
General
Clean up some of the remaining stuff in duke3d/src/config.cpp a bit. Not very meaningful changes... just things I saw when trying to decide how to tackle some of this mess.
-
General
Remove the "ConsoleKeys[]" array from osdcmds.cpp in favor of accessing mact's sctokeylut[]
-
General
Move sctokeylut[] in mact to keyboard.h from keyboard.cpp
-
General
Remove several unused player struct members and bump BYTEVERSION
-
General
Split some of the title screen display stuff into separate functions
-
General
More premap cleanup
-
General
This is starting to feel like distilling diarrhea into grey water