Agosto 2010
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Generale
Remove detection of sprites outside of sectors at map load and fix green sprites in Mapster32 with Polymer
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Generale
Possibly fix another weird crash
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Generale
This is not my day. >:
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Generale
I am an idiot
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Generale
Another 64-bit crash fix
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Generale
Fix bugs for DarkDefender
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added BUILD functions getclosestcol and divscale, made 2d drawing commands accept VGA-palette colors (-1 through -255) in addition to editor colors, made 2d mode show Polymer SE light outlines
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Generale
added m32_autoexec.cfg execution on startup of mapster32 (like autoexec.cfg for the game); in 3d mode: shift-pgup/pgdn -> alt-pgup/pgdn for 2-sided walls
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Generale
Implement 'away1' and 'away2' maphacks in Polymer.
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Generale
Respect the 'notmd' maphack when deciding to draw models in Polymer.
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Generale
Partially fixes bug #3034382 and a few other ones.
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Generale
Damnit
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Generale
Global thermonuclear code rape
Luglio 2010
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Generale
Polymer performance improvement and some game related bug fixes. Improves Polymer framerate by about 25% in most cases and fixes problems causing Duke Caribbean doors to malfunction.
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Generale
Reorganize a little code so that lightmaps can be used when a spotlight isn't currently casting a shadow. This fixes the problem where the window lights in the E1L1 apartment secret would jump between square and circle-shaped depending on the shadowcount and the view angle.
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Generale
more multiplayer fixes
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Generale
mostly multiplayer fixes among other things
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Generale
fix screwed up movement in Mapster32
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Generale
Fix build.
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Generale
Lose the quitflag check until we know while it gets out of sync between clients and server. This cause the new networking code to be somewhat usable again.
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Generale
Fix multiplayer.
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Generale
Sound fixes... again. Also fixes SPINNINGNUKEICON visible in the upper left corner in widescreen.
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Generale
fix some crap
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Generale
Emit RPG_EXPLODE, PIPEBOMB_EXPODE and LASERTRIP_EXPLODE from the actual EXPLOSION2 sprite instead of whatever spawned EXPLOSION2, to prevent the sound from being owned by whatever sprite happens to spawn with the ID the RPG/pipebomb/whatever had before it was removed
Mostra dettagli
Add brightness/gamma/contrast cvars to Mapster32 Fix bug with WEAPON_SEMIAUTO flag for custom weapons Fix VM error with starttrack when specifying an invalid music track Fix detection of 0x1a EOF characters in CON files Fix a couple of additional sound issues Fix crash in pushmove() Fix Mapster32 textured 2D mode display being a few pixels off from the actual lines drawn Fix crash when clicking "cancel" in Mapster32 startup window Add Makefile detection to build with -march=pentium3 -mtune=generic on i686
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Generale
Make the "Start" button of the GTK start-up window the default button of the window, which means pressing Enter now works at you'd expect.
Giugno 2010
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Generale
SDL/non-Windows: external midi playing with fork/exec and signals; double initprintf internal buffers since they got too long for the --help text; warn on replacing empty tile with a hightile; fix a keypad issue in Mapster32
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Generale
Final round (I hope!) of sound fixes. Should also fix the crash on exit on Windows and the REACTOR sprite size bug.
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infinite loop safety halt (send a SIGINT), saved input history, states can be invoked without "state" keyword when in OSD
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Generale
This is mostly just build fixes for USE_OPENGL=0, POLYMOST=0 and POLYMER=0. Also updated the precompiled libogg/libvorbis/libvorbisfile that are supplied for MinGW.
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Generale
Oops, forgot a file from ENet 1.3.0
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Generale
rotatesprite and multivoc have a rape baby
Mostra dettagli
No, seriously. Adds widescreen aware rotatesprite and works out half a dozen huge problems in the sound system, among other things.
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Generale
shading changes and fixes for a few crashes
Maggio 2010
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Generale
Fix a couple of stupid typos and remove some dead code from Mapster32
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Generale
check limits in more places when drawing walls in 2d mode.
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Generale
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Generale
Updated synthesis script, moved some non-essential files around, updated license headers on all non-BUILDLIC files, added memory cache on top of texcache to improve load times, moved some duplicated keyboard handling stuff from winlayer/sdlayer to baselayer, fixed keypad / in Mapster32 tile selector, fixed bug where p->rotscrnang and p->look_ang never reset to 0, added support for reloading maphack based polymer lights after mode changes/savegame loads, other minor changes
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Generale
forgot a file
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Generale
More of them. Includes the possiblity of typing m32script commands directly into the OSD (without "do", see osdtryscript in mapster32.cfg) and improved diagnostics.
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Generale
more polymer-override variable twiddling in m32script, fixes and beautifying.
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Generale
fix some breakage with the "load last game" screen that pops up when you die
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Generale
fixes crashes when a bad model name is specified due to a typo I didn't notice after a find/replace
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Generale
minor changes from my tree that I'm committing to test automated synthesis builds
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Generale
Mapster32 maintenance pack #1
Mostra dettagli
The bulk of this commit is "code rape"--or rather, caressing, rewritten for readability. Actual changes/fixes: - fixed "walking" in 2d mode - fixed DELETE key in OSD in SDL build - main loop in general (timeout for event wait after 200 ms so that highlights blink) - access to some pr_override* variables in m32script (suggested by Roma Loom) - API cleanup (added statics and consts here and there)
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Generale
Make nedmalloc a compile time option and add support for loading an external nedmalloc.dll at run time if it isn't compiled in
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Generale
win32 stuck input fix among other minor changes
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Generale
This should fix the build on unix platforms.
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Generale
update to latest enet cvs
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Generale
fix shrunk player speed
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Generale
fix SwissCM's piece of shit corrupt map that will never be released because he has no friends who would want to play it
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Generale
Fixes some problems with mapster zooming; reset keystatus[] after playtesting.