nuke g_respawn_items
fix SDL1 build
SDL: separated GL loading code
adjusted color filter colors
BlendMode.Filter is now a proper filter
default to using FBO; can be disabled via command line
disable weird texture size fix; render FBO by hand
always try to load FBO extensions in case user enables r_fbo later
GUI: play scroll sound when using switches
SDL2: set window position properly; always center when going fullscreen->windowed
fix freeze when running out of bot names
thanks git, very cool
add png2map sources
properly check for FBO support; add OES_framebuffer_object to noGL
fix GLES1 builds?
properly grey out the dmkeys menu option
temp fix headless builds
added optional framebuffer and resolution scaling
fix weaponstay when item respawn is off
whitelist new cvars
fix playerstats netmessage; zero gTime before spawning players
added dmkeys option to the menu
always calculate c and d in camera stuff
unscrew the camera handling (hopefully, scaled is still buggy)
that camera fix was not a fix
add 'respawn items' flag
fix host error message
added centerprint command
only save stats when there's multiple players present
oops; don't drop keys when dmkeys is 1
fixed looking up/down in tight spaces with r_scale != 1?
add spawn invulnerability; add option to disable all keys in DM
update year in credits (extremely important)
add command line arg to choose different game.wad (--game-wad)
escape strings in stat files
Remove useless arg from g_TakeScreenshot()
Game: Add CSV stats and inter screenshots
Revert "Revert "superminigun is using shells, not bullets; fixed `hasAmmoForWeapon()`""
This reverts commit dec9e3260140baab3645be36492a1e0c1ea1fe32.
This reverts commit dec9e3260140baab3645be36492a1e0c1ea1fe32.
fix 16/32 bit and float wav formats for openal
fix building with holmes on osx
fix sdlmixer on bigendian machines (i hope fully)
remove x11 dependency on osx+sdl2
fix SDL2 for osx-ppc
fix split screen for default megawad
fix localization typo
save window position
fix text input validation
save window options after resizing by user
fix screen size saving after first start
fix crash when cancell map downloding
move game settings to dfconfig.cfg
move video, sound and language options to dfconfig.cfg
fix empty githash
add cvar d_eres
engine: yet another attempt to fix map downloading (YAATFMD); "no time to loose!"
downloader: cosmetix
engine: hack for missing anims
readme typo
do not save/receive absolute paths in saves/network
add more info about game build to log and window title
better line wrapping for map description
flush screenshot after writing
utils: game: backslash is windoze-specific path separator
fix question char
autodetect portable installation. --cwd -> --like-windoze
how 2 spell
add build instructions for macosx
add paths for osx
fix log flush when game.wad not found
do not show message box in headless mode
add default dirs for linux and android
remove assert from e_GetResourcePath
game: do not force CLI pathes to cwd
utils: more useless APIs
game: try to guess binary directory, and use it as game dir, so the game can be run with arbitrary cwd; use '--cwd' to avoid this
i18n: localizing arrow key names wasn't the brightest idea
game: do not use absolute path in wad selection widgets (it looks ugly, and [almost] not necessary)
net: game: other: hash database and resource downloader converted to new dirsys
game: better map wad lookup (it doesn't need to receive a full on-disk wad name)
utils: better `isWadPath()`
game: `e_GetDir()` -> `e_GetWriteableDir()`, with slight changes in logic
game: better (somewhat) scanning for player models
utils: made `wadExtensions` array public, because we may need it elsewhere
allow resources in non current directory (warning: res downloader are broken)
gfx: fixed OpenGL extension checks; fixed NPOT emulation detection
net: i really love to break things by fixing other things! fixed endless loop in server list query
net: call sfs gc collect in resource downloader
net: some cosmetic logging in resource downloader
net: oops; reconnection to failed master was totally broken
net: enet+shitdoze == clusterfuck; added workaround for `enet_host_service()` (and comment about it)
net: fix master comms on pindoze
net: added second master server to default config
net: server list works again (i hope)
net: it is now possible to use more than one master (use "List=host:port,host:port" syntax in ini)
net: i love to log it, log it!
net: mostly restored master-comm logic
net: more callbacks and still-non-working crap for master-comm
net: some more code for master-comm; init/deinit enet on engine startup/shutdown
net: more master-comm code mutilation; very primitive support for multiple masters in server list fetching
net: started master-server communication rewrite (phase 1: master i/o moved to separate object)