Holmes: option to highlight panel cells in grid
cosmetix
holmes cosmetix
game should write stack trace on exceptions now
"hlm_ui_scale" convar; "--holmes_ui_scale" cli arg; (fgsfds request)
some code to squash monsters and players by mplats (somewhat buggy: sometimes monsters are squashed when they shouldn't be)
some accessors to publish more properties
correctly freeing dynrecords; as a consequence, no more memory leaks in custom game selector
particles: water cosmetix
particles: still emit water if player fell into water from a very big height; air stream fixes
particles: sparks should die in liquid (pshhhhh!)
particles: fixed "in liquid" check bug
more particles code; still somewhat buggy with mplats, tho, but i'll take care of it later
F3 at titlepic/menu will show "load game" dialog: bugfix
F3 at titlepic/menu will show "load game" dialog
don't turn off monsters in CTF
particles: removed unused water code
particles: water and bubbles
particles: new blood seems to work (albeit small raycaster bugs)
new code for blood particles (other particles are turned off temporarily): almost there
fix build on x86_64 (fuck you, FPC)
saving all panels to savegame, 'cause why not
loading game now properly fixes enabled/disabled state for proxy
hacked in on/off triggers for lifts
migrating from PanelIDs to panel GUIDs; part two
migrating from PanelIDs to panel GUIDs; part one
"dbg_scale" debug variable
faster particles awakening
saving/loading moving panels
moving platforms experiment (DO NOT USE YET!)
slightly faster (i hope) particles
particles won't trace vertical movement if they are on a ground, and trying to move down
particles won't trace vertical movement if they are on a ground, and trying to move down
finally fixed (i hope) orthotrace bug; turned on orthotrace acceleration
removed unused code from particle system
cosmetix
do not turn off mosters in DM games (Jah request)
made some class' properties published for Holmes
xdynrec: some hackcode cleanup
xdynrec: Variant API
added masterserver sources
removed src/sheditor (obsolete and unused code)
clearing input buffer after loading a map (fixes occasional button "sticking")
restarting the same map will not reload textures (yay, quickload!); don't spam log with invalid "no file" warnings
show map loading update once per 300 msec; it nearly halves loading times for huge maps
removed some debug output
save/load seems to work now
trigger loading now works; map loading code cleanup
Holmes can draw triggers now
some triggers are working now
no more old-styled map structured; sadly, most triggers aren't working; also, save/load is completely broken
slightly fixed README
cosmetix in textmaps: tried to make it even faster, but failed
made textmap parsing three times faster
Holmes, please, there are no criminals in dedicated server!
fixed wadcvt compiling
textmap: dramatically increased text map parsing speed (text map now parses in the (nearly) same time as binary map)
added "dbg_scale_half" experimental deBUG mode
removed one debug message
added some alternative texture names ==> simple zipping "game.wad" from resource repository works
textmap: mosnterid in triggers is fuckin' special (i HAET special fields!); workarounded
typo in mapcvt: microseconds -> milliseconds
relaxed map reader, so "bloodlust", for example, is working now
moved tools to separate directory; moved "mapdef.txt" to separate directory
smoother camera on stairs/slopes
more cosmetix
cosmetic fixes, optimization flag changes
renamed `grid.atPoint` to `grid.atCellInPoint`
`atPoint` grid enumerator (for .. in)
hashtable: StrInt hash
no more old mapreader: use textmap reader both for text and for binary maps
the game is able to read text maps now (WARNING! the feature is still experimental!)
textmap cosmetix
textmap: binary i/o seems to work!
some fixes for recursive grid queries (grid doesn't support recursive queries, but triggers can try that)
weapon hitscan should be a little faster now
grid: slightly faster cell skipping
grid: strict horizontal/vertical trace accelerator seems to work now
more enumerators in hashtable
less log spam in model loader (hack!)
completely rebindable keyboard and mouse in Holmes
Holmes UI window title fix
added lights for some items
cosmetix
Holmes cursor shadow cosmetix
Holmes UI: events now can be compared with strings
F1 in Holmes now shows simple help
some changes in internal logic of Holmes UI
more Holmes UI cosmetix
Holmes UI fixes
fixed bug with Holmes font rendering
slightly faster outline rendering (draw hline as GL_LINE, not as GL_PIXELs)
load extended model animations if present
cosmetix
Holmes' outline fixes; outlines are colored now
Holmes cosmetix
slightly better outlining in Holmes
panel outlines in Holmes
cosmetix in Holmes UI
Holmes should eat player keys now
Holmes UI is more important than console! ;-)
simple UI subsystem for Holmes (yay, now we have two!)