Refactor: High value const for ammo
Refactor: Constants for first and last weapon
IDIOTIC hackfix for weapon cycling (not even sure if it works)
cosmetic fix in weapon queue updating (for bots, mostly)
fixed bug with weapon updating in network mode (moved it to common player update code)
fixed bug with weapon cycling direction
even more shit in "give"
more "give" items; bugfix in weapon switching
no more hacks for sg/ssg and knuckles/chainsaw switches (bind the same button to switch)
if more than one weapon requested, don't select weapon without ammo
slow down weapon switching a little if more than one weapon requested
network code for weapon queue (and protocol version bump)
more "give" cheatcodes
implemented weapon queue (no network code for it yet)
it is now possible to assign one key to several weapons
it is now possible to switch between sg/ssg with one key
switching to a new weapon while current one is reloading
is correctly processed when reload complete
it is now possible to assign one key to several weapons
it is now possible to switch between sg/ssg with one key
switching to a new weapon while current one is reloading
is correctly processed when reload complete
ImagingFormats: Fix undefined result warning
GUI: Key0/Key1 fuckup for P1 strafe
GUI: weapon keybinds now "two-set" too
GUI: "right align" hack; less empty space in "keybind2"
GUI: keybindings menu now contains two keysets on one screen
better BS handling in keybinding menu (menu items now can "request" activation keys)
GUI: backspace clears keybinding (sorry, it is Teh Hack)
updated enet headers
fixed player menu titles
raised protocol
add direct weapon switching
fixed pointer arithmetics; headless uses dummy audio with sdl_mixer
remove scripts from build scripts
remove scripts
oops, forgot to insert NativUInt
NativeInt -> NativeUInt for pointers
FreeBSD build fixes
Fix access violation on x86_64
fixed luajit so name for gnu/linux
Revert one line that breaks rocket parkour feature
fixed strafe according to Jabberwock note; also, removed redunant code line
fixed strafe button crash; fixed analog triggers
some shitcode to make strafing work in network games (not tested yet)
"strife" key for gaypad keyset
fixed processing of alternate keyset in network games
refactored player controls processing code
fixed ancient typo
added 2nd set of control keys (sore i kent inta bindengz iet)
Player: Add blinking on low invisibility
Player model: Add new die level 5 for corpse slop
More accurate hitboxes and smoke for Rockets and Skeleshots
trigger turret: add aim modes
fix small spider pain sound and sensitivity
fix turret and projectiles
- turret with revenant auto-aim projectile
- projectiles with angle of 90 or 270
- turret with revenant auto-aim projectile
- projectiles with angle of 90 or 270
fucking tabs 2
fucking tabs
simpler fix
make turret explosions ignore the turret trigger
fixed monster teleport
more cyber kick stuff
cyber can now kick
Merge FGSFDS branch, fix build
Update clean.bat
fixed cd in build_headless.bat
add custom lua bindings
fix script bugs; allow require()
fuck you, git
added some more script functions
fixed something about TRIGGER_SCRIPT
scripts: uid_get_pos() now returns center
Conflicts:
src/game/g_scriptprocs.pas
Conflicts:
src/game/g_scriptprocs.pas
made TRIGGER_SCRIPT work
Conflicts:
src/game/g_scriptprocs.pas
Conflicts:
src/game/g_scriptprocs.pas
can load map scripts from wads now
Conflicts:
build.bat
src/game/g_scriptprocs.pas
src/game/g_scripts.pas
Conflicts:
build.bat
src/game/g_scriptprocs.pas
src/game/g_scripts.pas
map reader now independent of record size and alignment
added mapio generator (written in D)
fuck off, .gitignore
Merge branch 'master' of ssh://repo.or.cz/d2df-sdl
mapio
Update trigger shot structure to avoid alignment problems
Engine/Log: Fix typo
Add Lazarus .lpi project and .gitignore files
fixed npot textures rendering
fixed build error
"--log" cli arg; fixed bug with console output (endless loop)
restored console logs in headless mode
console: restored important messages indication when console is not visible
added license info
cosmetix fix in screenshot writer
added `Game.FastScreenshots` options; slow screenshots are REALLY slow, but smaller
wadcvt: option to aggressively compress pngs
wadcvt can convert images to pngs
wadcvt: creating more corrent apngs
wadcvt now can convert animtexgures to apngs ("--apng" cli arg)
animated textures loader simplified alot
one game tick is closer to 28 milliseconds, so i made it 28
round aimg frame delays
"unscroll" console on "enter"
animated images from gif/apng
sfs: small fix
conlog: windoze crlf fix
log messages now written to console too
sfs: zip reader now will use central directory if it can
Vampyre Imaging Library updated to latest HEAD
fixed warning (and subtle bug) in zlib stream
added forgotten jpeg support
removed debug output in wadreader
sfs, wadreader: much better searching for files inside archives with extra dirs in pathnames