simple allocation counter for classes
added d_mem command
added `glFlush()` and `glFinish()` to texture uploader: this should make buggy drivers happier (i hope)
made "dbg_scale" non-restricted
do not bilinear anything except sky
dbg_scale fixes; made non-sky textures always NEAREST
cosmetix: `curTime*` -> `getTime*`
some more exoma code
exoma fixes
save/load fixes
plus one very experimental feature, do not touch!
plus one very experimental feature, do not touch!
hacked new ray tracer: it is complete shit, but at least it seems to work; i'll rewrite it later... maybe
replaced line-vs-aabb test with floating point one: it seems to be both faster and more precise
berserk autoswitch is cheat now
ambient light for level (doesn't work with dynamic lights; I. WANT. SHADERS!)
lighting now works in scaled mode
xdynrec: TColor type (rgb, and optional a)
simplified trigger loading code
map records and fields can have optional tooltips ("tip") and help ("help") in mapdef.txt; somebody should write 'em...
fixed typo in trigger caching; Anower Station is REALLY working now
trigger data now cached on map loading (so it should be as fast as the previous trigger data structure)
mplat triggers can make sound now
center player when the game is scaled (lighting is not working correctly yet, tho)
allow 'mywad.wad:/map01' in '-map' and other similar places (previously, only ':\' was allowed)
cosmetix in dynrecs; fixed mapcvt
xdynrec: more API works
dynrec API documenting and cleanup (still has some way to go, though)
"--write-mapdef" cli arg to write "mapdef.txt" and exit
mapdef.txt cosmetix
mapdef cleanup; renamed some fields; mapdef.txt is RC0 now
trigger field renames
removed duplicate ucs2->1251 conversion function
render fixes for NPOT textures and mplat with size changes
network/panel code cleanup
network code for mplats: looks like it works; see commit comments for some more info
there was a bug with panel syncing on join (introduced by me earlier);
it is fixed now.
internally, server only sends new panel state when something "interesting"
happens (active state changed, direction changed, etc.). in this case,
server will also send monster positions for affected monsters (just in case).
otherwise, dead reckoning should do it's work.
maybe it will be better to spam network with panel/monster state constantly,
i don't know. for now, players with huge lag can be suddenly squashed by
unsynced mplat. this should be checked with real network games.
note that network protocol will likely be changed again when we'll get final
specs for mplats.
there was a bug with panel syncing on join (introduced by me earlier);
it is fixed now.
internally, server only sends new panel state when something "interesting"
happens (active state changed, direction changed, etc.). in this case,
server will also send monster positions for affected monsters (just in case).
otherwise, dead reckoning should do it's work.
maybe it will be better to spam network with panel/monster state constantly,
i don't know. for now, players with huge lag can be suddenly squashed by
unsynced mplat. this should be checked with real network games.
note that network protocol will likely be changed again when we'll get final
specs for mplats.
entity now can be squashed by growing mplats (imagine lowering ceiling, for example)
don't be *too* smart: `swapInt()` should not do xor trick, 'cause we may pass the same var to it
grid: clip rect outside of the loops in `forEachInAABB()`
grid: fixed update bug with resized bodies ('cmon, missing '-1' is *so* well-known bug, how did it.., you stupid ketmar?!)
ooops
slightly faster(?) tile walker
shitfix (incorrect, but working) for lines starting out of the viewport (almost impossible for us, but still...)
`forEachAlongLine()` switched to `TLineWalker`
slightly better `traceBox()`
new raycaster, based on seg-vs-aabb intersections; moved common line tracing code to TLineWalker
.cfg option to control autoswitching to superfist: Game/BerserkAutoswitch
some npot fixes; not really working
untested code for NPOT resizing panels
slightly better mplat rendering (no support for NPOT yet)
xdynrec: double free on exception while parsing
cosmetix
mplat fixes
mplat: some code for moving "steps"
`traceBox()` API bugfix; squashing now works (i hope)
mplat code for monsters, corpses and gibs; see commit message for comments
the whole thing should work now, including squashing.
but gibs (and corpses?) should take velocity change when they hit lift,
and then bounces away. this is not implemented yet.
the whole thing should work now, including squashing.
but gibs (and corpses?) should take velocity change when they hit lift,
and then bounces away. this is not implemented yet.
some new code for moving platforms: only for players yet
particles: fixes for mplats
grid: `traceBox()` API; `sweepAABB()` API
fixed segfault on loading invalid maps
gibs and corpses now affected by mplats
TODO: create gib/corpse grid, to speed up spatial queries
TODO: create gib/corpse grid, to speed up spatial queries
"suicide" console command now works in singleplayer mode
field namefix: `FLive` -> `FAlive`; `live` -> `alive`
particle cosmetix for mplats
mplat bug: it was EXTREMELY wise to ask monster grid for old panel position
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