Reimplemented lines and particles rendering with nanoGL
Fix network on android
Fix textures with nanoGL, disable particles with nanoGL and comment regressions with nanoGL
Now ported to android!
Fix nanoGL bindings
Added support OpenGL ES 1.1 through nanoGL (have some bugs) and fix build for ARM
set default window position to (60, 60), so poor shitdows10 users suffer less
even more vsync! i like to move it, move it!
set vsync after window creation (it should work better this way)
fixed README (SDL_mixer build option)
headless building fix
temp hackfix for multiple server respawns in LMS
added word wrap to center messages; fixed e_CharFont_GetSizeFmt
temp hackfix for resolution changing
added `version` console command'
write version and built time to log
fixed texture switch bug AGAIN
don't kill and recreate game window on resolution change in windowed mode
experiments with fullscreen switching -- failed, but i left the commented code for posterity
hackfix for video resolution change (still not working right, see commit text)
changing to fullscreen is not working right, 'cause we need to
recreate OpenGL context (and reupload all textures). without this,
fullscreen window is created with fucked size for some reason.
changing to fullscreen is not working right, 'cause we need to
recreate OpenGL context (and reupload all textures). without this,
fullscreen window is created with fucked size for some reason.
fixed texture trigger bug
fixed small/short int sizes in e_msg
fixed signature of upnpDiscover()
hackfix builds with upnp on unix
fix build without upnp
port forwarding now runs in a separate thread
add loading text about port forwarding
added ForwardPorts config option
port forwarding and miniupnpc are now completely optional
added port forwarding via miniupnpc (disabled by default for now)
proper fix for the previous commit (destroying inexisting items)
BUG|HACK|INVESTIGATE: don't crash on removing invalid item id (seems that something holds stale ids)
nail the sky on scaled small levels (actually, better sky moving in non-standard scales)
vsync option should be applied without restarting now
renamed "dbg_scale" to "r_scale"; scaled mode now obeys level bounds; added "dbg_ignore_level_bounds" cvar to control that (useful for Holmes)
Player: Add punch animation for berserk
http://doom2d.org/forum/viewtopic.php?f=12&t=2562
http://doom2d.org/forum/viewtopic.php?f=12&t=2562
generalized pool iterator (it is not tied to `framePool` anymore)
replaced manual pool walking with nice iterator (yet one should still call `.release()` manually... T_T)
removed alot of commented out and unused grid processing code
grid: only one debug callback left (ok, let it be there for now...)
removed callback from `Grid.traceRay()` (it wasn't used anyway)
no more callback in `Grid.traceBox()` (it wasn't used anyway)
commented out unused type
`Grid.forEachAtPoint()` converted to no-callback
`Grid.forEachInAABB()`: no more callbacks
commented out some old code; outlined a new plan to remove most callbacks
Chat sounds: Add config and menu option
Fix previous commit (use toLowerCase1251)
Chat sounds: Use AnsiLowerCase for russian letters
Game: Add chat sounds for promotion
Add Haiku OS support
Fix building with sdl_mixer
MORE DARKNESS!!!
darkened interpic a little, to make loading log more readable
fancy pbar width and rendering fixes (don't be so smart, ketmar!)
added Jah's nice graphical progressbar (the game will fallback to old flat one if there is no pbar gfx in game.wad)
Activated ATTACK_L for ZOMBY and SERG
fixed error message if default megawad map failed to load
goto cheat fix
Jetpack item is animated now
Merge branch 'master' of ssh://repo.or.cz/d2df-sdl
it is now possible to link windoze LibJIT and ENet as static libs (see commit comments)
first, you need to clone http://repo.or.cz/d2df-binlib.git (repo with prebuilt windoze libs)
then, you can use:
-dLIBJIT_WINDOZE_STATIC -- static LibJIT
-dLIBENET_WINDOZE_STATIC -- static ENet
don't forget to specify lib*.a location with -Fi<...>
i used mingw-gcc 7.1.0 to build static libs; some other .a libs were taken directly from mingw.
building is easy: just fire msys, install all dependencies, and do:
./configure --enable-static --disable-shared && make
this should produce working .a library suitable for static linking
first, you need to clone http://repo.or.cz/d2df-binlib.git (repo with prebuilt windoze libs)
then, you can use:
-dLIBJIT_WINDOZE_STATIC -- static LibJIT
-dLIBENET_WINDOZE_STATIC -- static ENet
don't forget to specify lib*.a location with -Fi<...>
i used mingw-gcc 7.1.0 to build static libs; some other .a libs were taken directly from mingw.
building is easy: just fire msys, install all dependencies, and do:
./configure --enable-static --disable-shared && make
this should produce working .a library suitable for static linking
Cosmetic: DooM 2D:Forever -> Doom 2D: Forever
Holmes: increased whitespace between binding name and binding description
FlexUI: set window size vars to actual window size; Holmes: destroy help window when it is hidden
FlexUI: switched to universal event struct; changed event dispatching to sink/mine/bubble model
Merge branch 'master' of ssh://repo.or.cz/d2df-sdl
"flexui.wad" is not required now
Add USE_MIXER and HEADLESS as build options in the Lazarus project
Remove old hack that work-arounds wrong texture names
cosmetix
FlexUI: event types renamed from `^TH*` to `TFUI*`; some simplifications in event checking code
FlexUI: removed some debugging code
fixed unneded pause on some Fn
http://doom2d.org/forum/viewtopic.php?f=36&t=2469
http://doom2d.org/forum/viewtopic.php?f=36&t=2469
FlexUI: fixed window scrollbars; nicer button pushing with keyboard
moved FlexUI fonts to "flexui.wad"
it is now possible to use "--holmes-font <8|14|16>" cli arg to select Holmes UI font
FlexUI: restored text icons
Holmes now require "data/flexui.wad" (it is not fatal to not have this file; Holmes will simply cease working)
FlexUI: new look for buttons; more styling options for buttons
Set VersionInfo/ProductVersion in the project options
This became possible only after fixing corresponding bug in Lazarus.
This became possible only after fixing corresponding bug in Lazarus.
Update Doom2DF.res
FlexUI: added 8/14/16 winN/winN-prop fonts; removed horizontal wrapping
proper horizontal wrapping with size calculations/constraints is not
that easy; it makes the code way more complex, it never really worked,
and i never used it. althrough it is a great feature to have (for
proper windows resizing), it is better served by something like Yoga
(huge and complex). but i want to have a simplistic layouter, suitable
for common UI tasks, and not-so-complex layouts.
maybe i'll add that wrapping feature later, but i'm not sure. it looks
like i need a full-blown constraints solver for this feature, and i am
not ready to migrate to Cassowary yet. ;-)
tl;dr: removing horizontal wrapping allowed me to unify distribution
code, made code smaller (by ~1/3), and more readable. the price
is acceptable (for now).
proper horizontal wrapping with size calculations/constraints is not
that easy; it makes the code way more complex, it never really worked,
and i never used it. althrough it is a great feature to have (for
proper windows resizing), it is better served by something like Yoga
(huge and complex). but i want to have a simplistic layouter, suitable
for common UI tasks, and not-so-complex layouts.
maybe i'll add that wrapping feature later, but i'm not sure. it looks
like i need a full-blown constraints solver for this feature, and i am
not ready to migrate to Cassowary yet. ;-)
tl;dr: removing horizontal wrapping allowed me to unify distribution
code, made code smaller (by ~1/3), and more readable. the price
is acceptable (for now).
fuck you, lazarus, that's why
USE_FMOD fix (it MUST be optional)
Merge branch 'master' of ssh://repo.or.cz/d2df-sdl
Holmes is using new FlexUI renderer now
FlexUI: completely reworked graphics layer -- it is using drawing contexts now
FlexUI: "padding" property for boxes, so i don't have to insert dummy spans everywhere
padding is inserted *after* control, if there is another control coming, and current
control doesn't have "nopad" property set
note that span control has no padding by default, and box with frame has no padding too
padding is inserted *after* control, if there is another control coming, and current
control doesn't have "nopad" property set
note that span control has no padding by default, and box with frame has no padding too
game/FlexUI: textinput events
FlexUI: sdlstandalone fix
FlexUI: module renamings; moved standalone sdl carcass augemntation to FlexUI
FlexUI: don't change window size in "fit to screen" mode if size was already set
Holmes/UI: compilation fixes
Holmes: better UI hotkeys; fitting windows to screen
Holmes: UI cosmetix
FlexUI: checkbox, radiobox; removed old-style controls; Holmes UI is using new-style controls and layouter now
FlexUI: alot of fixes; Holmes help window now using new FlexUI controls and layouter
Add Debug/Release build modes in Lazarus project
Configure Lazarus project to build game on Windows easily