Set DF version in AndroidManifest.xml
Fix warnings on amd64
Monsters: Check for blind area when shooting
http://doom2d.org/forum/viewtopic.php?f=36&t=1885
http://doom2d.org/forum/viewtopic.php?f=36&t=1885
Player: Always reset special vars on respawn
Window: Update keyboard state before execute
added some "key unpress" calls; maybe it will fix intermissions (i don't know, it always works for me)
Log: Don't double chat messages in console
Net: Whitespace fixes only
non-headless game server should not crash on map view anymore
lol, there is no player in map view mode, and the corresponding
map profiler is not created (but is used).
lol, there is no player in map view mode, and the corresponding
map profiler is not created (but is used).
Res Downloader: Better handle download cancel
Monsters: Show loading progress gracefully
Res Downloader: Display WAD and resource names
Netmaster: Use DecodeIPV4 function
Net: Allow to discover LAN servers
Fast fix nil Sound on damned.wad MAP11
Panel: Fix SetFrame out of index
http://doom2d.org/forum/viewtopic.php?f=36&t=2576
http://doom2d.org/forum/viewtopic.php?f=36&t=2576
default smallmap aligh: bottom
added "r_smallmap_align_h" and "r_smallmap_align_v" cvars
Added shadow to vkbd text
Now android version can contain game resources in APK
Added option for alt vkbd layout
Little changes in alt vkbd layout
Fix crash on android 4.1
Added README for android
Added vertical offset for virtual keyboard
r_sacle now saves more precisely
Added touchscreen settings
Virtual keyboard improvements: added strafe, up+fire, down+fire, prev/next weapon buttons
Disable accelerometer and add g_dbg_scale as option
Reserved key range for virtual keyboard + alternative virtkbd layout
Fix crashes with nanogl
TextEdit now shows keyboard on android
Added touchscreen controls
Fix music on android
Fix font rendering with nanoGL
Now nanoGL supports glIsEnabled, glPushAttrib and glPopAttrib
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