`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
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!)