render: draw flag animation using TAnimationState
render: fix animated textures
render: hide panel textures into render
render: use TAnimationState instead of TAnimation
render: hide gib textures within render
models: remove TModelInfo
models: remove superfluous fire state
models: remove sounds from player model state
render: remove flag animation from player model state
render: move player model texture loading into render
render: use TAnimationState for monsters
render: move gfx-once objects into render code
render: use TAnimationState for items
render: use TAnimationState for projectiles
render: move textures loaders to render
render: separate animation drawing from game code
render: fix gles builds
system: remove direct videomode change
system: remove sys_Delay
system: remove sys_GetTicks
system: remove unused imports
render: system: move gl related code from system driver
render: move screen resize handler from io-driver
sfs: fix garbage collector
cleanup: clean boot sequence
android: export jni functions
cleanup: move init and main loop code from g_window
cleanup: remove g_main.pas
render: fix unused variable warnings
render: move e_texture -> r_texture
render: completely remove opengl calls form game code
render: remove g_window dependency on r_graphics and GL
cleanup: remove g_options dependency on r_graphics
cleanup: move monster-specific code from g_basic
render: remove from render some common types
render: e_graphics -> r_graphics
render: fix holmes
cleanup: remove unneeded graphics dependencies
render: separate player model logic and drawing
render: separate player logic and drawing
render: separate server list logic and drawing
render: separate weapon shots logic and drawing
render: separate monster logic and drawing
render: separate panel logic and drawing
render: add r_game function prefixes
render: separate map logic and drawing
render: separate item logic and drawing
render: remove g_gfx dependency on e_graphics
render: separate gfx logic and drawing
render: separate game logic and drawing
render: separate console logic and drawing
Other: add RPM spec.
fix whitespace
Game: add damage absorption
Update man and year in credits.
info: show enet version on startup
game: fix monster projectiles in coop
game: hit friendlies with everything by default
config: save player teams
game: add option to disable hits on friendly players
Console: Add support for repeated key binds
Game: Fix magic value check of gSpectMode
fix interpolation of spawned items
add man page by terminalhash
FPC3.2.0 compat patch by deaddoomer
don't write empty blocks (by deaddoomer)
net: add some more gulag tools
sdl2: fix hack for menus on android
whitelist a bunch of shit
al: fix build with sdl 1.2
game: clean up TPlayer.GetRespawnPoint()
now players can spawn even when there's a single point of any type
now players can spawn even when there's a single point of any type
game: g_FatalError actually ends the game
Game: Assign gsGameFlags where it's missing
scale option is now a capped switch
net: cancel interpolation of teleported players
update README
net: only flush packets after an actual frame; remember old positions before net update on client
Netmaster: Additional check for server name in ping response
Net: Report actual server port in ping response
Also fix the same problem for UPnP port forwarding.
Also fix the same problem for UPnP port forwarding.
AL: remove debug print
AL: update streams in a separate thread
draw talkbubble above the player corpse when necessary
corpse following is now done by the camera instead of the player
was this even necessary?
don't interpolate during endgame fadeout
move NilThreadId to utils
AL: add GME music loader
simplify TSoundLoader interface
decouple repainting from blitting the FBO; draw touch overlay after FBO
network now always ticks at 36 tick
attempt to unfuck serverlist
put network interp back in
Revert "purge cl_interp from the code"
This reverts commit cb61300b61ba18d486d19edf315f05b5b494fac3.
This reverts commit cb61300b61ba18d486d19edf315f05b5b494fac3.
purge cl_interp from the code
add r_interp to video settings menu
save r_maxfps to the config
fix slope interpolation; add r_maxfps
added actor rendering interpolation; fixed vsync on startup