g_language: Fix some interface strings
converted grid and tree to generics (fuck you, FPC! your generics fuckin' sux fuckin' balls!)
no more global `gItems[]` array; created DynTree for items (not used yet); also, fixed FATAL bug in dyntree node manager
added `.positionChanged()` to (almost) all entities; don't forget to call it after changing entity coords!
Revert "don't flush enet every message"
This reverts commit 42057f398fd17568bb3dbc00b6ffd8c97a99c5e1.
This reverts commit 42057f398fd17568bb3dbc00b6ffd8c97a99c5e1.
`g_basic.g_CollideLevel()` now using accelerated coldet
render code cleanup; collision code cleanup; reverted useless "speedup"
profiler cosmetix
slightly better memory locality
intermediate commit (faster render and coldet; this commit won't build!)
pointer taking is typed now (it is safer this way)
changed mode from DELPHI to OBJFPC (with heavy customization, see "shared/a_modes.inc")
experimental grid with buckets
tree: desperate attempts to win several microseconds...
shit; "--dbg-mainwan" doesn't work; changed to "-dbg-mainwad"
"--dbg-mainwad-restore" and "--dbg-mainwad wad"
cosmetix
removed some "try/finally" (sorry, it is FUCKIN' SLOW!)
cosmetic variable renamings
added small speedup trick to gird (tree already has it)
more tree/grid debug commands
README update
cosmetix
README repo URL fix
don't use tree for drawing by default
cosmetix
"t_dump_node_queries" (temp debug, DO NOT TOUCH)
tree: use integers instead of floats (we don't really need floats, except for segment queries)
cosmetix
cosmetix
tree seems to work now
"-dbg-mainwad" cli arg
more tree code; still not working
g_triggers.pas: fixed "Warning: Function result variable does not seem to initialized"
hidden "Game/DefaultMegawadStart" option to change default playing wads
some cosmetix in common compiler flags
some statistics
tree can render things (buggy)
dynamic aabb tree implementation (ported from D, completely untested)
more SAP code; still not working right
Sweep-And-Prune broad phase implementation; not working yet
added README
don't flush enet every message
better memory locality and access patterns for grid (it is IMPORTANT for old atoms, for example)
adaptive profiler history length (not really)
"r_draw_grid" -> "r_gridrender"
cosmetix
more profiler fixes
more profiling code
new console commands: "r_draw_grid" and "dbg_coldet_grid"
more profiler code; smoothing values, history
more profiler code
profiler
moved compiler options to shared/a_modes.inc; turned on advanced records
flamer projectiles don't push
downloading resources...
compatibility with older FPC
added common file with compiler flags; cosmetic fix in g_monsters.pas
light experiments integrated into main tree; use "--twinkletwinkle" to turn it on
more map grid code
grid now works for any map bounding box; collisions with lifts and blockmons are in grid too
replaced "pvs" for lights with grid
removed "potentially visible panels" code in favor of grid
simplified grid code (removed alot of pasta); rendering on Another Station now seems to work
grid: proxy pool (no more segfaults on reloading map); use binary heap instead of sorting in renderer
grid
optimized light drawing: process only "possible lit panels" instead of all walls
light: use proper scissoring instead of clearing the whole stencil buffer for each light
shitlight experiment
real-time lighting based on shadow volumes and stencil buffer
basically, the same thing that is used in 3d, but simplified
(we only need to draw shadow volumes, and unmarked area is lit)
real-time lighting based on shadow volumes and stencil buffer
basically, the same thing that is used in 3d, but simplified
(we only need to draw shadow volumes, and unmarked area is lit)
cosmetix
build "visible panels set" before rendering the frame
statistics for Another Station starting position:
before: 7538*8
after : 7538+127*8
statistics for Another Station starting position:
before: 7538*8
after : 7538+127*8
"--opengl-dump-exts" cli arg fix
autodetect NPOT texture support
some refactoring (sorry, i need it for not-yet-commited-lighting-patch)
Menu: Add flamethrower key binds
Player: Code formatting only
fixed segfault in bot ai
added network packet dumping
we should set OpenGL flags before creating game window
more flame tweaks
more flamer shit again
more fucking flamer graphics fixes
more fucking flamer fixes
more fucking flamer fixes
medkits and suit extinguish fire
more flamer tweaks
slightly altered flame behavior
added flamer functionality
Add flamethrower weapon, item and ammo
Refactor: Add global ammo limits
Refactor: High value const for ammo
Refactor: Constants for first and last weapon
IDIOTIC hackfix for weapon cycling (not even sure if it works)
cosmetic fix in weapon queue updating (for bots, mostly)
fixed bug with weapon updating in network mode (moved it to common player update code)
fixed bug with weapon cycling direction
even more shit in "give"
more "give" items; bugfix in weapon switching
no more hacks for sg/ssg and knuckles/chainsaw switches (bind the same button to switch)
if more than one weapon requested, don't select weapon without ammo