Holmes UI window title fix
added lights for some items
cosmetix
Holmes cursor shadow cosmetix
Holmes UI: events now can be compared with strings
F1 in Holmes now shows simple help
some changes in internal logic of Holmes UI
more Holmes UI cosmetix
Holmes UI fixes
fixed bug with Holmes font rendering
slightly faster outline rendering (draw hline as GL_LINE, not as GL_PIXELs)
load extended model animations if present
cosmetix
Holmes' outline fixes; outlines are colored now
Holmes cosmetix
slightly better outlining in Holmes
panel outlines in Holmes
cosmetix in Holmes UI
Holmes should eat player keys now
Holmes UI is more important than console! ;-)
simple UI subsystem for Holmes (yay, now we have two!)
textmap code cleanup
darken title/game instead of lighten
moved some utility functions from xparser to utils
textmap writer fixes (and other fixes); binary writer is still broken
more cosmetix
textmaps: some code cleanup
don't do particles in headless; draw time in scoreboard
binary writer for textmaps (aboslutely not tested with the game yet)
xdyn cosmetix (File -> TStream)
renamed "mapdesc.txt" to "mapdef.txt"
added `binblock` to mapdef
more typos
typo
pushed "mapdesc.txt" for textual maps
preliminary textual map framework; DO NOT USE!
loadgame: set correct panel enabled state
use idpool to manage monster slots
use idpool to allocate new item object
idpool: it is now possible to request the specified id
added TIdPool (idpool.pas)
item list fixes
fixed(?) loading saved games
started `conRegVar()` API (only for booleans for now)
turned on typeinfo (preparing for text-mode maps magic)
temporarily turned off raytracing ortho-accelerator (it is buggy)
removed unused code; optimized horizontal and vertical traces should work (i hope)
optimized horizontal and vertical traces
optimized horizontal grid traces
forcing centering of small maps (BlackDoomer request)
`conwriteln()` and `conwritefln()` API
added "--safe-log" cli arg: log writer will be slower, but should not loose log entries on crash
added `utils.formatstrf()`; added `e_LogWritefln()`; made logging system slightly faster
faster blood particles
slightly better water particles
particle code uglyfying; more gitiks in holmes
fixed another bug in grid raytracer
particles refucktoring
cosmetix
fixed grid updates; another station now working (kinda)
no more raycasting thru the walls if the wall is in the starting cell
fixed passing thru disabled walls
i completely fucked up map grid creation by inserting walls and
doors twice (or even thrice). what a moron i am!
i completely fucked up map grid creation by inserting walls and
doors twice (or even thrice). what a moron i am!
skip disabled panels in map rendering collector
don't skip drawing disabled panels
holmes now can work without lasersight
"--holmes" now turns on debug mode too (and it really works now)
fixed build in non-debug mode
fixed bug in grid update; one more mode for Holmes
fixed bug in grid raytracer: use `const`, Luke!
fixed bug in grid updates for moving objects
and God says: thou should check all corners!
and God says: thou should check all corners!
more debug code in grid and holmes
"dbg_holmes" console command; draw line to monster target
more holmes code
moved debug inspector to g_holmes.pas
alot of debugging code
raycast jumper (bad)
monsters in grid now works
some cosmetic cleanup
debug cosmetix
removed some unused code in `lineAABBIntersects()`
removed more debug code
removed old tracer code
new tracer seems to work
no more tree traces (i hope); still not working right
removed all mentions of dynaabb tree from the sources; WARNING! EVERYTHING IS BROKEN!
grid now has fixed tile size
raycaster code cleanup
more code for tracing and other shit; NOTHING IS WORKING YET
more grid code uglification -- should be a little faster now
uglified grid code even more: each proxy now has "enabled" flag,
and traces without callbacks (most "did collide with anything?"
traces aren't interested in exact collision info) will return
simple true/false flag, so we can avoid expensive callback
invocation.
not working yet, tho: i fucked up flag checking somewhere
uglified grid code even more: each proxy now has "enabled" flag,
and traces without callbacks (most "did collide with anything?"
traces aren't interested in exact collision info) will return
simple true/false flag, so we can avoid expensive callback
invocation.
not working yet, tho: i fucked up flag checking somewhere
no more "correct offsets" in particle engine
previous ray tracer was bugged: it could return position inside wall,
so particles were trying to "compensate" for that (wrongly). and they
were doing it on *each*(!) think step.
as particles are pure eye candy (and i rewrote ray tracer), i removed
that "compensator" altogether.
previous ray tracer was bugged: it could return position inside wall,
so particles were trying to "compensate" for that (wrongly). and they
were doing it on *each*(!) think step.
as particles are pure eye candy (and i rewrote ray tracer), i removed
that "compensator" altogether.
more particle control options
alternate sky scaling
more fixes to grid; dunno, seems to work again
grid code uglification; particles are great again (i hope)
no more tree for map
map ray tracer now using grid instead of tree
faster hash clears
removed some unused code
removed some unused code
restored particles