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!)
completely rebindable keyboard and mouse in Holmes
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)