Revert one line that breaks rocket parkour feature
fixed strafe according to Jabberwock note; also, removed redunant code line
fixed strafe button crash; fixed analog triggers
some shitcode to make strafing work in network games (not tested yet)
"strife" key for gaypad keyset
fixed processing of alternate keyset in network games
refactored player controls processing code
fixed ancient typo
added 2nd set of control keys (sore i kent inta bindengz iet)
Player: Add blinking on low invisibility
Player model: Add new die level 5 for corpse slop
More accurate hitboxes and smoke for Rockets and Skeleshots
trigger turret: add aim modes
fix small spider pain sound and sensitivity
fix turret and projectiles
- turret with revenant auto-aim projectile
- projectiles with angle of 90 or 270
- turret with revenant auto-aim projectile
- projectiles with angle of 90 or 270
fucking tabs 2
fucking tabs
simpler fix
make turret explosions ignore the turret trigger
fixed monster teleport
more cyber kick stuff
cyber can now kick
Merge FGSFDS branch, fix build
Update clean.bat
fixed cd in build_headless.bat
add custom lua bindings
fix script bugs; allow require()
fuck you, git
added some more script functions
fixed something about TRIGGER_SCRIPT
scripts: uid_get_pos() now returns center
Conflicts:
src/game/g_scriptprocs.pas
Conflicts:
src/game/g_scriptprocs.pas
made TRIGGER_SCRIPT work
Conflicts:
src/game/g_scriptprocs.pas
Conflicts:
src/game/g_scriptprocs.pas
can load map scripts from wads now
Conflicts:
build.bat
src/game/g_scriptprocs.pas
src/game/g_scripts.pas
Conflicts:
build.bat
src/game/g_scriptprocs.pas
src/game/g_scripts.pas
map reader now independent of record size and alignment
added mapio generator (written in D)
fuck off, .gitignore
Merge branch 'master' of ssh://repo.or.cz/d2df-sdl
mapio
Update trigger shot structure to avoid alignment problems
Engine/Log: Fix typo
Add Lazarus .lpi project and .gitignore files
fixed npot textures rendering
fixed build error
"--log" cli arg; fixed bug with console output (endless loop)
restored console logs in headless mode
console: restored important messages indication when console is not visible
added license info
cosmetix fix in screenshot writer
added `Game.FastScreenshots` options; slow screenshots are REALLY slow, but smaller
wadcvt: option to aggressively compress pngs
wadcvt can convert images to pngs
wadcvt: creating more corrent apngs
wadcvt now can convert animtexgures to apngs ("--apng" cli arg)
animated textures loader simplified alot
one game tick is closer to 28 milliseconds, so i made it 28
round aimg frame delays
"unscroll" console on "enter"
animated images from gif/apng
sfs: small fix
conlog: windoze crlf fix
log messages now written to console too
sfs: zip reader now will use central directory if it can
Vampyre Imaging Library updated to latest HEAD
fixed warning (and subtle bug) in zlib stream
added forgotten jpeg support
removed debug output in wadreader
sfs, wadreader: much better searching for files inside archives with extra dirs in pathnames
xstreams: fixed seeking in compressed stream
no more path splitting in wad reading, it's useless
wadcvt: use image library to detect image format
added hidden "goobers" console command to turn on cheats
wadcnt: better info display for POSIX
wadcvt: don't compress uncompressible data
added Vampyre Imaging Library; now textures can be in various formats, including png, jpeg, psd and even dds
removed redunant (second) protocol version
fixed shitdoze warning
network: fixed server pings
wadcvt: don't write extended info if utf8 name is the same as non-utf8 one
wadcvt: fixed compressor bug
xstreams.pas: fixed bug in TUnZStream
wadcvt: cosmetix
wadcvt: correct utf-8 names
wadcvt: no more zipper, we can create zip manually!
screenshots now in PNG format
sfs: using endian-neutral i/o
utils: added endian-neutral integer i/o functions
put "{$MODE ...}" directive in each source file; removed trailing spaces, and converted tabs to spaces
do not use TFileStream directly, use `openDiskFileRO()` and `createDiskFile()` from "utils.pas"
also, use `findFileCI()` from "utils.pas" to find correct disk path/filename.
those calls will automatically do case-insensitive search on POSIX systems.
also, use `findFileCI()` from "utils.pas" to find correct disk path/filename.
those calls will automatically do case-insensitive search on POSIX systems.
renamed some dirs; moved some files
more sfs cleanup; slightly faster DFWAD processing
wads works again!
more sfs refactoring
sfs and wad code refactoring: part 1
screenshits works again
use `QueryPerformanceCounter()` in shitdoze
remap textures
die, warning, die!
fixed two warnings in headless mode
network: it should find correct files on POSIX now (and substitute extensions too)
"yes/no" menu answers are localized now