FlexUI: simple styling system (yay, no more hardcoded colors!)
fixed keyboard polling (no more); ESC should work in several places where it should work (sorry, my puns sux)
added PE export dumper ('cause why, Wyoming?)
Map: Add test map override feature
fix libjit_types on shitdows (?)
some fixes to LibJIT bindings
HolmesUI renamed to FlexUI (or simply UI); small fixes; changed FlexUI authorship info (READ THE WHOLE COMMENT, PLZ!)
as i wrote the whole FlexUI code, and i may need to relicense it later,
i explicitly put myself as the only FlexUI author, to avoid possible
complications in the future.
please, don't add/fix code in FlexUI without talking to me first.
as i wrote the whole FlexUI code, and i may need to relicense it later,
i explicitly put myself as the only FlexUI author, to avoid possible
complications in the future.
please, don't add/fix code in FlexUI without talking to me first.
HolmesUI: "position" property for windows
HolmesUI: focus fixes
cosmetix
libjit bindings typo
Holmes: gxlib API change
HolmesUI: ortholine control; fixed expanding of controls without maxsize
HolmesUI: rendering cosmetix
HolmesUI: width/height wgt properties
HolmesUI: span control
HolmesUI: more bugfixes in FlexBox
HolmesUI: scissoring fixes
added LibJIT bindings (need help in building working shitdoze dll, tho; GNU/Linux is ok)
NPOT message typo
HolmesUI: ui parser fixes; vbox layouter fixes (centering control); scissoring fixes
Holmes UI: more FlexBox fixes
Game: Improve map switch message
http://doom2d.org/forum/viewtopic.php?f=36&t=2277
http://doom2d.org/forum/viewtopic.php?f=36&t=2277
Holmes UI: lot of flexbox layouting code fixes
mempool is optional now
Holmes UI: non-working draft of FlexBox layouter
Monsters: Check trigger on zomby shot
http://doom2d.org/forum/viewtopic.php?f=36&t=2278
http://doom2d.org/forum/viewtopic.php?f=36&t=2278
Physics: Fix climb ladders on the fly
http://doom2d.org/forum/viewtopic.php?f=36&t=2347
http://doom2d.org/forum/viewtopic.php?f=36&t=2347
added "common" module for Holmes UI (preparation for layout manager)
moved Holmes UI and most of it's low-level gfx subsystem to separate modules (to ease UI developing and testing)
holmes: better scaled UI rendering
fixed tests and tools (new hashtable API)
did the same thing for binary heap
slightly faster hashtable, and slightly nicer hashtable interface
removed "unused vars" hints in headless mode
experimental (and ugly) loading progress bar
renamed `SArray` type to `SSArray`, and moved it to "utils.pas"
adjust particle size according to current scale
hashtable cosmetix; holmes scissoring fixes
holmes: moved non-ui renderer to a better place in global render list
don't load unused textures
texture switching on "effect" trigger should work now
fixed map loading bug: panel texture internal id was incorrect (and worked only by accident)
holmes: new outliner; it should work in all scales now
fixed bug 26 (broken sound triggers); actually, not only sound triggers were broken...
...it is not wise to use uninitialized trigger to initialize game info
...it is not wise to use uninitialized trigger to initialize game info
tools fixes
code cleanup for headless mode (nothing interesting, just unused vars)
pascal `{}` comment support in parser
moved some geometry functions to shared/geom.pas; TODO: move most of g_basic.pas there
Revert previous commit (yes, I'm dumb)
Game: Fix tiny typo
typos
do not forbid selecting invalid saves; report "you idiot" instead
hashtable cosmetic updates
parser and parser-dependent modules cosmetix
turned on "SCOPEDENUMS" fpc option
fixed build bug in headless server (lol, i am dumb)
less OpenGL calls for headless server
cheats are active in single/coop now ('cause Wyoming Knotts, you know)
dynamic light convars
"holmes pause" mode
save/load UI cosmetix
compiler hint fix
bye-bye, bineditor, we won't miss you
more help for "d_monster"
bineditor: switched from old-style `File` i/o to new-style `TStream` i/o; should fix some windows problems (or not)
slightly faster map reloading on restart; enabled "--game-scale" cli arg in non-debug builds
hashtable changes (preparation to exoma scripting)
render monster drop after monsters, so monster corpses will not obscure ammo clips, for example
tools can be compiled again
xdynrec: some code cleanup
simple allocation counter for classes
added d_mem command
added `glFlush()` and `glFinish()` to texture uploader: this should make buggy drivers happier (i hope)
made "dbg_scale" non-restricted
do not bilinear anything except sky
dbg_scale fixes; made non-sky textures always NEAREST
cosmetix: `curTime*` -> `getTime*`
some more exoma code
exoma fixes
save/load fixes
plus one very experimental feature, do not touch!
plus one very experimental feature, do not touch!
hacked new ray tracer: it is complete shit, but at least it seems to work; i'll rewrite it later... maybe
replaced line-vs-aabb test with floating point one: it seems to be both faster and more precise
berserk autoswitch is cheat now
ambient light for level (doesn't work with dynamic lights; I. WANT. SHADERS!)
lighting now works in scaled mode
xdynrec: TColor type (rgb, and optional a)
simplified trigger loading code
map records and fields can have optional tooltips ("tip") and help ("help") in mapdef.txt; somebody should write 'em...
fixed typo in trigger caching; Anower Station is REALLY working now
trigger data now cached on map loading (so it should be as fast as the previous trigger data structure)
mplat triggers can make sound now
center player when the game is scaled (lighting is not working correctly yet, tho)
allow 'mywad.wad:/map01' in '-map' and other similar places (previously, only ':\' was allowed)
cosmetix in dynrecs; fixed mapcvt
xdynrec: more API works
dynrec API documenting and cleanup (still has some way to go, though)
"--write-mapdef" cli arg to write "mapdef.txt" and exit
mapdef.txt cosmetix
mapdef cleanup; renamed some fields; mapdef.txt is RC0 now