render: use TAnimationState for projectiles
render: move textures loaders to render
render: separate animation drawing from game code
system: remove direct videomode change
system: remove sys_Delay
system: remove sys_GetTicks
system: remove unused imports
render: system: move gl related code from system driver
render: move screen resize handler from io-driver
cleanup: clean boot sequence
android: export jni functions
cleanup: move init and main loop code from g_window
cleanup: remove g_main.pas
render: fix unused variable warnings
render: move e_texture -> r_texture
render: completely remove opengl calls form game code
render: remove g_window dependency on r_graphics and GL
cleanup: remove g_options dependency on r_graphics
cleanup: move monster-specific code from g_basic
render: remove from render some common types
render: e_graphics -> r_graphics
render: fix holmes
cleanup: remove unneeded graphics dependencies
render: separate player model logic and drawing
render: separate player logic and drawing
render: separate server list logic and drawing
render: separate weapon shots logic and drawing
render: separate monster logic and drawing
render: separate panel logic and drawing
render: add r_game function prefixes
render: separate map logic and drawing
render: separate item logic and drawing
render: remove g_gfx dependency on e_graphics
render: separate gfx logic and drawing
render: separate game logic and drawing
render: separate console logic and drawing
console: read commands from stdin in headless mode
game: proper kick
master: fix possible segfault
master: increase enet_host_service() timeout
master: disconnect clients immediately when appropriate
master: check client timeouts manually; fix channel processing
master: add preprocessing for enet packets and more timeouts
master: another iteration
master: validate versions, attempt to fix memory leaks on packets
master: add banlist reload on SIGUSR1
master: rewrite
Engine: Fix e_UpperDir() leaving a trailing backslash
This fixes a bug with broken folder navigation in file lists.
This fixes a bug with broken folder navigation in file lists.
Game: Enlarge the map description textbox in the map selection menu
Game: Fix text preprocessing for the multiline text boxes
Rename preserve DirType
Add missing DirType to mapdef
net: true elegant solution (by fgsfds)
master: anti-overflow patch
man: add information about g_force_model
Fix model override option not changing bots' models
game: fix playermodel forcing
picked from https://github.com/Challenge9/doom2d-forever/commit/9575d93ae18fb2e7295fe44376f3621959a6463b
because the fork contains many changes that prevent the patch from being applied.
picked from https://github.com/Challenge9/doom2d-forever/commit/9575d93ae18fb2e7295fe44376f3621959a6463b
because the fork contains many changes that prevent the patch from being applied.
net: a more elegant solution for d_*
net: set values of debug commands to false when connecting to server
fix whitespace
Add client-side model override option
mans: update info about friendly options
language: fix friendly messages
Game: Save 'scores' instead of 'p1_scores' to the options file
Cosmetic: Replace "goal" with "score" everywhere in game code
man: update information about g_spawn_invul
Game: Write CSV-files with round statistics in UTF-8 instead of the default ANSI codepage
Game: Fix missing sound from the bubble effect in liquids
Game: Clarify more interface strings
build: do not force notes (fpc 3.2.x emit too many useless notes)
system: fix stencil check
Game: Fixed missing check for the availability of stencil buffer
This fixes experimental dynamic light effects ('light_enabled 1' and 'light_player_halo') which were broken by 0e101bd452c40da601236aaa2dd4106be47ddce1.
It's worth noting that they even work on my laptop's integrated video if I just set 'gwin_has_stencil' to True, even though the driver says it doesn't support stencils.
The discrete GPU on the same laptop reports it correctly.
This fixes experimental dynamic light effects ('light_enabled 1' and 'light_player_halo') which were broken by 0e101bd452c40da601236aaa2dd4106be47ddce1.
It's worth noting that they even work on my laptop's integrated video if I just set 'gwin_has_stencil' to True, even though the driver says it doesn't support stencils.
The discrete GPU on the same laptop reports it correctly.
Game: Remove '--opengl-dump-exts' command-line switch
This had no effect whatsoever since 0e101bd452c40da601236aaa2dd4106be47ddce1.
This had no effect whatsoever since 0e101bd452c40da601236aaa2dd4106be47ddce1.
Game: Change some interface strings
Game: Swap the "Custom Game" and "Campaign Select" menu items in "New Game"
osx: fix build with fmodex
enet: fix build
Net: Don't process network in ProcessLoading() for client's code
This should fix freezing problems with downloading maps and their resources from the server:
https://doom2d.org/forum/viewtopic.php?f=36&t=2366
Also performed a bit of cosmetics and unmuted some warnings.
This should fix freezing problems with downloading maps and their resources from the server:
https://doom2d.org/forum/viewtopic.php?f=36&t=2366
Also performed a bit of cosmetics and unmuted some warnings.
net: anti full state spam (by fgsfds)
man: remove some categories from d2df.2 and small update of exec commands
g_player: Simplify weapon visibility flag in TPlayer.NetFire()
lib: Replace the modified ENet header with the original and up-to-date one as a Git submodule
man: remove old manual (wtf these notebook?)
man: more manuals for god of manuals!
game: fix bullet scattering
game: fix bfg ball offset
game: fix fireball alignment spawned by triggers
game: create baron fireball with size 16x16
rpm: fix wrong parameter for headless
macos: change year in plist
gui: do not allow rebind `togglemenu` via menu
gui: allow to bind ENTER/PADENTER via menu
sdl: fix modifier keys on osx
sdl: fix build on OSX 64 bit
sdl: fix
engine: remove key Meta
sdl: fix player controls on OSX 10.5
language: update year in credits (for justice!)
tools: fix build with sdl2
game: fix screenshot size