more tree code; still not working
g_triggers.pas: fixed "Warning: Function result variable does not seem to initialized"
hidden "Game/DefaultMegawadStart" option to change default playing wads
some cosmetix in common compiler flags
some statistics
tree can render things (buggy)
dynamic aabb tree implementation (ported from D, completely untested)
more SAP code; still not working right
Sweep-And-Prune broad phase implementation; not working yet
added README
don't flush enet every message
better memory locality and access patterns for grid (it is IMPORTANT for old atoms, for example)
adaptive profiler history length (not really)
"r_draw_grid" -> "r_gridrender"
cosmetix
more profiler fixes
more profiling code
new console commands: "r_draw_grid" and "dbg_coldet_grid"
more profiler code; smoothing values, history
more profiler code
profiler
moved compiler options to shared/a_modes.inc; turned on advanced records
flamer projectiles don't push
downloading resources...
compatibility with older FPC
added common file with compiler flags; cosmetic fix in g_monsters.pas
light experiments integrated into main tree; use "--twinkletwinkle" to turn it on
more map grid code
grid now works for any map bounding box; collisions with lifts and blockmons are in grid too
replaced "pvs" for lights with grid
removed "potentially visible panels" code in favor of grid
simplified grid code (removed alot of pasta); rendering on Another Station now seems to work
grid: proxy pool (no more segfaults on reloading map); use binary heap instead of sorting in renderer
grid
optimized light drawing: process only "possible lit panels" instead of all walls
light: use proper scissoring instead of clearing the whole stencil buffer for each light
shitlight experiment
real-time lighting based on shadow volumes and stencil buffer
basically, the same thing that is used in 3d, but simplified
(we only need to draw shadow volumes, and unmarked area is lit)
real-time lighting based on shadow volumes and stencil buffer
basically, the same thing that is used in 3d, but simplified
(we only need to draw shadow volumes, and unmarked area is lit)
cosmetix
build "visible panels set" before rendering the frame
statistics for Another Station starting position:
before: 7538*8
after : 7538+127*8
statistics for Another Station starting position:
before: 7538*8
after : 7538+127*8
"--opengl-dump-exts" cli arg fix
autodetect NPOT texture support
some refactoring (sorry, i need it for not-yet-commited-lighting-patch)
Menu: Add flamethrower key binds
Player: Code formatting only
fixed segfault in bot ai
added network packet dumping
we should set OpenGL flags before creating game window
more flame tweaks
more flamer shit again
more fucking flamer graphics fixes
more fucking flamer fixes
more fucking flamer fixes
medkits and suit extinguish fire
more flamer tweaks
slightly altered flame behavior
added flamer functionality
Add flamethrower weapon, item and ammo
Refactor: Add global ammo limits
Refactor: High value const for ammo
Refactor: Constants for first and last weapon
IDIOTIC hackfix for weapon cycling (not even sure if it works)
cosmetic fix in weapon queue updating (for bots, mostly)
fixed bug with weapon updating in network mode (moved it to common player update code)
fixed bug with weapon cycling direction
even more shit in "give"
more "give" items; bugfix in weapon switching
no more hacks for sg/ssg and knuckles/chainsaw switches (bind the same button to switch)
if more than one weapon requested, don't select weapon without ammo
slow down weapon switching a little if more than one weapon requested
network code for weapon queue (and protocol version bump)
more "give" cheatcodes
implemented weapon queue (no network code for it yet)
it is now possible to assign one key to several weapons
it is now possible to switch between sg/ssg with one key
switching to a new weapon while current one is reloading
is correctly processed when reload complete
it is now possible to assign one key to several weapons
it is now possible to switch between sg/ssg with one key
switching to a new weapon while current one is reloading
is correctly processed when reload complete
ImagingFormats: Fix undefined result warning
GUI: Key0/Key1 fuckup for P1 strafe
GUI: weapon keybinds now "two-set" too
GUI: "right align" hack; less empty space in "keybind2"
GUI: keybindings menu now contains two keysets on one screen
better BS handling in keybinding menu (menu items now can "request" activation keys)
GUI: backspace clears keybinding (sorry, it is Teh Hack)
updated enet headers
fixed player menu titles
raised protocol
add direct weapon switching
fixed pointer arithmetics; headless uses dummy audio with sdl_mixer
remove scripts from build scripts
remove scripts
oops, forgot to insert NativUInt
NativeInt -> NativeUInt for pointers
FreeBSD build fixes
Fix access violation on x86_64
fixed luajit so name for gnu/linux
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)