reset weapon switch timer in various places; just in case
network: it seems that something is wrong with `gTime`; tried to hack around it for weapon switching
network: oops; server player was unable to switch weapons
network: code uglification; fixed bug with weapon switching (i hope)
network: do not send weapon switch keys over the network, send actual selected weapon instead
network: packed some player state bools into bytes
Revert "Revert "fixed flawed "weapon switch key release" detection logic (flags should change after all checks are done, not mid-checking)""
This reverts commit 0f19f863e4ed346794b6ce5a56571027b4c8cd0b.
This reverts commit 0f19f863e4ed346794b6ce5a56571027b4c8cd0b.
Revert "Revert "no more delay between weapon switching: now player should release switching key and press it again -- look ma no pause!""
This reverts commit aea87456d131c418ed632d30b57280dfeefe16de.
This reverts commit aea87456d131c418ed632d30b57280dfeefe16de.
Revert "Revert "fixed weapon switching over the network; bumped protocol version""
This reverts commit 87ddd721327c2ed38e6f9d324c731b58566a60b7.
This reverts commit 87ddd721327c2ed38e6f9d324c731b58566a60b7.
Revert "fixed weapon switching over the network; bumped protocol version"
This reverts commit 7c0186b3f1e66e80377d14364f0cec949e44e615.
This reverts commit 7c0186b3f1e66e80377d14364f0cec949e44e615.
Revert "no more delay between weapon switching: now player should release switching key and press it again -- look ma no pause!"
This reverts commit a3827aae6da362e100e614fb008fe410e22d0f64.
This reverts commit a3827aae6da362e100e614fb008fe410e22d0f64.
Revert "fixed flawed "weapon switch key release" detection logic (flags should change after all checks are done, not mid-checking)"
This reverts commit 3377bafefa3681f8243fff9545ebca4df218e4fb.
This reverts commit 3377bafefa3681f8243fff9545ebca4df218e4fb.
Added new blood types for player's models
fixed weapon switching over the network; bumped protocol version
WARNING! all weapon selection logic is done by The Server (including priorities), so
we cannot simply do it on a client and send a new weapon number (at least
not yet).
it means that client and server code should be in sync, and you have to
bump protocol version if weapon priorities changes.
WARNING! all weapon selection logic is done by The Server (including priorities), so
we cannot simply do it on a client and send a new weapon number (at least
not yet).
it means that client and server code should be in sync, and you have to
bump protocol version if weapon priorities changes.
slightly better prioritized weapon selection (code cleanup, should not affect the actual selection)
fixed flawed "weapon switch key release" detection logic (flags should change after all checks are done, not mid-checking)
no more delay between weapon switching: now player should release switching key and press it again -- look ma no pause!
superminigun is using shells, not bullets; fixed `hasAmmoForWeapon()`
fix: we can have more priorities than "real" weapons (consider berserk knuckles and normal knuckles, for example)
weapon order fix (supermini comes first now)
oops! berserk knuckles should come first, not last
fixed weapon selector: forgot to add rocket launcher to priority list; also, weapon selector used logical weapon numbers to check real arrays
Added blood color to player's model description
Player: Fix follow corpses at client side
Game: Add corpse kill announcer effect
Player: Don't follow corpse after respawn
Options: Improve resolution detection
Player: Follow dead corpse
Default window size and position setted according with display resolution
Player: Fix weapon cycling bitmask
Improved portability (bug #45)
if we have several weapons on one key, do prioritized selection
priorities are:
bfg, plasma, flamethrower, ssg, minigun, sg, pistol, berserk, chainsaw, fist
priorities are:
bfg, plasma, flamethrower, ssg, minigun, sg, pistol, berserk, chainsaw, fist
Player: Always display punch animation
Plus add separate animation for berserk
Plus add separate animation for berserk
fixed two compiler warnings (one is definitely false positive, but meh...)
Android: hack-fix bug #31 and #32
Android: Fix menu reset when open keyboard
Game: Implement spectator autoview feature
- especially for Chaos Constructions 2018
- especially for Chaos Constructions 2018
Main: Fix directives to hide compiler notices
Netmaster: Optimize drawing loops
Netmaster: Improve server list
- Group similar servers by name
- Allow to switch between similar servers with Left & Right arrows
- Sort similar servers and all server list by ping
- Group similar servers by name
- Allow to switch between similar servers with Left & Right arrows
- Sort similar servers and all server list by ping
Fixed palyer freezing and monster disappearing at y<0 on AMD64/ARM
Android: added navigation bar hiding hack
Android: added timidity.cfg to game files, so midi music can playing now
Android: yet another virtual keyboard layout changes.
Android: fix bad screen size when config not found
Forced landscape mode on android
Added check for support NPOT textures with OpenGL ES. Legacy mode is still bugged.
Added new OpenGL ES wrapper
Holmes now optional at compile-time
Calculation gibs size no more depends on opengl
Android: added key for calling android keyboard
fixed small bug in hashtable
Fix some default values that not present in config
Android: Fixed first video configuration and unpredicted key resetting
Set DF version in AndroidManifest.xml
Fix warnings on amd64
Monsters: Check for blind area when shooting
http://doom2d.org/forum/viewtopic.php?f=36&t=1885
http://doom2d.org/forum/viewtopic.php?f=36&t=1885
Player: Always reset special vars on respawn
Window: Update keyboard state before execute
added some "key unpress" calls; maybe it will fix intermissions (i don't know, it always works for me)
Log: Don't double chat messages in console
Net: Whitespace fixes only
non-headless game server should not crash on map view anymore
lol, there is no player in map view mode, and the corresponding
map profiler is not created (but is used).
lol, there is no player in map view mode, and the corresponding
map profiler is not created (but is used).
Res Downloader: Better handle download cancel
Monsters: Show loading progress gracefully
Res Downloader: Display WAD and resource names
Netmaster: Use DecodeIPV4 function
Net: Allow to discover LAN servers
Fast fix nil Sound on damned.wad MAP11
Panel: Fix SetFrame out of index
http://doom2d.org/forum/viewtopic.php?f=36&t=2576
http://doom2d.org/forum/viewtopic.php?f=36&t=2576
default smallmap aligh: bottom
added "r_smallmap_align_h" and "r_smallmap_align_v" cvars
Added shadow to vkbd text
Now android version can contain game resources in APK
Added option for alt vkbd layout
Little changes in alt vkbd layout
Fix crash on android 4.1
Added README for android
Added vertical offset for virtual keyboard
r_sacle now saves more precisely
Added touchscreen settings
Virtual keyboard improvements: added strafe, up+fire, down+fire, prev/next weapon buttons
Disable accelerometer and add g_dbg_scale as option
Reserved key range for virtual keyboard + alternative virtkbd layout
Fix crashes with nanogl
TextEdit now shows keyboard on android
Added touchscreen controls
Fix music on android
Fix font rendering with nanoGL
Now nanoGL supports glIsEnabled, glPushAttrib and glPopAttrib
Reimplemented lines and particles rendering with nanoGL
Fix network on android
Fix textures with nanoGL, disable particles with nanoGL and comment regressions with nanoGL
Now ported to android!
Fix nanoGL bindings
Added support OpenGL ES 1.1 through nanoGL (have some bugs) and fix build for ARM
set default window position to (60, 60), so poor shitdows10 users suffer less
even more vsync! i like to move it, move it!
set vsync after window creation (it should work better this way)
fixed README (SDL_mixer build option)