You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
new language support: Spanish, French, Danish and Norwegian.
Duke: fixed weapon spread with non-pistol hitscan weapons.
Duke: Add a myriad of pitch recentering CVARs.
Duke: fixed potential logic deadlocks with the green slimer.
fixed lookup table generation for foggy fades.
Duke: Add CVAR to allow disabling pitch reset with pitch input.
Duke: Consolidate vehicle code between boat/moto.
use GAMENAMELOWERCASE for defining GAME_DIR.
Duke: Remove everyothertime global, we can just use PlayClock.
fixed STAT_ACTORS must handle actors where scale.X is 0 as 'deleted' and destroy them.
Duke: Make vehicle input functions work on floats and not doubles and FAngles.
removed the ValidateTarget call from HackSeqCallback to silence warning messages
Duke: Ensure spawned player actor has view height baked in up until the first getzrange() call.
Null the roll angle used for weapon drawing when looking left/right and with Blood's delirium for now.
Blood: Fix state checks when using TNT while diving underwater.
Exhumed: Ensure Player::items[] is signed.
Blood: Fix palette of actor sprite on 2D automap.
Blood: Fix shotgun ammo display when player fires a shell, switches weapons, then switches back.
Repair voxel 2D vector adjustment.
Blood: Repair velocity scaling in ConcussSprite().
Exhumed: major internal cleanup
added a font option to have lower case for Latin only.
Re-calculate the sector for each eye if it has a shift factor applied.
completed all fonts for all European languages.
Fix crash in Shadow Warrior when player dies
Blood: fixed application of push velocity.
Exhumed: avoid shade hacks with palette emulation on.
Blood: make sure that tracking condition data is always properly initialized.
partially Revert "- pass shade values to sky renderer" Duke never did this.
Blood: reverted GetSpriteExtents to integer math.
SW: make player sounds always follow the source.
allow setting Duke's relevant sound properties through SNDINFO.
Duke: fixed incorrect sector in a few sprites of World Tour E5L1.
added adaptive layout for RR's summary screen as well. To better handle the spacing for accented characters the text scale was slightly reduced.
make layout of Duke's summary screen adapt to text and screen size.
RR: stop the bowling pins' tumbling animation when they come to a rest.
Duke: added a fully scriptable switch system
Change string Ninja Slice Animation to Alternative Ninja Slice to better reflect what it does.
Fixed a Mac debug build crash where CallAnimate attempted to pass one too many parameters to the VM.
Blood: add all statically stored EventObjects to the GC processor.
moved GetReservedScreenSpace function into the scripted status bar where it belongs.
split several texture flags off into a surface type value. Using the same field in the TexExtInfo struct as Blood's surfType. This frees up a lot of flags for later use.
adapted the breakable stuff interface in Duke to Texture IDs.
preparations and annotations for places in SW where textures are stored in tags.
tile system refactor. BuildTiles has been replaced with something that better integrates with the underlying texture manager
added mapSpawned member to DDukeActor
Exhumed: The ObjectList was not properly garbage collected.
fixed kill counting in Blood.
SW: For single player games, call PlayerDeathReset() from TerminateLevel() and not DoPlayerDeathCheckKeys().
SW: Don't call DoSpawnTeleporterEffect() upon death. This causes an air bubble to spawn above the player for a single tic, even while on land until the level truly restarts. Since we're restarting, its better to just not do this.
SW: Don't reset player pitch upon death.
Duke: Always use tsprite pos/angle when used in conjunction with viewvec or viewang.
rewrote drawtile CVAR handling to render the image larger and allow using aliases.
SW: do a proper implementation for sprites which do not want texture animations.
gave all textures that were accessed with their "#0xxxx" name a descriptive names.
disabled the automatic localization feature in the texture manager.
rewrote the tile pixel cache to work on texture IDs instead of tile IDs. This allows using the related checking features with other textures as well.
SW: fixed camera validation
got rid of gotpic. Now everything uses the 'seen' flag in the texture which indicates that the texture was actually used for hardware rendering since the last check.
removed canvas hack stuff from Buildtiles after cleaning up the mess in SW.
initialize all special tiles to their intended type before starting the game.
do the handling of 90° rotated wall textures in the renderer instead of duplicating the texture.
Duke: implemented customizable breakable walls and ported all hard coded variants to use this.
Duke: implemented breakable walls with external definitions.
Duke: removed the limit of 64 on-state switches from the init code.
Duke: split the sprite animation code for CON-based actors into a separate function.
Duke: moved the shadow creation code out of animatesprites into a common subfunction.
Duke: cleaned up the main thinker loops, using a flag to denote actors that are not on STAT_ACTOR but need to run CON code.
Duke: gave proper names to ST_160 and ST_161.
define Duke's skies by name.
Duke: added generic destructibles
backported sound volume fix from NBlood.
Duke: use a flag for outer space textures.
Duke: exported the tile flag setters to RMAPINFO.
Change DCoreActor::oang to a DRotator named PrevAngles.
Change spritetypebase::angle to a DRotator named Angles.
Duke: gave all switch animation phases proper texture names.
did a bit of optimization on FGameTexture. Since all material layers except the brightmaps are relatively rare encounters these were taken out of the main texture object and offloaded to a substructure that is only allocated on demand.
use a sepate file system filter for 'duke-like' games, i.e. Duke, NAM and WW2GI combined.
replace the homegrown hash chain in the sound engine with a TMap.
sound system refactor to be based on names instead of indices.
Duke/RR: Properly fix movement() so the player's Z always makes it back to floorz.
Make stat coord show full floating point values.
Blood: Fix gi->WarpToCoords() that messed up the Z.
SW: Take full advantage of our floating point work for the wall blood drips.
more Duke/RR scriptifications
always set the sound listener position to something valid. Otherwise OpenAL throws lots of warning messages.
Use the interpolated sine table for tangent instead of Cephis math in TAngle<T>.