- 21 Apr, 2022 4 commits
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Dino Bollinger authored
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- 20 Apr, 2022 1 commit
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Dino Bollinger authored
Also decreases MAXUSERTILES to (MAXTILES - 256) to ensure the tilespace used by the viewscreens isn't encroached on by user tiles.
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- 19 Apr, 2022 4 commits
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Richard Gobeille authored
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Richard Gobeille authored
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Dino Bollinger authored
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- 18 Apr, 2022 1 commit
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Dino Bollinger authored
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- 17 Apr, 2022 1 commit
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NY00123 authored
There are maps which depend on projectiles getting reflected by walls with the picnum of MIRROR.
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- 16 Apr, 2022 1 commit
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When loading new art files, blanks no longer erase existing tiles, allowing "inserting" new tiles, or essentially stacking them.
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- 15 Apr, 2022 9 commits
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Richard Gobeille authored
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Richard Gobeille authored
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Richard Gobeille authored
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Richard Gobeille authored
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Richard Gobeille authored
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https://github.com/ocornut/imgui/tree/dockingRichard Gobeille authored
Everything is hooked up to the engine and functional, but nothing in this branch is utilizing this yet.
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Richard Gobeille authored
This is intended to address complaints of GPU coil whine. While these are obviously actually just complaints about the user's own hardware, we don't really need hundreds of frames per second in the menus, do we?
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Richard Gobeille authored
engine: add optional throttle parameter to engineFPSLimit() to limit the framerate to the refresh rate in menus, etc
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Richard Gobeille authored
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- 12 Apr, 2022 5 commits
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Richard Gobeille authored
engine: fix bug where the desktop refresh rate was being ignored in windowed mode, always print refresh rate to console on video mode change
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Richard Gobeille authored
For anyone that really thinks they need more than 1000 fps, "r_maxfps -2" will revert to the previous completely unthrottled behavior.
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Richard Gobeille authored
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Richard Gobeille authored
And yes, I check the compiler output using godbolt.org :p
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Dino Bollinger authored
Only occurred if some of the gamefuncs were disabled.
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- 11 Apr, 2022 6 commits
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Instead it now switches the key from column 0 to 1 and vice-versa
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This is currently restricted to the keyboard binds menu. The dialog provides three options: * Y -> Assign key and erase existing keybinds * N -> Assign key, do not erase existing keybinds * Escape -> Don't assign key
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This provides menu access to the locale setting that was previously only controllable through the "locale" console command. Languages can be defined through the "localization" DEF token, and custom Unicode character tiles through the "tilefont" DEF token. Additionally: - Selected locale is saved inside the eduke32 config file. - Default language is set to "en" on launch, i.e. English.
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Dino Bollinger authored
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- 04 Apr, 2022 1 commit
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nukeykt authored
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- 29 Mar, 2022 1 commit
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NY00123 authored
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- 25 Mar, 2022 6 commits
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Richard Gobeille authored
Default for Duke3d is 40, and Shadow Warrior is 58.
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Richard Gobeille authored
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Richard Gobeille authored
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Richard Gobeille authored
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Richard Gobeille authored
Duke3d: change VM_IFELSE_MAGIC to just steal one bit from the translated bytecode instead of the whole range used for the encoded line numbers used for debugging This has the side effect of making branches show up w/ correct line numbers in VM instruction debug dumps. Needs testing!
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Richard Gobeille authored
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