- 07 Aug, 2019 1 commit
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Richard Gobeille authored
From-SVN: r7905
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- 03 Aug, 2019 1 commit
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Richard Gobeille authored
From-SVN: r7879
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- 26 Jul, 2019 1 commit
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Richard Gobeille authored
From-SVN: r7848
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- 18 Jul, 2019 1 commit
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Richard Gobeille authored
From-SVN: r7808
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- 16 Jul, 2019 2 commits
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Evan Ramos authored
From-SVN: r7795
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Evan Ramos authored
Fix an OG Duke bug where projectiles would bounce off the tops of sprites instead of registering a hit From-SVN: r7794
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- 07 Jul, 2019 2 commits
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Richard Gobeille authored
No functional changes. From-SVN: r7776
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Richard Gobeille authored
From-SVN: r7775
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- 25 Jun, 2019 7 commits
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Alexander Dawson authored
actors.cpp: Change demo camera path following behaviour to search for locators based on a hitag channel to avoid locator lotag contention. Now, destination and subject locators should be assigned one hitag channel. Destination locators will be visited starting from lotag 0 and counting upward. Subject locators can have any lotag within the same hitag channel, and may also be a destination if the lotag is not separated from the destination locator ids. Destination locators must now specify their subject locator in their owner field by lotag. From-SVN: r7739
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Alexander Dawson authored
Add benchmarkmode cvar which allows putting demo cameras in the map which can be used for automatic benchmarking of performance & correctness testing From-SVN: r7729
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Alexander Dawson authored
game.cpp: change camera sprite yvel limits to clamp to min/max angle when beyond the min/max rather than when beyond 0 and 199 From-SVN: r7728
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Alexander Dawson authored
Allow the demo camera to be used while not playing back a recorded demo. Add the ability for the camera to follow paths specified by locators. From-SVN: r7727
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Richard Gobeille authored
From-SVN: r7721
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Richard Gobeille authored
From-SVN: r7697
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Richard Gobeille authored
From-SVN: r7689
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- 18 May, 2019 4 commits
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Richard Gobeille authored
https://kristerw.blogspot.com/2016/02/how-undefined-signed-overflow-enables.html Doing this as cleanly as possible involved demoting several function parameters concerning object sizes and counts from size_t to int--I'm fine with this change as the functions in question are not actually capable of handling input with sizes larger than what can be stored in a signed 32-bit integer, making the use of size_t here misleading at best. From-SVN: r7673
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Richard Gobeille authored
From-SVN: r7667
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Richard Gobeille authored
From-SVN: r7666
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Richard Gobeille authored
From-SVN: r7636
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- 18 Apr, 2019 2 commits
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Richard Gobeille authored
Add SFLAG_QUEUEDFORDELETE, to handle detection and manipulation of things like decal sprites marked for deletion From-SVN: r7604
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Richard Gobeille authored
This patch is a bit large. From-SVN: r7603
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- 05 Apr, 2019 2 commits
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Richard Gobeille authored
From-SVN: r7489
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Alexander Dawson authored
Fix issue where swingdoors would refuse to open or close if an enemy was in front of the door in an overlapping but unrelated/disjoint sector From-SVN: r7473
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- 30 Mar, 2019 1 commit
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Richard Gobeille authored
From-SVN: r7461
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- 23 Mar, 2019 1 commit
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Richard Gobeille authored
From-SVN: r7448
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- 19 Mar, 2019 4 commits
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Richard Gobeille authored
This should fix most of the remaining issues with projectiles colliding with ledges they shouldn't be hitting From-SVN: r7436
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Richard Gobeille authored
From-SVN: r7426
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Richard Gobeille authored
This does a few things: -projectiles now use clipmovex() instead of clipmove() (this is like CON_CLIPMOVENOSLIDE) -the z distances passed to clipmove() are now calculated from the sprite's size instead of being hard-coded -projectiles now move as if they had SFLAG_NOCLIP applied for the first tic after spawning From-SVN: r7409
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Richard Gobeille authored
Remove a couple of blocks in A_MoveSpriteClipdist() from standalone builds and call setsprite() unconditionally before doing any movement From-SVN: r7406
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- 14 Dec, 2018 3 commits
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Richard Gobeille authored
This fixes S_CheckSoundPlaying() and makes CON_IFSOUND work correctly in scripts that run during menus. These changes together fix the exchange between Duke and Lani at the end of episode 3 of Duke3D. From-SVN: r7279
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Richard Gobeille authored
Change A_AddToDeleteQueue() to call A_DeleteSprite() on sprites it removes from the queue directly, as sprites with statnums other than STAT_ACTOR and STAT_MISC are not deleted automatically when their xrepeat is 0. This fixes using CON_INSERTSPRITEQ with sprites of statnums other than STAT_ACTOR and STAT_MISC. From-SVN: r7275
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Richard Gobeille authored
From-SVN: r7243
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- 07 Dec, 2018 1 commit
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jwaffe authored
- Packet code implementation (merge from private c/s repo), world updates are now synced through snapshots. See tag SVN_SyncPoint_Dec2018 on master of the other repo. - "Scratch pad" sprites implementation, to avoid desyncs in sprite indexes, clients will insert temporary sprites which are cleared out when they receive the next snapshot from the server. - Patches from Striker which fix player stomping frag counts, the accept button when hosting a game through the menu, and a "noffire" command line parameter. - Patches from NY00123: t_data sync optimizations to improve some jittery behavior on the client side. From-SVN: r7242
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- 18 Nov, 2018 5 commits
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Richard Gobeille authored
From-SVN: r7223
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Richard Gobeille authored
From-SVN: r7222
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Richard Gobeille authored
From-SVN: r7205
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Richard Gobeille authored
From-SVN: r7171
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Richard Gobeille authored
From-SVN: r7169
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- 25 Oct, 2018 1 commit
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Richard Gobeille authored
From-SVN: r7130
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- 15 Oct, 2018 1 commit
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Richard Gobeille authored
From-SVN: r7070
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