- 18 Apr, 2022 1 commit
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Dino Bollinger authored
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- 12 Apr, 2022 1 commit
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Dino Bollinger authored
Only occurred if some of the gamefuncs were disabled.
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- 11 Apr, 2022 4 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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- 29 Mar, 2022 1 commit
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NY00123 authored
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- 25 Mar, 2022 1 commit
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Richard Gobeille authored
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- 15 Jan, 2022 1 commit
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Richard Gobeille authored
engine: integrate loguru to replace the existing logging implementation from osd.cpp and rework many log messages across the codebase.
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- 14 Jan, 2022 1 commit
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Richard Gobeille authored
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- 06 Jan, 2022 1 commit
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- 24 Dec, 2021 4 commits
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Can be changed with the cvar cl_keybindorder. Settings the value to 0 restores the original classic keybind order, 1 uses the modern ordering. Either mode is overridden by custom keybind orders.
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List the gamefunc names (or corresponding indices) separated by whitespace. This will define the order of gamefuncs on the keyboard configuration menu. Any omitted gamefuncs will not be listed in the menu. Usage: ``` keyconfig { gamefunc_Move_Forward gamefunc_Move_Backward gamefunc_Strafe_Left gamefunc_Strafe_Right ... } ```
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- 14 Dec, 2021 2 commits
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Richard Gobeille authored
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Richard Gobeille authored
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- 07 Dec, 2021 1 commit
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Dino Bollinger authored
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- 28 Nov, 2021 2 commits
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Richard Gobeille authored
Currently hard-coded with no real customization; algorithm and range of values will certainly change but the current implementation attempts to automatically discern appropriate force feedback values based on the potential damage inflicted by projectiles the player fires, events occurring in the map such as explosions and earthquakes, and on the damage the player receives. A future commit will likely contain a way to send the force feedback impulses from CON.
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Richard Gobeille authored
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- 27 Nov, 2021 1 commit
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Dino Bollinger authored
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- 25 Nov, 2021 1 commit
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Based on MR !175.
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- 12 Nov, 2021 2 commits
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Richard Gobeille authored
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Richard Gobeille authored
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- 11 Nov, 2021 1 commit
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Richard Gobeille authored
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- 10 Nov, 2021 3 commits
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Richard Gobeille authored
Duke3d: add scroll wheel support back into file selection menus, add PgUp/PgDn and scroll wheel support to the little submenus used for selecting screen resolution and configuring the framerate limit etc
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Richard Gobeille authored
Duke3d: reformat information displayed within the save and load menus, add episode name and player health
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Richard Gobeille authored
I'm not very happy with the list of values for the framerate limiter. All methods of presenting these values to the end user seem to be terrible: linear slider bars are cumbersome and contain many unnecessary values, and simply presenting a field for a value to be entered into requires the end user know what they're doing. Ugh.
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- 01 Nov, 2021 1 commit
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Also permit usercontent flag on subentries.
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- 31 Oct, 2021 2 commits
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Duke3d: warn if attempting to load a savegame where all version fields match but userbytever, but let the player do it anyway.
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- 06 Oct, 2021 2 commits
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Richard Gobeille authored
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Richard Gobeille authored
Duke3d: fix a couple of latent menu issues caused by changes in my CONTROL_GetUserInput commit that implemented input repeating
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- 27 Sep, 2021 7 commits
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Richard Gobeille authored
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Richard Gobeille authored
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Richard Gobeille authored
This implements input repeating for controllers in menus.
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