- 10 Dec, 2021 29 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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Richard Gobeille authored
For some reason, this error didn't propagate into screentextGetSize().
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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
Duke3d: any compiler worth half a shit will optimize this away but I want the static analyzer to shut up about calling strlen within a loop
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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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Richard Gobeille authored
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Richard Gobeille authored
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Richard Gobeille authored
Makefile: add SDL_STATIC so Fury can static link SDL on Linux, but not any of its dependencies or other required libraries
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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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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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- 09 Dec, 2021 1 commit
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Dino Bollinger authored
This fixes a bug in World Tour where trying to switch to the flamethrower while the current weapon is the freezer, and you have flamethrower ammo but not the actual weapon itself, then this instead locks the weapon key, preventing you from switching back to the freezer from other weapons. This bug also affected the Shrinker, but only if CON code changes the 'gotweapon 11' value to 0 after the player obtains the weapon.
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- 08 Dec, 2021 8 commits
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This was a bandaid that prevented repeatedly loading the same mapart when loading savegames. This meant having to constantly update the buffer whenever clearing mapart, which is undesirable. Fixes mapart not reloading after quitting to title, or ending an episode and then loading a savegame.
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Richard Gobeille authored
Duke3d: use FX_GetPosition() in S_GetSlot() to take the age of a voice into account when selecting a voice to cancel when attempting to play more than MAXSOUNDINSTANCES of a single sound simultaneously
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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
engine: tiny polymost optimization; swap 4 floating point divisions for multiplications in polymost_bindPth()
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Dino Bollinger authored
Previously, only sprites with statnum 0 would have their per-actor variables reset to the default on map load. This meant that sprites with statnums that were pre-defined in the map would inherit the actor var values of the sprites with corresponding spriteNums from the previous map. Additionally, the per-actor var reset is now performed before EVENT_PRELEVEL, meaning that any changes to actorvar that occur in this event will now persist. Previously, altering actor vars for sprites with statnum 0 in this event would not have any effect, as they would be reset to their defaults afterwards.
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- 07 Dec, 2021 1 commit
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Dino Bollinger authored
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- 01 Dec, 2021 1 commit
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Richard Gobeille authored
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