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5541 2109d 4h terminx /polymer/eduke32/eduke32.vcxproj Update vcxproj. DONT_BUILD.  
5529 2112d 8h hendricks266 /polymer/eduke32/eduke32.vcxproj Remove actors_inline, game_inline, and sector_inline objects, and move their code into other headers, set up to be compiled into well-fitting objects if inlining them is disabled.  
5390 2192d 2h terminx /polymer/eduke32/eduke32.vcxproj Add colmatch.c to VS project. DONT_BUILD.  
5328 2257d 12h hendricks266 /polymer/eduke32/eduke32.vcxproj Improvements to the MSVC project.  
5288 2294d 1h terminx /polymer/eduke32/eduke32.vcxproj Update VS project. DONT_BUILD.  
5272 2296d 6h terminx /polymer/eduke32/eduke32.vcxproj More audiolib cleanup, remove 8-bit output support.  
5269 2296d 6h terminx /polymer/eduke32/eduke32.vcxproj Add jaudiolib flac.c, formats.c, and xa.c to Visual Studio solution (they were missing). DONT_BUILD.  
5197 2345d 11h hendricks266 /polymer/eduke32/eduke32.vcxproj Add SW to our build system and make relevant changes to avoid fatal build errors.  
5189 2349d 0h hendricks266 /polymer/eduke32/eduke32.vcxproj Merge glbuild_android into glbuild. DONT_BUILD.  
4997 2443d 4h terminx /polymer/eduke32/eduke32.vcxproj A whole bunch of mostly insignificant changes that didn't deserve separate commits. DONT_BUILD.  
4987 2443d 4h terminx /polymer/eduke32/eduke32.vcxproj Animation system overhaul part 1. This allows for an unlimited number of .anm/.ivf files to be defined via duke3d.def and played back at any time with the new CON commands. Syntax is currently as follows, but may change:

cutscene "somefile.anm" { delay 10 } // defines somefile.anm with a delay of 10 120Hz tics between frames. a more typical framerate method may come later, but this is how the originals worked.

Once defined, they can be played through CON with the new playback command, also called "cutscene". It works like this:

definequote 12345 somefile.anm
define ANIM_SOMEFILE 12345


cutscene ANIM_SOMEFILE // halts game execution and immediately plays cutscene, resuming execution when finished


Sounds can be played during animations (and tiles can be overlaid, etc) like this:

ifcutscene ANIM_SOMEFILE
ifvare RETURN 12 // frame 12
sound FLY_BY
rotatesprite ...

The value of the RETURN var at the end of EVENT_CUTSCENE determines the next frame to play. This can be used for looping, etc. Attempting to play animations backwards outright is not advised as animations only seek in one direction (so rewinding requires running it through from frame 0 again). This is will WIP and hasn't been heavily tested at all, so please try it out.
4909 2473d 0h terminx /polymer/eduke32/eduke32.vcxproj Fix Mapster32 sector copying  
4749 2523d 21h terminx /polymer/eduke32/eduke32.vcxproj WIP refactor of SDL interface. DONT_BUILD.  
4720 2544d 4h terminx /polymer/eduke32/eduke32.vcxproj Remove references to nonexistent enet_mmulti.h from Visual Studio project. DONT_BUILD.  
4658 2552d 6h terminx /polymer/eduke32/eduke32.vcxproj Various additional optimizations: add CLASSIC_SLICE_BY_4 mode to unroll some of the loops in a-c, replace integer divisions by a divisor unknown at compile time with usage of libdivide, clean up pragmas further by removing more old stuff that wasn't used anywhere. This is another one of those nasty commits that make people cry. DONT_BUILD.  
4615 2577d 5h terminx /polymer/eduke32/eduke32.vcxproj Add new headers to VS project  
4543 2647d 2h hendricks266 /polymer/eduke32/eduke32.vcxproj Ball-busting Makefile restructure.

4534 2663d 9h terminx /polymer/eduke32/eduke32.vcxproj Add sdl_inc.h to VS project  
4463 2726d 8h Plagman /polymer/eduke32/eduke32.vcxproj Add some useful preprocessor definition to the checked-in MSVC project  
4387 2769d 0h terminx /polymer/eduke32/eduke32.vcxproj Add xxHash (, a faster alternative to CRC32, and implement it in a few places. This is around 20-30% faster than CRC32 for me (it's also implemented into the "fileinfo" console command, so you can test for yourselves). I didn't have time to gather up all of the files supported by the startup window so this isn't used there yet. Additionally, this is by the same author as the LZ4 compression library we already use.  

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