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8488 507d 10h hendricks266 /source/duke3d/src/gameexec.cpp Rename colmatch functions  
8428 512d 8h hendricks266 /source/duke3d/src/gameexec.cpp Add a z coordinate parameter to Analyze/AnimateSprites

Backported from NBlood.
8408 522d 18h terminx /source/duke3d/src/gameexec.cpp These shouldn't be references  
8395 522d 18h terminx /source/duke3d/src/gameexec.cpp Clean up CON_FOR a little  
8366 522d 18h terminx /source/duke3d/src/gameexec.cpp Shitcan the few uses of the bool type in the VM after reading some things and dicking around on  
8192 571d 18h terminx /source/duke3d/src/gameexec.cpp Add #pragma once to debugbreak.h and remove it from separate inclusion in a couple of translation units as we're including it directly in compat.h now  
8139 571d 18h terminx /source/duke3d/src/gameexec.cpp Partial timer cleanup

After this revision, the only place timerUpdate() is called is from within handleevents(). S_Cleanup(), MUSIC_Update(), and G_HandleSpecialKeys() are now called from a timer callback set with timerSetCallback(). This more or less deprecates the usage of faketimerhandler() in EDuke32 and Mapster32, but other games still rely on the functionality.
8102 604d 14h terminx /source/duke3d/src/gameexec.cpp Fix a couple remaining issues with crouch toggle  
8096 609d 14h hendricks266 /source/duke3d/src/gameexec.cpp cheev  
8075 618d 13h terminx /source/duke3d/src/gameexec.cpp At some point these two lines got removed from CON_IFCANSHOOTTARGET  
8050 625d 4h pogokeen /source/duke3d/src/gameexec.cpp Change some clocks to support sub-tick precision using a new class, ClockTicks.
Using that higher precision, interpolate at a higher granularity.
Further, truncate the target interpolation time to vertical blank boundaries to avoid producing temporal artifacts.
Fix issues caused by interpolation calculations being handled differently in multiple places (and fix cases where smoothratios were being thrown away only to be redone without checking all proper conditions).
Ensure ClockTicks changes do not break other targets (EKenBuild, VoidSW), but note any interpolation there is not similarly updated.
8016 637d 13h hendricks266 /source/duke3d/src/gameexec.cpp Don't clobber E1L8 for user maps  
7993 638d 12h hendricks266 /source/duke3d/src/gameexec.cpp CON: Add getgamefuncbind  
7991 638d 14h hendricks266 /source/duke3d/src/gameexec.cpp Replace implementation of crouch toggle in a way that won't interfere with other uses of the crouch key, such as swimming and jetpacking.

TODO: Make this work over the network.
7973 639d 3h terminx /source/duke3d/src/gameexec.cpp Fix remaining casts to vec2_t/vec3_t  
7952 640d 14h terminx /source/duke3d/src/gameexec.cpp Better behaved falling actors  
7951 640d 14h terminx /source/duke3d/src/gameexec.cpp Change actor/player context of EVENT_SCREEN  
7950 640d 14h terminx /source/duke3d/src/gameexec.cpp Fix some undefined behavior  
7936 643d 8h terminx /source/duke3d/src/gameexec.cpp Remove lockclock from mapstates  
7923 644d 16h hendricks266 /source/duke3d/src/gameexec.cpp Add fallthrough__ in gameexec  

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