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8488 587d 12h hendricks266 /source/duke3d/src/gameexec.cpp Rename colmatch functions  
8428 592d 10h hendricks266 /source/duke3d/src/gameexec.cpp Add a z coordinate parameter to Analyze/AnimateSprites

Backported from NBlood.
8408 602d 19h terminx /source/duke3d/src/gameexec.cpp These shouldn't be references  
8395 602d 19h terminx /source/duke3d/src/gameexec.cpp Clean up CON_FOR a little  
8366 602d 19h 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 651d 19h 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 651d 20h 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 684d 16h terminx /source/duke3d/src/gameexec.cpp Fix a couple remaining issues with crouch toggle  
8096 689d 16h hendricks266 /source/duke3d/src/gameexec.cpp cheev  
8075 698d 15h terminx /source/duke3d/src/gameexec.cpp At some point these two lines got removed from CON_IFCANSHOOTTARGET  
8050 705d 6h 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 717d 15h hendricks266 /source/duke3d/src/gameexec.cpp Don't clobber E1L8 for user maps  
7993 718d 14h hendricks266 /source/duke3d/src/gameexec.cpp CON: Add getgamefuncbind  
7991 718d 15h 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 719d 5h terminx /source/duke3d/src/gameexec.cpp Fix remaining casts to vec2_t/vec3_t  
7952 720d 16h terminx /source/duke3d/src/gameexec.cpp Better behaved falling actors  
7951 720d 16h terminx /source/duke3d/src/gameexec.cpp Change actor/player context of EVENT_SCREEN  
7950 720d 16h terminx /source/duke3d/src/gameexec.cpp Fix some undefined behavior  
7936 723d 10h terminx /source/duke3d/src/gameexec.cpp Remove lockclock from mapstates  
7923 724d 17h hendricks266 /source/duke3d/src/gameexec.cpp Add fallthrough__ in gameexec  

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