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8488 673d 10h hendricks266 /source/duke3d/src/gameexec.cpp Rename colmatch functions  
8428 678d 7h hendricks266 /source/duke3d/src/gameexec.cpp Add a z coordinate parameter to Analyze/AnimateSprites

Backported from NBlood.
8408 688d 17h terminx /source/duke3d/src/gameexec.cpp These shouldn't be references  
8395 688d 17h terminx /source/duke3d/src/gameexec.cpp Clean up CON_FOR a little  
8366 688d 17h 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 737d 17h 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 737d 17h 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 770d 14h terminx /source/duke3d/src/gameexec.cpp Fix a couple remaining issues with crouch toggle  
8096 775d 13h hendricks266 /source/duke3d/src/gameexec.cpp cheev  
8075 784d 13h terminx /source/duke3d/src/gameexec.cpp At some point these two lines got removed from CON_IFCANSHOOTTARGET  
8050 791d 3h 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 803d 12h hendricks266 /source/duke3d/src/gameexec.cpp Don't clobber E1L8 for user maps  
7993 804d 12h hendricks266 /source/duke3d/src/gameexec.cpp CON: Add getgamefuncbind  
7991 804d 13h 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 805d 2h terminx /source/duke3d/src/gameexec.cpp Fix remaining casts to vec2_t/vec3_t  
7952 806d 14h terminx /source/duke3d/src/gameexec.cpp Better behaved falling actors  
7951 806d 14h terminx /source/duke3d/src/gameexec.cpp Change actor/player context of EVENT_SCREEN  
7950 806d 14h terminx /source/duke3d/src/gameexec.cpp Fix some undefined behavior  
7936 809d 7h terminx /source/duke3d/src/gameexec.cpp Remove lockclock from mapstates  
7923 810d 15h hendricks266 /source/duke3d/src/gameexec.cpp Add fallthrough__ in gameexec  

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