drfrag
74d8fa8a28
- added printlocalized CCMD to check strings in-game.
...
(patch by Graf)
2019-07-18 00:10:25 +02:00
Rachael Alexanderson
c992604b7f
- set language cvar to global config, it should not be game-specific
...
# Conflicts:
# src/g_cvars.cpp
2019-07-18 00:10:23 +02:00
alexey.lysiuk
fa7dae2676
- fixed compilation error with GCC and Clang
...
src/intermission/intermission_parse.cpp:941:2: error: no matching function for call to 'F_StartFinale'
2019-07-18 00:10:18 +02:00
Christoph Oelckers
b6799e7843
- added a 'testfinale' CCMD, so that the layout of finale texts can be tested more easily
...
# Conflicts:
# src/gamedata/stringtable.cpp
# src/gamedata/stringtable.h
# Conflicts:
# src/intermission/intermission_parse.cpp
2019-07-18 00:10:14 +02:00
drfrag
ef1047db20
- Changes to the language table.
...
(patch by Graf)
2019-07-18 00:04:31 +02:00
drfrag
8c941ba1cf
- A few more missing things for compatibility.
...
# Conflicts:
# wadsrc/static/language.enu
2019-07-17 23:58:09 +02:00
alexey.lysiuk
cedc5a9702
- fixed UMAPINFO episode parsing
...
* bounds checking for accessing episode tokens
* support empty tokens in episode definition
* handle upper cased episode shortcut
https://forum.zdoom.org/viewtopic.php?t=65364
# Conflicts:
# src/gamedata/umapinfo.cpp
2019-07-17 18:15:09 +02:00
alexey.lysiuk
95f0f7eadd
- cleaned up language detection leftovers
...
# Conflicts:
# src/posix/sdl/i_system.cpp
2019-07-17 18:14:53 +02:00
Christoph Oelckers
9c25d75f65
- removed a few obsolete definitions from basictypes.h
...
# Conflicts:
# src/win32/i_specialpaths.cpp
2019-07-17 17:54:30 +02:00
Christoph Oelckers
1697e6ff3a
- eliminated dependency of CVar code on AActor.
...
As a low level feature, the CVAR management should not access game structures like actors, just to retrieve a player index. The index should be calculated by the calling code instead and passed into the function.
# Conflicts:
# src/win32/i_specialpaths.cpp
# Conflicts:
# src/p_acs.cpp
2019-07-17 17:54:28 +02:00
alexey.lysiuk
bb946348da
- fixed compilation with GCC 5 and newer
...
src/r_data/a_dynlightdata.cpp:72:44: error: no matching function for call to ‘FSerializer::Array(const char [5], int [5], int, std::nullptr_t)’
2019-07-17 17:54:08 +02:00
Christoph Oelckers
26863bfd94
- tested and fixed the attachable lights.
...
# Conflicts:
# src/g_shared/a_dynlight.cpp
2019-07-17 17:53:43 +02:00
Christoph Oelckers
0c4fc385cc
- User definable dynamic lights
...
This hasn't been tested yet!
# Conflicts:
# src/g_shared/a_dynlight.h
# Conflicts:
# src/g_shared/a_dynlightdata.cpp
2019-07-17 17:51:28 +02:00
drfrag
7b3d02dfec
Revert "- fixed layout issues with Strife's dialogues."
...
This reverts commit 963d1b682c
.
Partial revert.
2019-07-16 00:00:58 +02:00
drfrag
25ffe28abe
Revert "- fixed lifetime of ScaleOverrider for Strife dialogues."
...
This reverts commit 6c14fe7202
.
2019-07-15 23:23:55 +02:00
drfrag
87e8200277
Revert "- changed calculation of the scaling value for the option menu."
...
This reverts commit 6c869f123d
.
2019-07-15 23:23:53 +02:00
drfrag
40875d1697
Revert "- make the clean scaling system more consistent."
...
This reverts commit cdcc8996a7
.
2019-07-15 23:23:52 +02:00
Christoph Oelckers
bba2854796
- reimplemented new player setup menu as an OptionsMenu.
...
This is both for consistency and better localizability. The old code is retained to ensure that mods inheriting from the old menu continue to work.
# Conflicts:
# src/menu/menudef.cpp
# src/namedef.h
# wadsrc/static/zscript/ui/menu/optionmenu.zs
2019-07-15 20:37:36 +02:00
Christoph Oelckers
3700b0c7b8
- replaced the procedural backdrop texture with some warped noise texture.
...
This was done because the backdrop as implemented was the only texture in the entire game that had to be deleted and recreated each frame.
However, with Vulkan this would have necessitated quite a bit of synchronization with the render pipeline which wasn't really feasible just for this one single texture.
Now the texture manager can assume that once a texture was created it will be immutable and never has to change.
# Conflicts:
# src/CMakeLists.txt
# src/textures/backdroptexture.cpp
# src/v_2ddrawer.cpp
2019-07-15 19:55:51 +02:00
alexey.lysiuk
15dbacca01
- added validation for presence of drop item classes
...
https://forum.zdoom.org/viewtopic.php?t=65307
2019-07-12 22:11:54 +02:00
drfrag
19df6559a8
- Print a warning instead of error out on unsupported ZScript version.
2019-07-11 18:20:57 +02:00
drfrag
1d77f880a4
- Fixed hack: CanPrint must return 0 or it'd signal to the mods that NO FONT can print the text (what Graf said).
2019-07-11 14:07:47 +02:00
drfrag
e5f7bf068c
- Some ugly hackery to try to make it more compatible.
2019-07-11 14:07:20 +02:00
Christoph Oelckers
da5c1c90dc
- let IWAD and PWAD BigFonts override BigUpper for consistency.
...
# Conflicts:
# src/gamedata/fonts/font.cpp
# src/gamedata/fonts/singlelumpfont.cpp
# src/gamedata/fonts/v_font.cpp
2019-07-11 13:41:45 +02:00
Christoph Oelckers
8ff421104d
- fixed: The lump renaming was not performed for Doom, even for those pieces where needed.
2019-07-11 13:26:37 +02:00
Christoph Oelckers
d14a48f8f4
- use BigUpper font for option menu captions.
...
# Conflicts:
# src/gamedata/fonts/v_font.cpp
There's actually no BigUpper font here. (drfrag)
2019-07-11 13:24:40 +02:00
alexey.lysiuk
660d930cf6
- do not set crouch player sprites on voodoo dolls
...
https://forum.zdoom.org/viewtopic.php?t=65257
2019-07-10 22:04:20 +02:00
alexey.lysiuk
c4780495e1
- fixed linking without DYN_FLUIDSYNTH defined
...
Undefined symbols for architecture x86_64:
"CreateFluidSynthMIDIDevice(char const*, int)", referenced from:
MIDIStreamer::CreateMIDIDevice(EMidiDevice, int) in music_midistream.o
2019-07-09 22:58:11 +02:00
Christoph Oelckers
d018b430f7
- made the class definitions of the MIDI devices private to the implementations.
2019-07-09 22:58:08 +02:00
alexey.lysiuk
a646b9cfa2
- fixed crash on starting ACS script without level
...
https://forum.zdoom.org/viewtopic.php?t=65287
2019-07-08 13:56:45 +02:00
alexey.lysiuk
0dbf2e3df7
- fixed LevelLocals.isFrozen() return value with JIT disabled
...
No more 'Number of parameters returned differs from what was expected by the caller' assertion failures
2019-07-08 13:56:35 +02:00
drfrag
ca9967d13b
- Made automatic level compatibility optional.
...
As Enjay requested and Rachael suggested.
I don't think i'm opening Pandora's box, what could go wrong?
2019-07-05 14:45:01 +02:00
alexey.lysiuk
9d8b4f6c05
- fixed missing dive and surface player sounds
...
https://forum.zdoom.org/viewtopic.php?t=65233
2019-07-05 13:33:55 +02:00
Major Cooke
e332d405f6
Re-ordered drawing a little.
...
# Conflicts:
# src/g_statusbar/shared_sbar.cpp
2019-07-03 21:48:04 +02:00
Major Cooke
dfe8f19dd5
Added RenderUnderlay.
...
- Works exactly like RenderOverlay, but is drawn behind the status bar/huds instead.
# Conflicts:
# src/events.cpp
# src/events.h
2019-07-03 21:48:01 +02:00
drfrag
c3482b75fc
- Make joystick input in the background CVAR controlled.
2019-07-03 20:52:03 +02:00
alexey.lysiuk
f340d411c3
- added validation of LevelCompatibility.Apply() signature
...
# Conflicts:
# src/compatibility.cpp
2019-07-03 13:49:36 +02:00
drfrag
29264b764b
- Allow background gamepad input on linux as well.
2019-07-02 13:54:05 +02:00
drfrag
3f9643e1ca
- Clarify ZScript version error message.
2019-07-01 11:35:54 +02:00
Magnus Norddahl
fc38b6bbf9
- fix querying for the wrong interface when the UNICODE define is set
2019-06-30 21:41:28 +02:00
Magnus Norddahl
36b7a7d189
- remove dead code
2019-06-30 21:41:25 +02:00
alexey.lysiuk
d90d590484
- added detection of macOS Catalina
2019-06-29 13:09:27 +02:00
drfrag
ed0890c7b6
- Allow acquiring DirectInput joysticks in the background for fake splitscreen.
2019-06-28 02:47:42 +02:00
Christoph Oelckers
f1126bf70e
- removed unnecessary variable clear.
...
It actually broke multiplayer since "replaced the assignment operator in player_t with a named function." (drfrag)
2019-06-28 00:03:37 +02:00
Christoph Oelckers
7d168c0146
- removed UTF-8 marker.
2019-06-26 14:28:03 +02:00
Rachael Alexanderson
1215653941
- add missing newline to PrintMiscActorInfo
2019-06-26 14:27:51 +02:00
drfrag
82d7419d34
- Hopefully fixed dithering in the present shader so it works on older hardware.
2019-06-26 11:46:11 +02:00
alexey.lysiuk
102cd3855c
- fixed: endgame menu no longer resets player's userinfo
...
User CVARs can be stored in member variables for quicker access
Unconditional call to G_CheckDemoStatus() destructs and recreates such CVARs
Dangling pointers could be accessed during the last game tick, e.g. from event handlers
https://forum.zdoom.org/viewtopic.php?t=65150
2019-06-23 18:52:45 +02:00
Kevin Caccamo
3923a92f11
Expand UDMF and ZScript API for side's own additive colors
...
Add 'useowncoloradd_{top,mid,bottom}' sidedef properties to the UDMF
spec
Only use side's additive colors if 'useowncoloradd_(top|mid|bottom)' is
set.
Rename UseOwnColors flag to UseOwnSpecialColors
Add UseOwnAdditiveColor flag to side_t::part
Add EnableAdditiveColor to side_t
Add Side.EnableAdditiveColor to ZScript API
2019-06-23 14:11:08 +02:00
Kevin Caccamo
2c08a77f2c
Minor fixes for additive colour ZScript API
...
Sector.SetAdditiveColor actually called Sector.SetSpecialColor
Add use boolean property, used to determine whether or not to override the sector's additive wall colour with the side's additive colour.
2019-06-23 14:11:06 +02:00
Kevin Caccamo
6ae47bad88
Rework implementation as per the new specification
...
The new specification is more flexible, and allows assigning additive
colors to individual parts of a sector (walls, sprites, flats) and even
individual parts of a side (top, middle, bottom)
Add AdditiveColors arrays to sector_t and side_t::part
Initialize AdditiveColors arrays to 0
Export AdditiveColors to ZScript
Save AdditiveColors in saved game files
Use colors from AdditiveColors arrays when setting the additive color
for the render state
Add code to parse the new UDMF additive color properties
Remove additive color slot from sector color/part enum
Add SetAdditiveColor to sector_t and side_t
Add GetAdditiveColor to side_t
Export new methods and additive color arrays to ZScript
# Conflicts:
# src/hwrenderer/scene/hw_sprites.cpp
# src/hwrenderer/scene/hw_walls.cpp
# src/hwrenderer/scene/hw_weapon.cpp
# Conflicts:
# src/gl/scene/gl_walls_draw.cpp
# src/gl/scene/gl_weapon.cpp
# src/hwrenderer/scene/hw_flats.cpp
# src/r_defs.h
2019-06-23 14:10:41 +02:00
Kevin Caccamo
1a29fb9616
Change some of the names of the additive color properties
2019-06-23 13:40:19 +02:00
drfrag
e7ecdc9f9e
- Fixed compilation but i don't think this will work.
2019-06-23 13:39:24 +02:00
Kevin Caccamo
866c6e13a6
Implement additive colours on HUD sprites
...
Also, make sure the alpha for the additive colour is 255.
# Conflicts:
# src/hwrenderer/scene/hw_sprites.cpp
# src/hwrenderer/scene/hw_walls.cpp
# src/hwrenderer/scene/hw_weapon.cpp
# Conflicts:
# src/gl/scene/gl_weapon.cpp
2019-06-23 12:50:19 +02:00
Kevin Caccamo
16a52cd8c8
Implement additive colour on walls and sprites
...
Also, don't modify the alpha channel when adding the additive colour.
# Conflicts:
# src/hwrenderer/scene/hw_sprites.cpp
# src/hwrenderer/scene/hw_walls.cpp
# src/hwrenderer/scene/hw_weapon.cpp
# Conflicts:
# src/gl/scene/gl_weapon.cpp
2019-06-23 12:46:54 +02:00
Kevin Caccamo
edb3f8a448
Forcibly assign 0 to the additive special color
2019-06-23 11:46:59 +02:00
Kevin Caccamo
575b660b20
Rename ColorAdd to AddColor, and use it ingame
...
Rename ColorAdd to AddColor
Add AddColor to FRenderState
Tweak SpecialColors array in ZScript to include the additive color
Add uAddColor to the shader compiler
Add uAddColor to the texel
# Conflicts:
# src/gl/shaders/gl_shader.cpp
# src/hwrenderer/scene/hw_flats.cpp
# src/hwrenderer/scene/hw_renderstate.h
# src/hwrenderer/utility/hw_draw2d.cpp
# Conflicts:
# src/gl/scene/gl_flats.cpp
# src/hwrenderer/scene/hw_flats.cpp
2019-06-23 11:45:03 +02:00
Kevin Caccamo
8dd306a081
Initial work on Doom64-style fade/glow
...
# Conflicts:
# src/hwrenderer/scene/hw_renderstate.h
# Conflicts:
# src/r_defs.h
2019-06-23 11:30:29 +02:00
Christoph Oelckers
5f231473fd
- defaulted a few empty constructors.
...
# Conflicts:
# src/gamedata/g_mapinfo.h
2019-06-21 17:51:39 +02:00
drfrag
9585ae9c6e
- Code cleanup.
2019-06-21 14:26:18 +02:00
Magnus Norddahl
98607f594e
- use the exact sRGB->linear transfer function in HDR mode as the 2.2 gamma approximation is visibly inaccurate in this case
...
# Conflicts:
# src/rendering/gl/renderer/gl_postprocess.cpp
# src/rendering/gl/renderer/gl_stereo3d.cpp
# src/rendering/hwrenderer/postprocessing/hw_postprocess.h
# src/rendering/vulkan/renderer/vk_postprocess.cpp
# wadsrc/static/shaders/glsl/present.fp
# Conflicts:
# src/gl/renderer/gl_postprocess.cpp
# src/gl/stereo3d/gl_interleaved3d.cpp
# src/hwrenderer/postprocessing/hw_presentshader.h
2019-06-21 14:21:03 +02:00
Magnus Norddahl
011176668a
- Add missing screenshot sRGB gamma when vid_hdr is active
...
# Conflicts:
# src/gl/system/gl_framebuffer.cpp
# Conflicts:
# src/gl/system/gl_framebuffer.cpp
2019-06-21 13:02:18 +02:00
alexey.lysiuk
a6038dc773
- creation of dither texture no longer affects active unit
...
Red checkerboard was rendered upon startup instead of
* the first saved game's thumbnail
* the first game frame
2019-06-20 22:13:16 +02:00
Rachael Alexanderson
1a26946e5b
- Allow specifying monitor bits-per-channel for dithering output. Not all displays are created equal, so this option is actually important for specifying the exact amount for your display.
...
# Conflicts:
# src/gl/renderer/gl_stereo3d.cpp
# wadsrc/static/menudef.txt
# Conflicts:
# src/gl/renderer/gl_postprocess.cpp
# src/gl/stereo3d/gl_interleaved3d.cpp
2019-06-20 22:12:48 +02:00
Magnus Norddahl
7021e612b0
- add gl_dither for toggling dithered output on and off
...
# Conflicts:
# src/gl/renderer/gl_stereo3d.cpp
# wadsrc/static/menudef.txt
# Conflicts:
# src/gl/renderer/gl_postprocess.cpp
# src/gl/stereo3d/gl_interleaved3d.cpp
# src/hwrenderer/postprocessing/hw_presentshader.h
2019-06-20 21:27:17 +02:00
Magnus Norddahl
4cd535b3b6
- add vid_hdr cvar that enables higher than 8bpc output for monitors that support it
...
# Conflicts:
# src/v_video.cpp
# src/win32/win32glvideo.cpp
# Conflicts:
# src/gl/renderer/gl_postprocess.cpp
2019-06-20 20:48:42 +02:00
Christoph Oelckers
73ed375b6f
Make dither texture data constant
2019-06-20 19:29:14 +02:00
Rachael Alexanderson
fd83903841
- replace dither texture with a hand pre-calculated table)
2019-06-20 19:29:12 +02:00
drfrag
0b76305e8e
- Fixed compilation.
2019-06-20 19:28:24 +02:00
Magnus Norddahl
888fba12ea
- use a texture for the dither matrix
...
# Conflicts:
# src/gl/renderer/gl_postprocess.cpp
# src/gl/renderer/gl_renderbuffers.h
# Conflicts:
# wadsrc/static/shaders/glsl/present.fp
2019-06-20 18:20:33 +02:00
drfrag
7fdf558ad6
Revert "- add gl_dither for toggling dithered output on and off"
...
This reverts commit 770c676ac9
.
# Conflicts:
# wadsrc/static/menudef.txt
2019-06-20 18:04:30 +02:00
drfrag
8b7c5242cb
Revert "Revert "- add dithering to present shader""
...
This reverts commit c2a3895bfe
.
# Conflicts:
# wadsrc/static/menudef.txt
2019-06-20 18:03:24 +02:00
Christoph Oelckers
300f4adea8
- fixed incorrect implementation of "episode = clear" in UMAPINFO.
2019-06-19 21:59:56 +02:00
alexey.lysiuk
a334d08a7b
- fixed incomplete parsing of UMAPINFO when map already exists
...
https://forum.zdoom.org/viewtopic.php?t=65100
2019-06-19 21:59:53 +02:00
alexey.lysiuk
8ec249077d
- fixed missing skill menu for episodes defined by UMAPINFO
...
https://forum.zdoom.org/viewtopic.php?t=65096
2019-06-19 21:59:51 +02:00
alexey.lysiuk
633900ef15
- fixed: all UMAPINFO definitions were applied to default map slot
...
https://forum.zdoom.org/viewtopic.php?t=65102
2019-06-19 21:59:48 +02:00
Christoph Oelckers
bf767dd560
- give UMAPINFO the ability to disable cluster-based exit texts.
...
# Conflicts:
# src/g_level.cpp
# src/gamedata/g_mapinfo.h
2019-06-19 21:59:46 +02:00
alexey.lysiuk
8735dd18ad
- exported unconditional level exit to ZScript
...
Exit_Normal and Exit_Secret specials imply addition conditions to make a decision about proceeding to the next map
A few scriptified actors require a bypass of these conditions in order to work properly
2019-06-17 22:03:28 +02:00
drfrag
336a9f9015
- More helpful unsupported version error message.
2019-06-16 14:44:28 +02:00
Chronos Ouroboros
65a3322166
Fixed "if (!(lhs ~== rhs))" breaking with vectors.
2019-06-14 13:34:06 +02:00
drfrag
a7bcd8ff52
- Take vanilla light mode into account for MAPINFO but they never worked.
2019-06-14 13:33:28 +02:00
Rachael Alexanderson
fb326b2780
- add nullptr checks for double-frame model interpolation
2019-06-13 15:54:17 +02:00
Christoph Oelckers
06c0dbe71e
- on second thought, better call M_ClearMenus instead of calling Destroy directly.
2019-06-10 20:58:38 +02:00
Christoph Oelckers
96d857cd78
- fixed: DeinitMenus must explicitly destroy the active menu before taking down the descriptors.
...
Otherwise the menu will only be collected by the garbage collector and no longer find all relevant data.
2019-06-10 20:58:34 +02:00
drfrag
36020225eb
- Added DEG2RAD function.
2019-06-10 20:54:47 +02:00
alexey.lysiuk
1e496d2d6f
- fixed compilation of Cocoa backend
...
src/posix/cocoa/i_main.mm:225:12: error: Objective-C declarations may only appear in global scope
src/posix/cocoa/i_main.mm:247:17: error: Objective-C declarations may only appear in global scope
src/posix/cocoa/i_main.mm:545:2: error: expected '}'
2019-06-10 20:52:50 +02:00
Christoph Oelckers
b473fc936c
- consolidated the 3 atterm implementations.
...
Each platform had its own copy. Why?
# Conflicts:
# src/CMakeLists.txt
# src/dobjtype.cpp
# src/g_mapinfo.cpp
# src/g_statusbar/sbarinfo.cpp
# src/i_net.cpp
# src/menu/menudef.cpp
# src/p_setup.cpp
# src/posix/cocoa/i_video.mm
# src/posix/i_system.h
# src/posix/sdl/i_main.cpp
# src/r_utility.cpp
# src/s_advsound.cpp
# src/s_sound.cpp
# src/v_video.cpp
# src/win32/i_input.cpp
# src/win32/i_system.h
# Conflicts:
# src/CMakeLists.txt
# src/doomtype.h
# src/i_net.cpp
# src/posix/sdl/i_system.cpp
# src/win32/i_system.cpp
# src/win32/win32video.cpp
2019-06-10 20:52:02 +02:00
alexey.lysiuk
d76c7306ca
- removed explicit self null tests from dynarray native wrappers
...
They are useless since d3e6ed3c9b
in which generation of implicit self null pointer check was added to JIT
2019-06-10 20:12:03 +02:00
drfrag
4e3f294453
- Extended fake Shape2D.
2019-06-10 20:07:47 +02:00
Gutawer
9df4683056
- cleaned up SDL mouse event handling
...
* Right/middle clicking no longer cancels out the mouse motion events
* The events for the side mouse buttons (EV_GUI_BackButtonDown/Up, EV_GUI_FwdButtonDown/Up) were never fired
* The EV_GUI_WheelRight/Left events were never fired
* The key bindings for mouse buttons above 3 (from 4-8) were broken - pressing MOUSE4 would bind to MOUSE6, for example
2019-06-08 13:11:00 +02:00
alexey.lysiuk
b3f18e5e47
- report implicitly initialized variable in code generator once
...
Vectors are no longer reported several times
Previously, warnings were issued per every register
2019-06-08 13:10:58 +02:00
alexey.lysiuk
279bac7fe9
- fixed access to wrong event data in SDL backend
...
Wrong button state event data were read on mouse motion
https://forum.zdoom.org/viewtopic.php?t=64950
2019-06-08 13:10:55 +02:00
alexey.lysiuk
f0b156c5e1
- added implicit initialization of reused register variables in ZScript
2019-06-07 20:23:31 +02:00
alexey.lysiuk
0103f9976e
- added null check for self pointer before calling a native function
...
With JIT enabled, an implicit test for null self pointer is added to generated code
This has no effect without JIT as VM verifies a pointer before calling a native method
https://forum.zdoom.org/viewtopic.php?t=64961
2019-06-07 20:23:28 +02:00
alexey.lysiuk
977eac8672
- fixed hires texture lookup in Doomsday style .pk3
...
IWAD wasn't detected properly, and wrong texture can be picked as a hires replacement (e.g., SLADRIP1 from Ultimate Doom instead of TNT)
https://forum.zdoom.org/viewtopic.php?t=64915
2019-06-06 18:43:27 +02:00
Christoph Oelckers
4b598d4976
- fixed the write barriers for the HUD message linked list.
...
To ensure that no broken relations occur, any change in the list must be handled by a write barrier, not just the single message that gets added.
# Conflicts:
# src/g_statusbar/shared_sbar.cpp
2019-06-06 18:43:26 +02:00
drfrag
b0d98425a6
- Fixed Strife dialogues.
2019-06-06 18:43:24 +02:00
Chronos Ouroboros
e4f0c366c4
Really fixed arrays of dynarrays this time.
2019-06-05 12:47:01 +02:00
William Breathitt Gray
666bf57d5f
Cephes code is released under BSD license
...
The Cephes Mathematical Library author Steve Moshier has released the
Cephes Mathematical Library under the BSD license. This patch patch
replaces the cephes license with the BSD license for all Cephes
Mathematical Library code.
See also: https://bugs.gentoo.org/687276
See also: https://lists.debian.org/debian-legal/2004/12/msg00295.html
See also: https://github.com/deepmind/torch-cephes/blob/master/LICENSE.txt
See also: https://github.com/nearform/node-cephes/blob/master/LICENSE
# Conflicts:
# src/math/readme.txt
2019-06-05 12:46:59 +02:00
Rachael Alexanderson
c6c8f514fb
- added a third state for cl_blockcheats. ==2 now blocks them silently.
2019-06-05 12:46:57 +02:00