terminx
e4add4956b
Factor conditions for locking player movement out into new P_CheckLockedMovement() function
...
git-svn-id: https://svn.eduke32.com/eduke32@8539 1a8010ca-5511-0410-912e-c29ae57300e0
2020-01-29 19:09:33 +01:00
terminx
9e86e83da8
Use ClockTicks class for the timer values saved and restored when creating a savegame
...
git-svn-id: https://svn.eduke32.com/eduke32@8537 1a8010ca-5511-0410-912e-c29ae57300e0
# Conflicts:
# source/duke3d/src/savegame.cpp
2020-01-29 19:09:17 +01:00
Christoph Oelckers
a32da009bd
- moved V_Init2 in SW a little further up so that the cache calls are being made with an initialized renderer.
2020-01-29 19:06:26 +01:00
alexey.lysiuk
9dd3213393
- fixed path traversal on POSIX platforms
2020-01-29 11:41:23 +02:00
alexey.lysiuk
93fb98413e
- fixed compilation with GCC and Clang
...
There were lots of errors ‘...’ was declared ‘extern’ and later ‘static’ [-fpermissive]
2020-01-29 10:20:17 +02:00
Magnus Norddahl
305e6fa617
Move a few more vars to engine.cpp
2020-01-28 22:54:57 +01:00
Magnus Norddahl
113c0d8b34
Move engine variables not managed by polymost.cpp to engine.cpp
2020-01-28 22:41:07 +01:00
Magnus Norddahl
ba23ebdc0f
Set functions and variables that can be static to be static
2020-01-28 22:21:53 +01:00
Christoph Oelckers
9b88d41169
- fixed compile errors.
2020-01-28 21:44:39 +01:00
Christoph Oelckers
e119dc841b
- fixed setup of hires textures.
...
File check was accidentally inverted.
2020-01-28 21:36:30 +01:00
Christoph Oelckers
08ec38ce75
- fixed some missing menu texts.
2020-01-28 21:36:30 +01:00
Christoph Oelckers
1f5f7c63fe
- rewrite of tileCopySection
2020-01-28 12:42:17 +01:00
Christoph Oelckers
8657ecb35d
- implemented 'map' CCMD for all games.
2020-01-28 11:20:30 +01:00
Christoph Oelckers
809b687969
- removed the Build color matching code
...
For the handful of lookups it got used for the needed data is too large and the lookup not precise enough. ZDoom's BestColor yields better results, does not need any tables and for the small amount of lookups being performed is more than adequate.
2020-01-28 10:31:59 +01:00
alexey.lysiuk
c0bd8f80e7
- configured use of libvpx for all platforms
...
MSVC uses libvpx stored in the repository if lookup for external headers and libraries failed
2020-01-28 11:04:48 +02:00
alexey.lysiuk
d56fb25975
- fixed compilation of POSIX targets
...
source/common/music/music.cpp:118:52: error: call of overloaded ‘FString(FName&)’ is ambiguous
source/common/utility/zstring.h:133:2: note: candidate: FString::FString(char)
source/common/utility/zstring.h:131:2: note: candidate: FString::FString(const char*)
2020-01-28 11:00:25 +02:00
Rachael Alexanderson
212cfde186
- add levelwarp cheat to Redneck and Duke
2020-01-27 22:29:47 -05:00
Rachael Alexanderson
999986e6cd
- replace Linux xpm icon, even though it doesn't seem like it's ever being used
2020-01-27 21:31:08 -05:00
Christoph Oelckers
6f396ae368
0.3.2
2020-01-28 00:05:10 +01:00
Christoph Oelckers
9ca1e56713
- added extended sound lookup as well plus menu options.
2020-01-27 22:29:45 +01:00
Christoph Oelckers
67a0954c32
- fixed option menu positioning.
2020-01-27 22:29:00 +01:00
Christoph Oelckers
ab5bc0e435
- more reworking of music lookup.
...
extended lookup now also supports looking for substitutions inside the file system.
2020-01-27 21:39:15 +01:00
Christoph Oelckers
5de7fbca37
- consolidation of music lookup code for user maps.
2020-01-27 20:53:41 +01:00
alexey.lysiuk
5510df77be
- streamlined CMake configuration of game libraries
...
https://forum.zdoom.org/viewtopic.php?t=67121
2020-01-27 18:11:35 +01:00
Rachael Alexanderson
1c8c2543cb
- fixed: Shadow Warrior: End sequence was still 'hung'
2020-01-27 11:11:21 -05:00
Rachael Alexanderson
a2b7aa18d1
- fixed - menudef was not detecting properly the presence of OpenAL
2020-01-26 18:42:52 -05:00
Christoph Oelckers
6f3bbcba46
- fixed the demo setup for Blood.
...
This failed to read the demos in the game directory.
For those who find demos annoying there's now a demo_playloop CVAR.
Currently this is only active in Blood because the other games have demos disabled because they are non-functional.
2020-01-26 22:22:41 +01:00
Christoph Oelckers
d73f0c7b8f
- fixed the merge
2020-01-26 21:01:22 +01:00
Christoph Oelckers
1ba5eaa281
- reactivate the #ifdef'd stuff in the project
2020-01-26 20:28:34 +01:00
NoOneBlood
0693b0efc8
- Added ifdefs for NOONE_EXTENSIONS that provides modern features for mappers
...
and changes that was required to minimize their amount in code.
# Conflicts:
# source/blood/src/actor.cpp
# source/blood/src/ai.h
# source/blood/src/aiunicult.cpp
# source/blood/src/aiunicult.h
# source/blood/src/db.cpp
# source/blood/src/db.h
# source/blood/src/dude.h
# source/blood/src/gameutil.cpp
# source/blood/src/loadsave.cpp
# source/blood/src/player.h
# source/blood/src/sfx.cpp
# source/blood/src/triggers.h
# source/blood/src/view.cpp
# source/blood/src/weapon.cpp
2020-01-26 20:27:21 +01:00
nukeykt
5db1f95b29
Prevent OOB issues in old pushmove
2020-01-26 18:17:25 +01:00
nukeykt
dc9b37c847
More faithful old pushmove implementation
...
this fixes Daedalus's e3m1 demo
2020-01-26 18:10:03 +01:00
alexey.lysiuk
2f4078d99e
- fixed rendering on macOS
...
This restores support for OpenGL implementations without persistent mapped buffers, and helps with strict core profile GLSL compilers
2020-01-26 17:03:02 +01:00
alexey.lysiuk
687573d4c5
- fixed crash during initialization in Cocoa backend
2020-01-26 16:41:52 +02:00
alexey.lysiuk
3b71e8090f
- added POSIX source files to generated projects
2020-01-26 16:40:43 +02:00
alexey.lysiuk
e7b013e201
- setup icon for macOS application bundle
2020-01-26 16:39:10 +02:00
alexey.lysiuk
52916e5f55
- disabled mandatory code signing by Xcode
2020-01-26 16:38:13 +02:00
Christoph Oelckers
43f48a10dd
- partial fix for the broken sky in E3M2 of Blood.
2020-01-26 13:45:33 +01:00
Christoph Oelckers
4c6265e246
- fixed movie palette in Blood.
2020-01-26 12:10:23 +01:00
Christoph Oelckers
00da92377a
- clear the screen before drawing a scene. Thanks to ability to layer scenes with scripting it is not possible to render solid geometry fully opaque.
2020-01-26 11:54:50 +01:00
Christoph Oelckers
cb652ad147
- use Pal_2D for Duke's title screen.
...
This has transparent overlays so it must not disable translucency.
2020-01-26 11:47:40 +01:00
Christoph Oelckers
3be4364d6e
- fixed file checks for Blood cutscenes.
...
The stripped drive-less name wasn't passed to the calling code.
2020-01-26 11:42:02 +01:00
Christoph Oelckers
245aa5d3bc
- reworked global palette state for robustness.
2020-01-26 10:58:00 +01:00
Christoph Oelckers
51d5236216
- made Blood's 'map' CCMD more useful by properly handling internal maps the same as 'levelwarp'.
2020-01-25 20:21:49 +01:00
Christoph Oelckers
be0242e919
- use correct indices for the palette tester CVARs.
2020-01-25 19:10:05 +01:00
Christoph Oelckers
99c4b6b6d7
- don't let environmental palettes (like underwater) affect the HUD and menu.
2020-01-25 18:48:48 +01:00
Rachael Alexanderson
3d84384678
- Blood: add levelwarp 'e' 'm' cheat
2020-01-25 11:10:16 -05:00
Christoph Oelckers
8f41964f56
- fixed handling of statistics data.
...
Blood had the logic wrong and it wasn't saved in savegames.
2020-01-25 16:47:48 +01:00
Rachael Alexanderson
7765fa45cd
- Blood: add 'activatecheat' ccmd to pass a raw string to the cheat checker
2020-01-25 10:36:18 -05:00
Christoph Oelckers
c0b18d0356
- fixed weapon projection being broken after saving in Blood.
...
A classic case of having a function which performs too many different tasks.
2020-01-25 15:27:46 +01:00
Christoph Oelckers
e8231f904f
- I have no idea why a fov of exactly 90° does not work.
...
Changing this by one in either direction makes the problem go away.
2020-01-25 11:56:13 +01:00
Christoph Oelckers
f8a807e3bb
- cleaned out a tiny bit of the garbage that has accumulated in compat.h.
...
This file really needs to go away, we do not need this kind of "compatibility".
2020-01-25 10:56:30 +01:00
Christoph Oelckers
fd1e63b996
- allow skipping in the end of game sequence.
2020-01-24 21:41:47 +01:00
sirlemonhead
ccfefaa9be
PCExhumed: Fixed player view not centring when the Ramses Head appears.
2020-01-24 19:51:42 +01:00
sirlemonhead
d044b2a605
PCExhumed: Fix inconsistent HUD health and magic animation speed.
2020-01-24 19:51:42 +01:00
Christoph Oelckers
08e69b1d2e
- fixed missing messages in Shadow Warrior.
2020-01-24 19:51:06 +01:00
Rachael Alexanderson
a431d6e190
- fix compile on Clang 9
2020-01-23 13:36:30 -05:00
Christoph Oelckers
0cb5658d41
Merge branch 'master' of https://github.com/coelckers/Raze
2020-01-23 19:14:21 +01:00
Christoph Oelckers
bcc254e0ba
- enabled '+' command line args to execute CCMDs on startup.
2020-01-23 19:14:10 +01:00
Rachael Alexanderson
69ebd9a95d
- update shadow warrior's PutStringInfo to put newlines in the console automatically (it was this, or update every use of PutStringInfo to have them)
2020-01-23 13:05:09 -05:00
Christoph Oelckers
aebea2eb92
- added special SW handling for music lookup plus optional debug output where music is picked from.
2020-01-23 19:01:51 +01:00
Rachael Alexanderson
52897c0cbb
- complete the "give" commands for Shadow Warrior
...
- add a "levelwarp" cheat for Shadow Warrior
2020-01-23 12:56:19 -05:00
Christoph Oelckers
7a5efde1c9
- I think a version bump may be in order.
2020-01-23 18:20:53 +01:00
nukeykt
7c1f9d971a
Blood: fix spin 180 functionality
2020-01-23 18:18:45 +01:00
Rachael Alexanderson
ae001b6cda
- oops, missing files
2020-01-23 07:13:20 -05:00
Rachael Alexanderson
929fc880ee
- make "activatecheat" pass a raw string to shadow warrior's cheat processor
...
- added a nullptr check
2020-01-23 07:12:12 -05:00
Rachael Alexanderson
0f3b3300fb
- not yet finished: this enables some console cheats in Blood and Shadow Warrior
2020-01-23 05:50:12 -05:00
Christoph Oelckers
b98019a4ba
- added some debug asserts to the savegame symbol code so that it always breaks into the debugger in case of a symbol error.
2020-01-22 22:57:28 +01:00
Christoph Oelckers
6958e0326d
- Shadow Warrior fixes
...
* added missing entries to saveables.
* added several null pointer checks to places where the game crashed.
2020-01-22 22:49:51 +01:00
Christoph Oelckers
90ce4a893d
- fixed: the current shade was applied twice for voxels - once as a shade and once as a light level.
2020-01-22 21:34:18 +01:00
Christoph Oelckers
bbc145cbee
- enabled the Blood RFS parser.
...
Seems to work but there's not that much material to use it on so the mileage may vary.
2020-01-22 21:09:45 +01:00
Christoph Oelckers
3ed7856f53
- fixed sound volume issues in Blood.
2020-01-22 16:34:58 +01:00
Christoph Oelckers
a7b020d1a8
- implemented proper screen size scaling for Exhumed.
2020-01-22 16:14:01 +01:00
Christoph Oelckers
dcbb936a9b
- fixed hud_scale for Shadow Warrior.
2020-01-22 15:21:07 +01:00
Christoph Oelckers
09106b3159
- fixed the HUD size slider for Blood.
2020-01-22 13:53:26 +01:00
Christoph Oelckers
6a06f6aef4
- fixed typo in string label.
2020-01-22 13:41:55 +01:00
Madame Rachelle
47ba169150
- oops, I misplaced an endif in the Linux code
2020-01-22 05:54:59 -05:00
pogokeen
dbc8e63b8b
game.h: fix calc_smoothratio_demo() to take into account differences between timerGetClockRate() and TICRATE when calculating the refresh frequency to interpolate between
...
git-svn-id: https://svn.eduke32.com/eduke32@8534 1a8010ca-5511-0410-912e-c29ae57300e0
2020-01-21 23:57:44 +01:00
Christoph Oelckers
9c423ae6a3
- take down the level outside the LoadGame function in ShadowWarrior.
...
With the new savegame system it was done too late which could cause crashes.
2020-01-21 23:36:54 +01:00
Christoph Oelckers
12d4f12da5
- removed the 'experimental' switch for Exhumed.
...
The game works better than Shadow Warrior so this seems pointless.
2020-01-21 22:08:05 +01:00
Christoph Oelckers
27cc865af7
- null checks in SW.
2020-01-21 22:03:04 +01:00
Christoph Oelckers
493525a58e
- consolidation of engine save code.
...
This had discrepancies between the game modules so now all use the same code to save the common engine state.
2020-01-21 21:51:05 +01:00
Christoph Oelckers
acf7f29dbd
- moved Exhumed's engine state save code into the common part.
...
This needs to be save for all games and the discrepancies have already caused problems so engine state saving needs to be unified.
2020-01-21 19:22:38 +01:00
Christoph Oelckers
cacbd7d8b6
- reset YAX data before loading a game.
...
This could cause random lockups when loading a savegame for a game not maintaining the feature. The entire engine state really needs to be handled globally instead of repeating this core 5 times...
2020-01-21 19:14:53 +01:00
Rachael Alexanderson
a637ec60c4
- finally - we have a compile on linux!
2020-01-20 05:46:18 -05:00
Rachael Alexanderson
bab394b061
Merge remote-tracking branch 'origin/master' into fix-linux-compile
2020-01-20 04:40:28 -05:00
Rachael Alexanderson
f28d05753d
- almost got it all compiled on linux
2020-01-20 04:09:44 -05:00
Rachael Alexanderson
d9563dae73
Merge remote-tracking branch 'origin/master' into fix-linux-compile
2020-01-20 03:00:16 -05:00
Christoph Oelckers
e555d15cc7
renamed the swap function in pragmas.h
...
This conflicts with std::swap on some setups.
2020-01-20 01:32:39 +01:00
Christoph Oelckers
ef3ade08d3
- silence debug diagnostics for non-test builds
2020-01-20 00:42:40 +01:00
Christoph Oelckers
d7d5da93f6
- properly set up info.plist for macOS
2020-01-20 00:24:25 +01:00
BSzili
bd1523ef2d
Rednukem: fix building with NETCODE_DISABLE
...
# Conflicts:
# source/rr/src/game.cpp
# source/rr/src/net.h
2020-01-19 23:54:04 +01:00
Christoph Oelckers
6f39b87d5b
- actually draw the fullscreen blends.
2020-01-19 23:49:53 +01:00
Christoph Oelckers
b066f725d4
- clear the matrix list after rendering the 2D content.
2020-01-19 23:27:59 +01:00
Christoph Oelckers
aa1361acbb
- make palfadedelta explicitly unsigned
2020-01-19 23:18:38 +01:00
Christoph Oelckers
c8fa2443d3
- completely separated view and model matrix.
...
This way the view matrix will remain constant per scene and an update of the model matrix is only needed for rendering a model or voxel, reducing the total amount of generated matrices to the point where they can be written to a buffer instead of constantly uploading them as uniforms.
2020-01-19 16:07:09 +01:00
Christoph Oelckers
b209b1f960
- make sure that the first matrix is always the identity matrix. It was just random luck that it was always put there before.
...
- let the matrix setters return the previous value for easy restoring without creating yet another matrix.
2020-01-19 14:08:48 +01:00
Christoph Oelckers
7a5f60e14d
- removed gl_projectionhacks and the SOFTROTMAT code path.
...
Both were hard coded not to be used.
2020-01-19 13:57:24 +01:00
Christoph Oelckers
c4429cf15d
- fixed voxel rendering.
2020-01-19 13:50:31 +01:00
Christoph Oelckers
352c099b5a
- basics for hardware rendered camera textures.
2020-01-19 08:40:03 +01:00
Jonathan Gray
c7ffed4867
Blood: change fallthrough annotations to fix clang build
...
Remove some fallthrough annotations so clang does not fatally error:
source/blood/src/aiunicult.cpp:1983:13: error: fallthrough annotation does not
directly precede switch label
source/blood/src/triggers.cpp:1045:33: error: fallthrough annotation does not
directly precede switch label
# Conflicts:
# source/blood/src/aiunicult.cpp
# source/blood/src/triggers.cpp
2020-01-18 22:48:13 +01:00
Christoph Oelckers
454f796b69
- collect all 3D geometry in a list so that it can be rendered later.
...
With this out of the way the renderer can now be switched to the core profile.
2020-01-18 22:41:08 +01:00
Christoph Oelckers
2bc1708870
- removed the complete crosshair color hackery.
...
The code needs to be refactored anyway to allow better crosshair control but this also seemed to affect global render state, considering how poorly it was all implemented.
2020-01-18 16:14:31 +01:00
Christoph Oelckers
8cd9775513
- fixed VP8 video player.
...
Also do the color space conversion on the CPU to avoid the shader hassle, performance wise it is utterly irrelevant here.
2020-01-18 16:14:30 +01:00
Christoph Oelckers
2e06ccfec6
- draw the screen overlays using the vertex buffer.
2020-01-18 16:14:30 +01:00
Christoph Oelckers
1a916c0a76
- use the vertex buffer to render the post processed screen image.
2020-01-18 16:14:30 +01:00
Christoph Oelckers
298bbb4c97
- removed some leftover pieces of the original savepic code in RR.
2020-01-15 20:52:36 +01:00
Christoph Oelckers
a4d8e68b9f
- added an engine credits menu page.
2020-01-15 20:39:41 +01:00
Christoph Oelckers
c0c18db7cd
- dynamically allocate the large networking buffers.
...
These waste a whopping 800MB of address space, which on 32 bit could be the deciding factor for exhausting available memory.
2020-01-15 18:36:53 +01:00
Christoph Oelckers
4aacd6d958
- display the savepics.
...
- fixed level name list in Exhumed.
2020-01-14 22:37:23 +01:00
Christoph Oelckers
5739b4b024
- added savepic generation to Exhumed.
2020-01-14 21:48:01 +01:00
Christoph Oelckers
8db6a4331b
- added savepic generation for Blood.
2020-01-14 21:20:46 +01:00
Christoph Oelckers
e30975581b
- enabled savegame pictures in Shadow Warrior.
...
Unlike the original game this enables mirrors - no idea why they were disabled, some limitation of the software renderer, maybe?
2020-01-14 20:44:20 +01:00
Christoph Oelckers
6ace2f8bf0
- added savepic generation to RR.
2020-01-14 20:12:08 +01:00
Christoph Oelckers
7b6bd34a58
- create the savepic framebuffer without multisampling.
...
It didn't work and doesn't need it so let's save that piece of video memory.
2020-01-14 19:50:47 +01:00
Magnus Norddahl
e923ef5d3a
Add missing M_FinishPNG call
2020-01-14 14:22:03 +01:00
Magnus Norddahl
a8614c89dd
Fix incorrect pitch size when creating savepic
2020-01-13 19:50:25 +01:00
Christoph Oelckers
45a93fc57e
- fixed a few bad or missing string labels.
2020-01-13 18:05:43 +01:00
Evan Ramos
3e3477c414
Fix errors in PR
...
# Conflicts:
# source/blood/src/osdcmd.cpp
# source/blood/src/view.cpp
# source/build/src/mutex.cpp
2020-01-13 18:00:25 +01:00
NoOneBlood
2b36e53706
- Removed event.causedBy for demo playback compatibility
...
- Fixed kThingArmedRemote in triggers.cpp (OperateSprite())
- Fixed kTrapFlame in triggers.cpp (OperateSprite())
# Conflicts:
# source/blood/src/actor.cpp
# source/blood/src/player.h
2020-01-13 17:58:27 +01:00
NoOneBlood
4123a9e14e
- gModernMap guard instead of VanillaMode in dudeSpawn
...
- No sound for player when jumping fix
2020-01-13 17:57:13 +01:00
NoOneBlood
6f3ccdc651
- Combination switches fix (and basically all event commands)
...
- No sound of jumping when player's jump velocity is too low
2020-01-13 17:57:13 +01:00
Christoph Oelckers
dc5b8d27f8
- infrastructure for savegame pics.
...
Savepic generation implemented for Duke 3D, but results in a black image.
2020-01-12 23:16:21 +01:00
Christoph Oelckers
95f917a408
- added the main vertex buffer and some code to maintain it on systems where persistent mapping is not possible.
...
All games combined there's 11(!!!) scene render blocks, not counting the sub-blocks for ROR and mirrors.
Does it surprise anyone that most of these sub-blocks do not feature all engine capabilities?
2020-01-12 20:28:07 +01:00
Christoph Oelckers
661431df87
- moved bits of my own code to properly copyrighted files.
2020-01-12 14:54:43 +01:00
Christoph Oelckers
9ca2819ad1
- added missing validation to S_GetUserFlags functions.
2020-01-12 09:32:30 +01:00
Christoph Oelckers
b57d683938
- added default for nosubdir parameter.
2020-01-12 08:53:11 +01:00
Christoph Oelckers
238bbd26c1
- fixed: savegame insertion must not move the "New savegame" node at the top.
2020-01-11 23:05:37 +01:00
Christoph Oelckers
6e3772d50d
- fixed voxel color setting.
2020-01-11 22:39:53 +01:00
CommonLoon102
851a82c01f
Blood: prefix the new maphack tokens with md
...
# Conflicts:
# source/duke3d/src/lunatic/con_lang.lua
# source/rr/src/lunatic/con_lang.lua
2020-01-11 22:24:13 +01:00
CommonLoon102
bc4a4bea23
Add possibility to move voxels/models via maphacks
...
# Conflicts:
# source/build/src/engine.cpp
# source/build/src/polymer.cpp
# source/build/src/polymost.cpp
# source/duke3d/src/lunatic/con_lang.lua
# source/rr/src/lunatic/con_lang.lua
2020-01-11 22:23:53 +01:00
CommonLoon102
95eb10d2a6
fix voxel positions when notmd is defined in maphack file
...
# Conflicts:
# source/blood/src/view.cpp
2020-01-11 22:19:50 +01:00
Christoph Oelckers
55dab6d3d3
- hooked up the high color texture colorization code.
...
Not tested and probably still not working correctly, the entire feature was a nearly impenetrable mess of convoluted code. This definitely needs verification with multiple mods using it.
2020-01-11 22:18:06 +01:00
Christoph Oelckers
17eddda36c
- added date and play time display to savegames.
2020-01-11 19:40:35 +01:00
Christoph Oelckers
a5f08a4734
- fixed Shadow Warrior save game loading from the main menu.
2020-01-11 18:50:38 +01:00
Christoph Oelckers
5e34b437d9
Merge branch 'master' into fix-linux-compile
2020-01-11 17:37:29 +01:00
Christoph Oelckers
3b955b7c94
- added support for ZDoom-style GAMEINFO.
2020-01-11 17:05:25 +01:00
Rachael Alexanderson
0785c6b9e3
- this is a good stopping point for now, again...
2020-01-11 10:02:44 -05:00
Rachael Alexanderson
96852300bf
- a lil more done
2020-01-11 09:27:12 -05:00
Rachael Alexanderson
965c2fd789
- and a lil bit more work
2020-01-11 09:27:12 -05:00
Rachael Alexanderson
e86e830407
- some more work on this, taking antoher break
2020-01-11 09:27:12 -05:00
Rachael Alexanderson
897354e725
- this is incomplete, i'm just putting this here for now so i don't lose it
2020-01-11 09:27:12 -05:00
nukeykt
af80e64ecf
Calculate map MD4 used for maphacks
...
# Conflicts:
# source/blood/src/db.cpp
2020-01-11 14:58:12 +01:00
Christoph Oelckers
4825d66e10
- make file system directory printout optional.
2020-01-10 21:54:18 +01:00
Christoph Oelckers
6305714493
- fixed some issues with RR's Route66 add-on.
...
The new movies weren't played because the names did not match.
Transition from the last level of Ep1 to the first one of Ep2 did not work.
Selection with command line switch wasn't reliable.
2020-01-10 21:36:46 +01:00
sirlemonhead
1ddcc41ed8
PCExhumed: Fix spark effect when destroying an energy tower.
2020-01-10 17:32:28 +01:00
Christoph Oelckers
74fdb6dbcb
- fixed menu for DN3D 1.3
2020-01-09 17:35:38 +01:00
Christoph Oelckers
30ebd18680
- fixed incorrect name for last RR map.
2020-01-08 18:58:36 +01:00
Christoph Oelckers
dc6e7c52c1
- don't pop up the menu over the intro movies when ending a game.
2020-01-08 17:36:21 +01:00
Christoph Oelckers
f513692a08
- fixed last commit.
2020-01-08 17:36:00 +01:00