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D2X-Rebirth Changelog20130611--------main/titles.c: Fixed briefing_screens array for Descent 1 Sharewaremain/mission.c: Don't try to free Current_mission->alternate_ham_file if not allocatedmain/menu.c: Changed message regarding VSync and Multisampling indicating not all OSes need a restart to apply (mysteries of SDL)main/gamecntl.c: Fixed case where it wasn't possible to switch to view of a player > X if player X was missingmain/laser.c: Consider FrameTime overhead when calculating time to allow next weapon fire. Should work perfectly as long as FPS >= Shots-per-second. Also set Omega firing rate to 20 shots per second for both single- and multiplayer20130610--------misc/hmp.c: Made hmp code actually read tempo. Due to missing documentation of the format I can only guess it's a 4 bit intmain/piggy.c: re-init digi system after re-setting sample rate for sharewaremain/gameseq.c: Removed call of digi_stop_digi_sounds() from DoPlayerDead(). Since it was killing persistent sounds which were only started once a level it would forever mute fans, waterfalls, etc.. Also closing Game_wind kills all sounds anyways so there is no point doing it on player death20130422--------main/net_udp.c: In restricted game mode check for player callsign and sockaddr at the same time; Clear Netgame struct each time player enters a new IP in manual join menuarch/sdl/rbaudio.c: Added a lot of status messages for RBA code shown with -verbose, hopefully making it easier for users to track down problems and made all RBA messages start with RBAudio prefix20130418--------main/lighting.c, main/render.c: Removed light_frame_count due to being unnecessary since lighting is now time-based and messed up deletion of dynamic lightmain/render.c: Due to additive blending, transparent sprites will become invivible in font of white surfaces (lamps). Fix that with a little desaturationmain/net_udp.h: Made UPID_GAME_INFO_SIZE, UPID_GAME_INFO_LITE_SIZE and UPID_SEQUENCE_SIZE change if NETGAME_NAME_LEN, MISSION_NAME_LEN or CALLSIGN_LEN changes20130408--------main/gamecntl.c, main/gamerend.c, main/gauges.c, main/gauges.h: Added 4th alternative HUD mode for no HUD rendering, aka Immersion modemain/menu.c, main/playsave.c, main/playsave.h, main/weapons.c: Added option to ignore cycling weapons that are not on autoselect list20130407--------d2x-rebirth.xcodeproj/project.pbxproj: Updated Xcode project20130406--------.gitignore: Added .gitignore20130122--------d1x-rebirth.xcodeproj/project.pbxproj, editor/ehostage.c, main/custom.c: Updated Xcode project, changed references to error.h to dxxerror.h, since it was renamed20130405--------SConstruct: For the assembler build, make sure platform_settings is accessed from self, likely preventing a compiling errorSConstruct: Changes towards building using SCons on Mac OS X20130117--------main/render.c: Fix click-selection in the editor for OpenGL implementations that insist on point blending20130112--------arch/carbon/conf.h: Use new D1XMAJORi / D1XMINORi / D1XMICROi version constants for Macmain/inferno.h, main/mission.c, main/mission.h: Increased the maximum number of levels and secret levels per mission to 127 each, using MALLOC'd arrays; defined 'd_fname' type (mainly for my pointers to arrays of 13 character filenames, but could be convenient elsewhere)arch/carbon/messagebox.c, arch/win32/messagebox.c: If there's a messagebox to show on exit, and we *were* in fullscreen, don't try to toggle fullscreen and crash20130108--------main/gamerend.c, main/multi.c, net_udp.c: Fixed some minor HUD-text related issues: For team assignment messages, joining player name would appear; team color assignment in netgame info screen could be wrong due to wrong syntax handling; when rewrapping text messages to specific player, game would not add space behind colonmain/kmatrix.c: Defer free of kmatrix data until window is fully gone - patch by Kpmain/inferno.c: Disable fullscreen toggling via ALT+ENTER if Game_wind is on top so toggling cannot be done accidentially ingamearch/sdl/mouse.c, d2x.ini, include/args.h, main/inferno.c, misc/args.c: Added option to hide mouse cursor (without disabling the mouse completely)SConstruct: Patch by A Future Pilot to hopefully fix bug which prevented building source within MinGW if Visual Studio installedmain/ai2.c: Corrected ai_fire_laser_at_player() syntax where boss should not fire when Boss_dying_start_time != 0 and boss flag is set - patch by derhassarch/ogl/ogl.c: Changed additive color blending func to GL_ONE, GL_ONE - patch by derhass20130103--------main/net_udp.c: Centralized UDP Broadcast function for IPv4 and IPv6 calls - patch by Kpeditor/med.c: Deleted unnecessary drop-to-shell feature; commented out unused ReadLispMacro - patches by Kp2d/font.c, include/ogl_init.h: Moved pow2ize declaration to ogl_init.h - patch by Kpmain/bmread.c, main/piggy.c, main/piggy.h: Moved remove_char declaration to piggy.h - patch by Kpmain/multi.h, main/net_udp.c: Moved multi_* declarations to multi.h - patch by Kpmaths/rand.c: Included maths.h in rand.c to get d_rand prototype - patch by Kparch/include/joy.h, arch/sdl/event.c, arch/sdl/joy.c: Moved joy_*_handler declarations to joy.h - patch by Kpeditor/group.c, editor/medwall.c, editor/segment.c, main/gameseg.h, main/wall.h: Declared wall_close_door_num in wall.h; Declared validate_segment_side in gameseg.h - patches by Kpinclude/3d.h, main/gameseq.h, main/weapon.h: Removed redundant/obsolete declarations - patch by Kpmain/kconfig.h: Moved large control_info arrays to end - patch by Kpmain/switch.c: Avoid -Wformat-nonliteral for trigger message; Reflect plurality in light trigger messages - patches by Kpmedrobot.c: medrobot: avoid needless name copy - patch by Kpeditor/centers.c, main/gamecntl.c, main/gamerend.c: Fixed argument specifier mismatches flagged by -Wformat - patch by Kparch/ogl/gr.c, main/game.c: Moved screenshot message formating to HUD_init_message - patch by Kp (and me for non-OGL code ;))main/automap.c, main/credits.c, main/gamerend.c, main/gauges.c, main/hud.c, main/kmatrix.c, main/menu.c, main/newmenu.c, main/scores.c: Converted gr_printf to gr_string where needed - patch by Kpeditor/medrobot.c, main/endlevel.c, main/fireball.c, main/gamecntl.c, main/hostage.c, main/multi.c, main/newdemo.c, main/powerup.c, main/wall.c, main/weapon.c, ui/file.c: Added dummy "%s" to prevent formatting untrusted literals - patch by Kpmain/hud.c: Removed obsolete HUD cleaning code - patch by Kpeditor/info.c: Use proper width in format specifier - patch by Kp20121102--------arch/include/key.h, arch/sdl/key.c, main/kconfig.c: Made key_properties readable in other files; Eliminated key_text variable; Marked unicode_frame_buffer as extern in header - patches by Kparch/ogl/gr.c, arch/ogl/ogl.c, include/gr.h: Removed 'new' from prototypes; Declared ogl_do_palfx(), ogl_close_pixel_buffers(), ogl_init_pixel_buffers() in gr.h - patches by Kpinclude/maths.h, include/texmap.h, include/ui.h, main/object.c, maths/fixc.c, maths/tables.c, texmap/ntmap.c, ui/dialog.c, ui/icon.c: Moved ui_draw_frame(), ui_draw_shad(), draw_tmap_flat(), math tables externs to headers - patches by Kp3d/clipper.c, 3d/draw.c, editor/meddraw.c, include/3d.h, main/automap.c, main/render.c: in g3s_codes renamed or,and to uor,uand - patch by Kpmain/object.h: use struct type explicitly - patch by Kpinclude/error.h: Renamed __format to __attribute_gcc_format due to possible C++ conflict; allow arguments - patch by Kpinclude/console.h, main/console.c: Marked con_printf fmt as const, Increased console lines from 512 to 2048; Marked console private entries as static - patches by Kp2d/font.c: Fixed test for font magic number; Consolidated grs_font_read() - patches by Kpmain/menu.c, main/multi.h, main/net_udp.c: Moved vers_id.h inclusion to where it is needed - patch by Kp2d/bitmap.c: Include bitmap.h - patch by Kp2d/bitblt.c, include/rle.h: Move declaration of gr_rle_expand_scanline_generic() to rle.h - patch by Kp20121031--------main/hostage.h, include/u_mem.h: Fixed inconsistency in hostage_rescue() definition and revoked recent patch for u_mem.h due to infinite loops in mem.c caused by this20120903--------arch/sdl/jukebox.c, main/gauges.c: Avoid some unnecessary strlen's - (slightly changed) patch by Kpmisc/args.c: Made FindArg static - patch by Kp20120902--------include/u_mem.h: Compile out memory checker if not enabled - patch by Kp20120901--------main/vers_id.h: Fixed incorrect patch merge introduced in the last commitmain/laser.h, main/object.c, main/object.h, main/powerup.h: Use enum for object types, powerup types, weapon types20120728--------SConstruct, main/vers_id.h: Some Sconstruct lovin': Respect LDFLAGS; Made D2XMAJORi/MINORi/MICROi compile time constants; Do not pass CFLAGS to CXX; Mark some more warnings as errors - patches by Kp20120724--------English.lproj/InfoPlist.strings, d2x-Info.plist, d2xgl-Info.plist: Increment version number for Mac files (should have committed this ages ago)main/bm.c, main/bmread.c: If bitmaps.tbl happens to be available, don't try and re-make the pig if EDITOR is defined because it would cause problemsmain/collide.c, ui/gadget.c, ui/radio.c: Fix warnings (no checking ubyte 'id' is < 0, include d_strdup prototype for radio.c and make sure that 'text' gets freed)main/polyobj.c: Don't draw objects with a modelnum of -1, improving stability when a third party mission is played with shareware data20120723--------2d/font.c, 2d/pcx.c, 3d/points.c, arch/include/jukebox.h, arch/sdl/jukebox.c, iff/iff.c, include/3d.h, include/error.h, include/gr.h, include/iff.h, include/pcx.h, include/physfsx.h, include/vecmat.h, main/ai.c, main/ai.h, main/ai2.c, main/automap.c, main/config.c, main/dumpmine.c, main/endlevel.c, main/escort.c, main/gamefont.c, main/gamerend.c, main/gamesave.c, main/gamesave.h, main/gauges.c, main/gauges.h, main/kconfig.c, main/kconfig.h, main/menu.c, main/multi.c, main/multi.h, main/newdemo.c, main/newmenu.c, main/newmenu.h, maths/vecmat.c, misc/error.c, misc/physfsx.c: Redefined lotsa variables, functions and parameters as const and/or static - patch by Kp20120618--------main/gamerend.c, main/multi.c: removed temp_string buffer for ingame message inputs preventing the string from being messed up if containing special charactersmain/game.c, main/multi.h: cleanup for netgame help menu and incremented multi proto vwersion due to recent code changes (d1x mostly however)20120610--------main/automap.c, main/automap.h, main/multi.c, main/multi.h, main/net_udp.c, main/state.c: removed MarkerOwner; some code cleaning in that regardarch/sdl/digi_mixer_music.c, arch/sdl/jukebox.c, main/songs.c, main/songs.h: added songs_play_file() to play any song depending on filename-extension as a more streamlined approach to handle all different kinds of formats; also used for jukebox to make it independent from SDL_mixer; cleaned up supported filename extenstions20120608--------main/multi.c, main/object.c: cleanly decide it to drop a hoard orb depending on wether we were killed by ourselves, en enemy or team-mate without any ugly and unreliable hacksmain/kconfig.c: Switching keyboard sensitivity function from variable increase to variable offset, making the ship more responsive in higher settingsmath/vecmat.c: in vms_matrix_from_quaternion put the definition of tmp1 and tmp2 variables at the beginning of the functions because i was a baaaad boymain/multi.c: do not write player file each time lifetime stats change to prevent hickups on killing20120601--------main/kconfig.c, main/kconfig.h, main/menu.c, main/playsave.c, main/playsave.h: Introduced sensitivity sliders for keyboard which cause movement increase the longer the designated key is pressedmain/gauges.c, main/menu.c, main/net_udp.c, main/songs.c, misc/physfsx.c: use size of output buffer for snprintf; on the way changed rebirth-specific song file to dxx-r.sng to respect hog 8+3 file conventioneditor/med.c, misc/physfsx.c: changed extension for archive (addon) content from zip to dxa - still a zip-file but renamed to not accidentially add user generated backups and possibly mess things up20120527--------editor/med.c, main/game.c, main/gamecntl.c, main/gamerend.c, main/gauges.c, main/kconfig.c, main/menu.c, main/screens.h: Removed remnants of the old and obsolete VR implementationmain/laser.c: removed weapon_rate_scale() which should be obsolete due to other optimizations in network code; Removed Laser_offset hack20120526--------main/collide.c: Fit player/player collisions to not take damage from bump while remote player has possibly not aligned to the collision, yet; Added FORCE_DAMAGE_THRESHOLD for minimum force damage to receive from object bumps to not simply take damage from touching objectsmain/net_udp.c: Fixed one more copy/paste issue causeing positional updates relayed to possibly disconnected playersinclude/vecmat.h, main/gameseg.c, main/multi.h, main/net_udp.c, main/net_udp.h, main/object.h, maths/vecmat.c: Optimization for quaternion structure: Stuffed orientation in shorts and removed figure out segnum by position - saving 10 bytes for each positional update in Multiplayer; Also removed render_type from pdata to save yet another bytemain/titles.c: fixed possible buffer overflow in load_screen_text()20120525--------main/cntrlcen.c, main/game.c, main/switch.c: Cancel out do_controlcen_dead_frame() when not playing and only check triggers for playing players for further host-authority stuff; Made GameProcessFrame not cause endless loop by closing kmatrix over and over again due to game_leave_menus(); Also only close menus when level ends and when we die only the automap will close - otherwise menus can stay (user request)20120524--------main/gameseq.c, main/gameseq.h: in StartLevel() only call disable_matcens() and clear_transient_objects() in Singleplayer to keep consistency with remote clients20120521--------main/state.c: now properly initialize all other parts of the new/old player object when restoring a coop savestateinclude/vecmat.h, main/gameseg.c, main/multi.c, main/multi.h, main/net_udp.c, main/net_udp.h, main/object.h, main/playsave.c, maths/vecmat.c: Introduced quaternion functions to replace vector matrix where size matters - created by Florian Feucht; Added option for pdata packets based on quaternion in Multiplayer game; Removed PF_LEVELLING from new player objects to prevent jittering in player banking20120519--------arch/ogl/gr.c, arch/sdl/digi_mixer_music.c, arch/sdl/jukebox.c, editor/autosave.c, editor/func.c, include/strutil.h, main/bmread.c, main/gamecntl.c, main/gamepal.c, main/gamesave.c, main/hud.c, main/menu.c, main/mission.c, main/multi.c, main/net_udp.c, main/newmenu.c, main/piggy.c, main/playsave.c, main/scores.c, main/songs.c, main/titles.c, misc/args.c, misc/hash.c, misc/physfsx.c, misc/strutil.c, texmap/scanline.c, ui/file.c: using our own functions for stricmp, strnicmp, strlwr, strupr, strrev with a d_ prefix for all platforms for consistencyeditor/kmine.c, editor/mine.c, include/strutil.h, include/u_mem.h, main/bmread.c, main/gamepal.c, main/gamesave.c, main/piggy.c, mem/mem.c, misc/parsarg.c, misc/strutil.c: using our own functions for strdup and _splitpath with the d_ prefix for all platforms for consistencymain/movie.c: solved some potential buffer overflows when initializing movie names20120518--------main/state.c: fixed incorrect canvase for opengl-scaled savestate thumbnail; rebuild free objects after restoring and remapping the coop players20120516--------main/game.c: In Multiplayer when taking damage, the game will only leave menus when shield drop below 5main/net_udp.c: when updating game info also check for player connected status in case we send to everyonemain/gamecntl.c, main/object.c: allow PAUSE key during death sequence to pause or view multiplayer game stats; Also reset hostages_on_board when ship blows up so pause menu during death sequence will show 0 hostages soon as the ship explodes; fixed crash for slew_init by removing old numlock hack20120515--------main/net_udp.c: Do not send endlevel packets to disconnected (but still saved) clients; Do not allow ports below 1024; More verbosity for udp_open_socket()20120514--------2d/disc.c, SConstruct, editor/medmisc.c, include/gr.h, include/internal.h, main/gauges.c, main/menu.c, main/net_udp.c, main/playsave.c, main/state.c, misc/hmp.c, misc/physfsx.c: Fixed some non-critical compiler warnings; Now compiling with -std=c99 -pedantic and fixed warnings (except for editor build) caused by this2d/bitblt.c, 2d/pixel.c, arch/sdl/digi_mixer.c, main/gauges.c, main/menu.c: Made inline functions staticinclude/gr.h, main/ai.c, main/ai2.c, main/aipath.c, main/automap.c, main/cntrlcen.c, main/escort.c, main/fuelcen.c, main/game.c, main/game.h, main/gamecntl.c, main/gamerend.c, main/gamesave.c, main/laser.c, main/mglobal.c, main/object.c, main/object.h, main/render.c, main/texmerge.c, main/wall.c, main/weapon.c: Renamed FixedStepCalc() to cald_d_tick() and FixedStep became d_tick_step; Also ther eonly is a 50ms-timer used to d_tick_step as it was the only one used so far; Replaced FrameCount with d_tick_count which only increments by 50ms-timer used in calc_d_tick() - that now scales timed actions for certain functions properly and makes AI work FPS-independent without any hacks in that regardmain/multi.c: During kmatrix bring up Game_wind againso the host can still follow the game - becomes necessary later with host-authority functions20120510--------main/multi.h, main/state.c: Reuse pre-defined player objects when loading coop savestate to revent messup when player amount or orders change in a certain waymain/menu.c, main/playsave.c, main/playsave.h, main/weapon.c: Wrote seperate function for weapon autocycling that also cycles through non-autoselect weapons and properly respects super laser; Added option to not autoselect weapon when firing; On the way, smoothed the menu text in misc menu a bitnet_udp.h: Reduced timeout from 10 to 5 secondsRELEASE-NOTES.txt, SConstruct, arch/carbon/conf.h, main/multi.h: Incremented version to 0.57.3; Added Release notes20120509--------main/laser.c, main/multi.h: Added more versatility in picking targets for the creation of smart blobs - especially for Multiplayer; cleaned that code a bit; made dodging of homing projectiles a little easier20120430--------main/net_udp.c: fixed copy/paste mistake20120427--------main/multi.c, main/multi.h: Similar to Network_new_game introduced imulti_new_game to exclusivly use in multi.c to execute stuff in new level only when starting a new game - for example resetting player ship inventory which is not supposed to happen on each level20120424--------main/gauges.c: little reorganization for draw_hud(): draw multiplayer names first, reticle last to prevent anything being drawn over by floating names and reticle not messed by anything else20120423--------main/multi.c, main/multi.h, main/net_udp.c: fixed improper player disconnecting which might have been caused by endlevel packet20120422--------main/automap.c: Change MarkerScale changing keys from KEY_COMMA and KEY_PERIOD to KEY_F11 and KEY_F12 respectively, so I can use the former as controls in the automap20120418--------main/gameseq.c, main/gameseq.h, main/gauges.c, main/multi.c, main/net_udp.c, main/state.c: Removed usage of 'oldmaxnet' variable when switching between coop and other game modes which would not be correctly set when coop mode is loaded from a netgame profile; Removed 'MaxNumNetPlayers' variable as already replaced by Netgame.max_numplayers20120417--------main/game.c: Make sure Cursegp is initialised if using it to set an object when loading a game (EDITOR build). Thought I already committed thismain/gameseq.c: Finish the game cleanly, closing Game_wind, if Current_level_num is 0editor/med.c: Reset the player object for the editor, since demo playback mucks it upmain/render.c: Skip rendering of OBJ_NONE objects to avoid a failed Assert (can happen when playing a demo then going to the editor)main/newdemo.c: Set object lifeleft to IMMORTAL_TIME if the byte read in demo playback is -1. This allows the objects to stay when playing a demo, going to the editor then playing the game from the editormain/newdemo.c: Call free_mission() if a demo is corrupt, so the editor doesn't load a corrupt leveleditor/group.c, editor/kgame.c, editor/khelp.c, editor/kmine.c, editor/macro.c, editor/med.c, editor/medwall.c, editor/mine.c, include/ui.h, ui/file.c, ui/keypad.c, ui/menubar.c, ui/message.c: Rename MessageBox to ui_messagebox to avoid a conflict with Windows' MessageBoxmain/newdemo.c, main/object.c, main/object.h: Call new obj_relink_all after playing a demo, so the editor is (hopefully) never faced with poorly linked objects and hence crasheseditor/eglobal.c, editor/med.c, main/gamesave.c, main/menu.c, main/mission.c, main/mission.h: Make a new mission when making a new mine to avoid a crash when testing it straight from the editor and winning, only create a new mine if a mission isn't loaded, init Cursegp to NULL, remove key command for ToggleDrawAllSegments since add segment now has ctrl-A20120416--------main/gameseq.c, main/multi.c, main/multi.h: fixed two bugs caused by recent Multiplayer cleanup: Set more player-death-related veriables outside of dead_player_end() when creating new ship as not covered in subfunction is Palyer_is_dead is not true; also init my own inventory properly in multi_prep_level to get our inventory straight after receiving netgame informationeditor/data/med.mnu, editor/med.c, editor/medmisc.c, main/slew.c, ui/ui.c: Make movement in the editor's game screen use the player controls, make that movement more like the automap and resolve some likely conflicting key commandseditor/centers.c, editor/eswitch.c, editor/med.c, editor/medrobot.c, editor/medwall.c, main/game.c, main/gameseq.c: Avoid crashes when clicking on close box with a center, switch, object or wall editing dialog open; also when playing a level, going to the editor, going back to the game then dying20120415--------main/multi.c, main/multi.h, main/net_udp.c: When possibly sending player positions prior to firing, do that before messing multibuf; Added more strict sanity checks for outgoing and incoming multi packets; Moved some general game stuff from net_udp_init() to multi_new_game()editor/meddraw.c: Set edge_list_size to Num_segments*12 to avoid crashes in the editor with certain third party levels2d/gpixel.c, arch/ogl/gr.c, editor/meddraw.c, include/ogl_init.h, main/multi.c, main/render.c: Clicking on mine elements in the editor now works in ogleditor/centers.c: Create a centers dialog that won't crashmain/bmread.c, main/game.c, main/gameseq.c, main/gameseq.h, main/gauges.c, main/kmatrix.c, main/multi.c, main/multi.h, main/net_udp.c, main/state.c: Further Multiplayer cleanup: moved gobal variable resets from multi_new_game() to proper function calls; added pnum variable to init_player_stats_game() and init_player_stats_new_ship() so these can be set for each player when starting match; added multi_new_level() calls when setting up game as well when trying to join game; cleaned multi_reset_stuff() from variable resetting that happen in general game code; when being dumped from game, made sure no packets are sent during messagebox dispaly; replaced MAX_NUM_NET_PLAYERS by MAX_PLAYERS as it's the same definitionmisc/hmp.c: Addition for last change in hmp_reset(): execute midiOutShortMsg() even if midiOutPrepareHeader() fails as not related to SysEx part2d/bitblt.c, main/render.c: Fixed set but unused variables in OGL build20120414--------main/gamesave.c: Fix crash when loading a level in the editoreditor/segment.c, include/editor/editor.h, main/gamesave.c: Set Gamesave_current_version to correct version when making a new mine, move create_new_mine to gamesave.cmain/dumpmine.c: Only do an Int3 in write_game_text_file when PHYSFS_close returns 0, which is an error, not when it returns 1editor/med.c, main/game.c, main/gamecntl.c: Delete-E while playing a level now works properly - it closes Game_wind and sets Cursegp if necessary when going to the editormain/ai2.c: Fix crash when playing a level straight from the editor (check if Current_mission has actually been loaded, like the other ex-crash)editor/med.c, main/dumpmine.c, main/gamecntl.c, ui/ui.c: Fix bugs switching between game and editor and back: make sure ModeFlag is set to 0 before it has any chance to show an alert message, fixing a crash; allow OBJ_NONE in Assert; make Game_wind invisible when loading editor in case we show an alert; call mouse_flush() in ui_init() to fix mouse issueseditor/med.c, main/gamesave.c: Set the correct palette for the editoreditor/meddraw.c: Set the correct edge colors for editor wireframe drawing (in LargeView)20120412--------main/collide.c, main/gameseq.c, main/multi.c, main/multi.h, main/net_udp.c: Fixed some Multiplayer bugs: Reactor invulnerable time did not checked for hours spent in level so reactor would become invulnerable again after 60 minutes; Fixed the fix (heh) for misordered explode/reappear packets; Reset Player_eggs_dropped when initializing new ship so eggs are properly dropped when player disconnects two times without respawning; Cleaned player disconnecting a little bit and made code more straightforwardmain/menu.c, misc/hmp.c: Removed redundant call of songs_stop_all() when starting credits; Added failsafe for loop in case MHDR_DONE flag is not properly set by MIDI device; Added more verbosity for hmp_reset()20120411--------editor/medrobot.c, ui/file.c, ui/inputbox.c, ui/keypress.c, ui/listbox.c, ui/message.c, ui/uidraw.c: Draw the object rotation velocity, file browser and MessageBox dialogs properlyui/file.c: Fix a crash when going into a directory with no files in the editor file browser, clicking on listboxes for same sets inputbox correctly20120409--------main/state.c: in software rendering scale savestate thumbnail to correct sizeeditor/autosave.c, editor/info.c, editor/med.c, editor/objpage.c, editor/texpage.c, include/ui.h, ui/keypad.c, ui/uidraw.c: Get the clock, 'keypad' info, texture choosing page and object choosing page to draw (latter two just show black squares for ogl)arch/sdl/window.c, ui/menubar.c: Fix a nasty bug where pressing 'Alt' to explore the editor menubar would split the window stack in two, rendering the editor unresponsive2d/bitblt.c, 2d/box.c, 2d/font.c, arch/ogl/gr.c, editor/med.c, ui/dialog.c, ui/uidraw.c, ui/userbox.c: Fix all remaining known editor drawing issues. In ogl: get the texture previews to draw, get userbox borders to draw in the right location, properly underline characters in the menus, draw all the borders properly (i.e. no gap), no scaling fonts. Software render: draw userbox borders again. Both: clear the whole status bar, clear to the right edge of the screen.main/newmenu.c: No setting the screen mode when calling a newmenu function, so if it shows the 'Save Mine' messagebox in the editor, it won't change the screen resolution and trash everything. (If this causes problems, we can make it use the MessageBox if it's still in the editor, nm_messagebox otherwise)2d/rect.c, editor/info.c, editor/med.c, include/ui.h, main/inferno.c, ui/dialog.c, ui/menubar.c: Editor exits cleanly when clicking the close box, no more redundant gr_uscanline call in gl_urect for ogl (an initial attempt to fix the previous bug)2d/rect.c: Fix unused variable warning in last commit20120408--------main/mission.c, main/mission.h, main/titles.c: added specification for Descent: Destination Saturn briefing screen to properly show briefings; added different briefing structure for Descent 1 Shareware which has a slightly different order of the usual briefingsmain/collide.c: plasma fire can ignite bombs which are dropped while firing. to compensate added a timed check where at least one projectile must be older than 200ms to trigger a possible collision. this fixes this issue if the player is moving away from the bomb20120407--------main/fireball.c: in choose_drop_segment let fallback correctly check for reactor segment2d/font.c, main/piggy.c, misc/strutil.c: removed redundant definitions of FILENAME_LENmain/multi.c, main/multi.h: fixed glitch when reappear and explode packets are misordered, rendering player invisiblemain/gauges.c: record shields if player is invulnerable to get proper shield display in demo playback if player respawns with invulnerability on20120405--------main/multi.c: variable declarations come firstinclude/maths.h, main/fvi.c, maths/fixc.c: Introduced fixmul64 returning fix64 type to use with check_point_to_face() and prevent fix overflow with very large faces; on the way cleaned up NO_FIX_INLINE remnants and replaced QLONG with fix6420120331--------d2x-rebirth.xcodeproj/project.pbxproj, 2d/font.c: Make sure the ogl font code recognises the editor font is fixed width, fixing a crash; take the plunge and make D2X Rebirth compile with editor for Mac OpenGL build (won't work yet)editor/med.c, editor/meddraw.c, editor/medmisc.c, include/editor/editor.h, main/render.c: Make all drawing in the editor single buffered, since the whole screen is double buffered. Fixes crash - but only shows a black screen and the menu for oglmain/render.c: Complete previous change (whoops)editor/med.c, editor/meddraw.c, editor/medmisc.c, ui/button.c, ui/checkbox.c, ui/dialog.c, ui/file.c, ui/icon.c, ui/inputbox.c, ui/listbox.c, ui/menubar.c, ui/radio.c, ui/scroll.c, ui/userbox.c: Make the main stuff (gadgets, two viewers) draw for the editor in ogl, still more tweaking requiredui/dialog.c: Use correct coordinates for dialog border (still doesn't draw fully)editor/medmisc.c, ui/button.c, ui/checkbox.c, ui/icon.c, ui/inputbox.c, ui/listbox.c, ui/radio.c, ui/scroll.c, ui/userbox.c: Make the editor draw the same for the non-ogl build as the ogl build, since I just made it draw the grey background over everything in the last commit. If you want to see what it's *supposed* to look like, go to yesterday's commit :P20120330--------2d/font.c: Make 2d/font.c more similar between d1x-rebirth and d2x-rebirtharch/include/event.h: Changed declaration of event_get_idle_second() from int32_t to fix since Windows does not know it without pstypes.h. Included maths.h for this but should now work flawlessly on all platforms20120329--------main/multi.c, main/multi.h, main/net_udp.c, main/net_udp.h: Immediately relay pdata packets from clients to others which should reduce artificial delay; allow sending of pdata packet when firing if enough time has passed since last update; only answer full game info requests 2 times per second and lite info 8 times per secondmain/songs.c: Fixed Redbook playback which was not repeating the CD after finishing20120328--------main/movie.c: Call all necessary MVE functions when initializing robot movies to prevent crashes if a robot movie is the first one the program playsmain/slew.c: Fix compile-time error when building without editorarch/sdl/jukebox.c, main/songs.c: Allow .flac to be a filename extension for sng file and jukeboxmain/state.c: properly disable cheats when loading a saved game so only cheats that were stored are re-enabledmain/collide.c, main/physics.c: Fixed double wall-object-damage introduced 20111124 by applying more strict rules to wall-colliding and wall-scraping where latter now is player-exclusivemain/gamecntl.c: Fixed unhandled case in key reading when escort hotkeys are disabledmain/net_udp.c: Since the kicked message is shown after player is technically removed from the game we do not know hosts name anymore. Message changed accordinglymain/multi.c, main/multi.h, main/newdemo.c, main/player.h: Allow a total of 32 different player ship textures and stored N_PLAYER_SHIP_TEXTURES in player.hmain/config.c: Dynamically allocate line to read from descent.cfg and ensure a safe lengthmain/weapon.c: Release Fusion charge when changing to another weapon similar to D1X-Rebirth20120324--------arch/ogl/gr.c, arch/sdl/gr.c, ui/menubar.c: Draw the editor menubar properly - by drawing in response to EVENT_WINDOW_DRAW and initialising the screen canvas properly. The latter fixes a lot of other editor drawing issues as well2d/bitmap.c, arch/include/window.h, arch/sdl/gr.c, arch/sdl/window.c, include/gr.h: Update the canvas data pointers for all windows after changing the screen mode, so the main menu draws properly after leaving the editorarch/include/event.h, editor/centers.c, editor/eswitch.c, editor/med.c, editor/meddraw.c, editor/medrobot.c, editor/medwall.c, ui/dialog.c: Draw in response to EVENT_UI_DIALOG_DRAW, uncomment medlisp_update_screen call. You can now see what you're doing!ui/gadget.c: Fix bug where pad buttons would disappear when clicking on them, after opening then closing a dialog20120319--------editor/med.c, include/editor/editor.h, include/ui.h, main/gamecntl.c, main/gameseq.c, main/inferno.c, main/menu.c: The editor now falls back to the main event loop in inferno.c, File->Exit now works as intended and get closer to making the editor and game work togethereditor/med.c, main/endlevel.c, main/gamecntl.c, main/gamesave.c, main/inferno.c, main/inferno.h, main/menu.c, main/powerup.c, main/render.c, main/slew.c: Remove all remaining uses of Function_mode, checking for the existence of EditorWindow where necessary instead20120318--------editor/med.c, editor/texpage.c, include/editor/editor.h, main/game.c: Do a bit of a tidy up for the editor, dump code from editor() within the loop into new editor_handler()editor/info.c, editor/med.c, editor/medmisc.c, editor/objpage.c, editor/texpage.c, include/editor/objpage.h, include/editor/texpage.h, include/ui.h, ui/userbox.c: Make editor_handler into a proper callback, iron some problems out. Seems to draw a different bunch of stuff now (still erroneous)SConstruct, arch/include/event.h, arch/include/mouse.h, arch/sdl/event.c, d1x-rebirth.xcodeproj/project.pbxproj, editor/info.c, editor/macro.c, editor/med.c, editor/meddraw.c, editor/medmisc.c, include/ui.h, ui/button.c, ui/checkbox.c, ui/dialog.c, ui/file.c, ui/icon.c, ui/inputbox.c, ui/listbox.c, ui/menubar.c, ui/mouse.c, ui/radio.c, ui/scroll.c, ui/ui.c, ui/userbox.c: Remove redundant ui_event_process and duplicate mouse.c in ui/. All editor input is now event-based.20120317--------editor/eswitch, editor/med.c: Make do_trigger_window into a proper callbackeditor/med.c, editor/medrobot.c: Make do_robot_window and do_object_window into proper callbacks, doing both in the same commit because of global recyclingeditor/med.c, editor/medwall.c: Make do_wall_window into a proper callback. Only one dialog left - the main one.20120312--------editor/centers.c, editor/med.c, ui/dialog.c, ui/file.c, ui/gadget.c, ui/radio.c: Make do_centers_window into a proper callback, iron out some problems that have become apparent20120305--------include/ui.h, ui/file.c, ui/gadget.c, ui/keypress.c, ui/listbox.c, ui/menu.c, ui/message.c, ui/popup.c: Use the gadget-sent events in the dialogs in ui20120303--------d2x-Info.plist, d2xgl-Info.plist, English.lproj/InfoPlist.strings, RELEASE-NOTES.txt: Increment version to 0.57.2 for Mac and RELEASE-NOTESd2x-rebirth.xcodeproj/project.pbxproj, editor/data/, editor/data/curve.pad, editor/data/dummy.pad, editor/data/group.pad, editor/data/lighting.pad, editor/data/med.mnu, editor/data/newobj.pad, editor/data/object.pad, editor/data/objmov.pad, editor/data/pc6x8.fnt, editor/data/pc8x16.fnt, editor/data/segmove.pad, editor/data/segsize.pad, editor/data/test.pad, editor/data/texture.pad, editor/med.c, include/physfsx.h, misc/physfsx.c, ui/ui.c: Actually add editor data files and make sure DXX can find themarch/include/event.h, editor/med.c, include/ui.h, ui/button.c, ui/checkbox.c, ui/dialog.c, ui/gadget.c, ui/icon.c, ui/inputbox.c, ui/listbox.c, ui/radio.c, ui/scroll.c, ui/ui.c, ui/userbox.c: All gadgets now send events20120109--------ui/popup.c: Give the last use of a dialog in ui, in PopupMenu, a callback20120103--------ui/keypress.c: Give the dialog in (presently unused) GetKeyCode a callbackui/menu.c: Give the dialog in (also presently unused) MenuX a callbackui/message.c: Give the dialog in MessageBoxN a callback20120102--------ui/dialog.c, ui/file.c: Give ui_get_filename a callback for its dialog. Happy new year!20111231--------editor/med.c, include/ui.h, ui/menu.c, ui/menubar.c, ui/popup.c: Make editor menubar and associated menus into windows; either remove or make event-based all the B1_* macros20111218--------include/ui.h, ui/dialog.c, ui/gadget.c, ui/keypad.c: Remove redundant canvas, next and prev members in the UI_DIALOG struct20111127--------arch/sdl/event.c: break out of loop in event_send() in case window_send_event() closed the window to prevent invalid read on memory20111124--------main/collide.c, main/collide.h, main/fireball.c, main/game.c: Smoothed disabling of friendly fire to re-enable splash damage possible when friendly fire is disabledmain/physics.c: calling scrape_object_on_wall in each case of HIT_WALL more reliable to properly do hazard surface damage and prevent weapon objects from possibly sliding against walls20111114--------ui/userbox.c: Make ui_userbox_do fully event-responsivemain/newmenu.c: Sliders can now be operated with Numpad arrows if numlock if off20111112--------ui/gadget.c, ui/scroll.c: Make ui_scroll_do fully event-responsive, make sure scrolling actually works by calling all controls' ui_*_do functions (like before)20111106--------include/ui.h, ui/dialog.c, ui/listbox.c: Make ui_listbox_do fully event-responsiveui/radio.c: Make ui_radio_do fully event-responsive20111105--------include/ui.h, ui/button.c, ui/dialog.c, ui/gadget.c, ui/scroll.c, ui/userbox.c: Make B1_JUST_PRESSED event-based, leave ui_dialog_do_gadgets early if a key makes another gadget current, make ui_button_do fully event-responsive (but won't *send* events yet)editor/med.c: Put back use of med_show_warning for Linux, but then clear it properly when leaving the editorui/checkbox.c: Make ui_checkbox_do fully event-responsiveui/checkbox.c, ui/icon.c: Fix implicit function declaration in last commit, make ui_icon_do fully event-responsiveui/inputbox.c: Say when the event was handled for ui_inputbox_do (was already event-responsive)20111103--------main/net_udp.c, main/net_udp.h: Do not attempt to check for MULTI_PROTO_VERSION when requesting lite_info20111102--------SConstruct, arch/carbon/conf.h, main/gameseq.c, main/inferno.c, main/inferno.h, main/menu.c, main/multi.h, main/net_udp.c, main/net_udp.h, main/vers_id.h: Introduced extra short based on MULTI_PROTO_VERSION for version-independent Multiplayer-compability-check; Changed version to 0.57.2 to make new version checking not cause problems with stable release 0.57.1; Removed old version_major/minor variables from netgame and player structures since DXX handles this independently; Cleaned up old version stuff and copyright messages20111030--------arch/include/mouse.h, arch/sdl/mouse.c, ui/dialog.c: Return 1 (event handled) in ui_dialog_handler for mouse button events if the mouse was in the dialog20111025--------include/ui.h, ui/button.c, ui/checkbox.c, ui/dialog.c, ui/gadget.c, ui/icon.c, ui/inputbox.c, ui/keytrap.c, ui/listbox.c, ui/radio.c, ui/scroll.c, ui/userbox.c: Pass the event to the individual gadgets' 'do' functions, fix compile warnings introduced in last commit20111023--------include/ui.h, ui/dialog.c, ui/gadget.c: Pass the event to ui_dialog_do_gadgets and use it in that immediate function20111009--------main/render.c: Initialise dyn_light using memset, fixing a warningarch/include/event.h, arch/include/window.h, arch/sdl/event.c, arch/sdl/window.c, include/ui.h, ui/dialog.c, ui/file.c, ui/keypress.c, ui/menu.c, ui/message.c, ui/popup.c: Add support for 'modeless' windows - windows that will allow events to be passed on to the underlying window. Intended for the editormain/net_udp.c: Fix comparison is always false warningeditor/centers.c, editor/ehostage.c, editor/eswitch.c, editor/info.c, editor/med.c, editor/medrobot.c, editor/medwall.c, ui/dialog.c, ui/file.c, ui/keypress.c, ui/menu.c, ui/message.c, ui/popup.c: Move calls to ui_dialog_do_gadgets to the dialog event handler, making sure ui_event_handler gets called beforehand20110927--------2d/palette.c, RELEASE-NOTES.txt, editor/eobject.c, editor/group.c, editor/meddraw.c, editor/medrobot.c, editor/mine.c, editor/segment.c, editor/seguvs.c, iff/iff.c, libmve/decoder16.c, libmve/mveplay.c, main/ai2.c, main/aipath.c, main/bmread.c, main/cntrlcen.c, main/dumpmine.c, main/fvi.c, main/gamemine.c, main/gamesave.c, main/gameseq.c, main/gauges.c, main/movie.c, main/multi.c, main/newdemo.c, main/newmenu.c, main/piggy.c, main/polyobj.c, main/render.c, main/titles.c, texmap/ntmap.c, texmap/scanline.c, ui/button.c, ui/inputbox.c, ui/keypad.c, ui/keytrap.c, ui/popup.c, ui/scroll.c: Fixed set but unused variables20110926--------main/collide.c, main/escort.c, main/laser.c, main/fireball.c, main/lighting.c: Code consistency checks by _Tyr_; Fixed set but unused variablesd2x-rebirth.desktop, SConstruct, misc/physfsx.c: Patches by Hans de Goede: Made the .desktop file follow the official specifications; Added explicit link to libmath for newer versions of binutils; Fixed crash using PhysFS 1.x in PHYSFSX_addArchiveContent()main/kconfig.c, main/menu.c, main/playsave.c, main/playsave.h: Gave throttle it's own sensitivity and deadzone settings; Added patch by Hans de Goede to let Slide-On and Bank-On settings use invert settings from Slide- and Bank-axes3d/interp.c, arch/ogl/ogl.c, main/bm.c, main/endlevel.c: Avoided variable array initializations which some compilers do not like; Also made sure declarations happen first inside (sub)functions; Fixed set but unused variables20110925--------main/game.c: Fixed misuse of gr_bitblt_find_transparent_area() caused rear view to be shifted on some cockpits20110924--------main/fvi.c, main/gameseg.c, main/object.c: Consistency check for segment number in find_vector_intersection() and obj_create(); Added more debug output for invalid segment numberin get_seg_masks()main/cntrlcen.c, main/newdemo.c, main/switch.c, main/wall.c, main/wall.h: Reworked wall_toggle() to work with index for segnum instead of a pointer, hopefully making the consistency check less error prone20110923--------main/state.c: When restoring Coop players and make turn them into ghosts perform a check if this player is actually a valid player so we do not just blindly use any object number from a possibly uninitialized player structure20110921--------main/net_udp.c: Streamlined joining, rejoining, disconnecting players and timeouts, getting rid of unwanted rejoin messages and let host remove a player for good without rejoining it via pdata packet to really get rid of lossy or unwanted players; Care for rollover of pkt_num of stored mdata packetsmain/game.c: Fixed overuse of multi_send_sound_function when handling afterburner in case player is dead or escapedmain/net_udp.c: Added wrapper functions dxx_sendto and dxx_recvfrom to collect simple statistics about amount and size of packets sent/received per second; Actually fixed packet scheduling in main UDP frame - was sending more than intended - stupid me20110919--------main/multi.h, main/net_udp.c: Reworked Packet Loss Prevention: If an important packet could not be recovered until it timed out, dump player who failed sending/receiving it; Noloss queue can proces spackets until a certain traffic has been reached; In main UDP frame schedule different types of packets depending on PPS to decrease traffic produced in one frame, hopefully preventing too much loss in high-traffic situations; Small code cleanups; Added new dump signal for loss of important packet; When dumping player also disconnect that one in case the dumped player does not accept the signalmain/playsave.c: Removed saving/restoring the state of Packet Loss Prevention from Netgame profiles20110915--------main/laser.c, main/laser.h, main/multi.c, main/multi.h, main/multibot.c, main/net_udp.c, main/net_udp.h: Added new priority level for MDATA packets to also send them ASAP without the need for an ACK; Streamlined sending multibot and fire packets and on the way artificially and automatically scaling fire rates, energy/ammo usage and damage of weapons in Multiplayer to decrease traffic easy way without changing the Gameplay20110914--------INSTALL.txt, README.txt, SConstruct, arch/carbon/conf.h, d2x.ini, include/args.h, main/inferno.c, main/kmatrix.c, main/kmatrix.h, main/menu.c, main/multi.c, main/multi.h, misc/args.c: Removed support for IPX protocol and MS-DOS-Multiplayer-compability due to age and lack of real need and to really improve on the Multiplayer without adding too much complexity for backwards-compability20110913--------README.txt: Mention Mac command keysarch/carbon/conf.h, d2x-rebirth.xcodeproj/project.pbxproj: Define USE_TRACKER for Mac OS X, remove reference to deleted cfile.h20110912--------arch/sdl/mouse.c, ui/mouse.c: Move EVENT_MOUSE_DOUBLE_CLICKED support from ui/mouse.c to arch/sdl/mouse.c for tidiness and to possibly use it outside the editor20110826--------main/ai.c: Due to conversion from fix64 to fix Boss_dying_start_time was not 0 when saving even if boss was not dead - fixed; Fixed warning about set but unused variable20110720--------main/menu: Added Polygon model viewer and GameBitmaps viewer in non-Release build for debugging, messing around, DXX-Redrawn, etc.20110719--------main/net_udp.c: Properly call multi_leave_game() when host leaves multi game to let clients exit smoothlyEnglish.lproj/InfoPlist.strings, d2x-Info.plist, d2xgl-Info.plist, main/inferno.c: Keep copyright information up to dateREADME.txt, debian/control, debian/copyright, debian/rules: Changed my eMail address20110716--------main/songs.c: Correctly proceed to new Redbook track if songnum != Song_playing (hopefully - to confirm); Using songs_stop_all() in songs_uninit() to clear redundancy; added some notes to functions to shine a bit light on the mess of some functions; Also if there's no escape song, continue level musicarch/sdl/rbaudio.c, main/inferno.c: Fixing Redbook hooks: Initialize last_check_time in RBACheckFinishedHook(); Execute RBACheckFinishedHook() during EVENT_WINDOW_DRAW in standard_handler() as EVENT_IDLE rarely happens if you have a shivering Joystick connected for examplearch/carbon/conf.h, SConstruct: Changed version to 0.57.1; Updated release notes20110715--------main/net_ipx.c, main/net_udp.c: When updating netgame hoard game flag used for compability reasons must be removed as it can be set - otherwise screwing up game mode display in netlist menuarch/sdl/digi.c, main/digi.h, main/songs.c, misc/hmp.c: Bail out of hmp_reset() if midiOutOpen fails and return error with -debug set; execute hmp_reset() before first song plays; renamed digi_win32_stop_current_song() to digi_win32_stop_midi_song() to keep naming convention; Fixed some compiler warningsmain/net_udp.c, main/net_udp.h: Fixed typo in Packets per sec. in GAME_RULES screen; Reduced max amount of games shown on netlist to 900 to reduce RAM usage... as if we'd ever reach thismain/automap.c: properly check and fix viewMatrix in free flight auotmap20110714--------main/collide.c: When colliding with robot not controlled by us in Multi-Robot game do not apply force or damage - wait until the robot is under our control - preventing juggeling robots back and forth between players and creating massive damagemain/multi.c: Due to descent2.ham reloading, hoard.ham must realod properly as well; cover multi_send_sound_function by plp preventing sound loops get lost/screwed in action20110713--------arch/sdl/event.c, arch/sdl/key.c, main/kconfig.c, main/menu.c: Stability fixes: avoid somfusions with same named variables in one function; Properly sort out players from player list that use too long filenames; Removed call for gr_set_fontcolor in kconfig where no canvas is set, causing crashes when trying to reassign a button, key or axis20110712--------main/wall.c: Readded automatic wall-flag setting for opened doors as PLP cannot protect us from negative side-effects due to how gullible multi_do_door_open() worksmain/multibot.c: Fixed uninitialized bytes in multi_do_create_robot_powerups() and two set but unused variables20110710--------main/gameseg.c: Added complex error output if illegal segnum passed to get_seg_masks(); Fixed warning about set but unused variables20110709--------main/gamerend.c, main/gauges.h: In Multiplayer games show player names in big guided window as wellmain/multibot.c: Just like for players do not protect robot firing or positional data (via PLP) to prevent jumpy movement with delayed packetsmain/lighting.c: Added new dynamic light calculation which works with find_connected_distance() preventing vertecies to be lit up without connection to light source but still maintaining illumination. Still deactivated as it needs more optimization - planned for 0.58. Removed old alternative dynamic lighting which was suppoed to work via fvi but way slower than the new one20110708--------main/net_udp.c: Slight improvement for Packet Loss Prevention: Be able to send to 35 packets per call of net_udp_noloss_process_queue() and also let counter only increase if a packet was actually sent, making sure the queue is not stuck on the first 5 packets in the listarch/sdl/digi.c: Make sure hmp_reset() is only executed if a song was playing20110704--------main/game.c, main/gamerend.c: Only call show_netplayerinfo() if GM_MULTI is set and reset netplayerinfo_on in game_setup()misc/physfsx.c: Fixed typo20110702--------main/ai.c: When initializing ai object correctly initialize Ai_local_info to prevent glitches like random submodel anglesmain/menu.c: Reset idle timer in main menu correctly even after playing the intro movie; Also got rid of a goto as it's generally bad and not needed since random demo selection picks a correct demo anyways20110701--------d2x.ini, main/inferno.c, main/net_udp.h, misc/args.c: Made formatting for help text more consistent and prettier; Somewhat changed the code for help text so we can use variables in the help text. For example: If we change MAXIMUM_FPS, it will automatically be displayed in the help text without manual editing needed20110630--------editor/group.c, editor/ksegsize.c, editor/meddraw.c, editor/segment.c, editor/seguvs.c, include/editor/editor.h, main/automap.c, main/fireball.c, main/gamecntl.c, main/gameseg.c, main/gameseg.h, main/lighting.c, main/render.c, main/render.h, main/segment.h: changed variables and pointer carrying vertex indexes from short to int to handle levels with over 900 segments properly20110628--------main/state.c: Fixed possible memory corruption when saving Current_mission_filename which is not necessarily a 9 byte long allocated string; Bit safer string handling with snprintf; Fixed set but unused variables like a bossmain/net_ipx.c: Correctly disable/initialize Multiplayer features not supported by IPX games for compability; Removed show_games_rules as there isn't much useful to show there; Some more code simplicity; Fixed sending of allowed items; Fixed player selection screen20110624--------main/net_udp.c: Fixed object sync for latecoming clients which was broken due to a very, very, VERY stupid mistake...20110623--------main/hud.c: PlayerCfg.MultiMessages was supposed to only show messages of class HM_MULTI but turned out to only block HM_REDUNDANT, too. Fixed this copy/paste error of minemain/laser.c: For Hotshot and above made homing missiles turn to player a bit less agressive which is hardly noticable but slightly increases the chance to shake off a projective even if dodged without perfect timing. This makes possible to survive in case a player/bot shoots several homing projectiles in spread fashion20110621--------misc/args.c: When GameArg.CtlNoStickyKeys was introduced I forgot to add an actual check if -nostickykeys was supplied - fixed now20110620--------main/lighting.c: in compute_light_emission() handle RT_NONE for delayed explosion fireballs20110617--------main/physics.c: By using fixed distance bumping for fix_illegal_wall_intersection making the whole process much more reliable on sharp edges20110609--------main/render.c: Saturate colored dynamic light just like normal one - makes the hwole thing a bit less colorful but makes for better balanced color mixing (theoretically) and does not reduce static light20110607--------main/switch.c: Correctly disable secret levels for Sharewaremain/render.c: Definition of dynlight_time should have been static to archive timed light calculations20110606--------main/menu.c, main/playsave.c: For all filename strings use PATH_MAX as size, make sure they are inited correctly and only fill them with snprintf instead of sprintf20110604--------main/lighting.c: Since set_dynamic_light() is not necessarily processed each frame, added own counter for delayed precession of vertex-clight calculation; Added possibility to page in a bitmap in case an object which has never been rendered before is supposed to cast light visible by the playermain/digiobj.c, main/piggy.c: Don't force AltSounds on PC-Shareware content but still must bail out on missing sounds using a small hack. Still gives a better sound palette than AltSoundsmain/titles.c: Play SONG_BRIEFING and SONG_ENDGAME on all non-builtin missions if availablemain/endlevel.c: Correctly handle PC Shareware for start_endlevel_movie() again without the defines but via is_SHAREWAREmain/digiobj.c: Just generally ignore missing sounds in digi_xlat_sound just like D1X-Rebirth - not limit to Sharewaremain/multi.c: for flexibility in terms of modding, allow player ship textures in Multiplayer be <= N_PLAYER_SHIP_TEXTURES and not hit Assert but pull out Eroor if there are more20110601--------2d/font.c, 2d/palette.c, 2d/pcx.c, arch/linux/hmiplay.c, arch/ogl/gr.c, arch/sdl/digi_mixer_music.c, arch/sdl/jukebox.c, editor/group.c, editor/kmine.c, editor/med.c, editor/mine.c, iff/iff.c, include/interp.h, include/physfsx.h, main/ai.c, main/automap.c, main/bm.c, main/bm.h, main/bmread.c, main/cntrlcen.c, main/cntrlcen.h, main/credits.c, main/digiobj.c, main/effects.c, main/effects.h, main/endlevel.c, main/fireball.c, main/fireball.h, main/fuelcen.c, main/fuelcen.h, main/game.c, main/game.h, main/gamefont.c, main/gamemine.c, main/gamemine.h, main/gamesave.c, main/gameseq.c, main/inferno.c, main/menu.c, main/menu.h, main/mission.c, main/movie.c, main/multi.c, main/net_ipx.c, main/net_udp.c, main/newdemo.c, main/newmenu.c, main/piggy.c, main/piggy.h, main/player.c, main/player.h, main/playsave.c, main/polyobj.c, main/polyobj.h, main/powerup.c, main/powerup.h, main/robot.c, main/robot.h, main/segment.c, main/segment.h, main/songs.c, main/state.c, main/switch.c, main/switch.h, main/text.c, main/titles.c, main/vclip.c, main/vclip.h, main/wall.c, main/wall.h, main/weapon.c, main/weapon.h, misc/hmp.c, misc/ignorecase.c, misc/physfsx.c, misc/strio.c, ui/keypad.c, ui/menubar.c: Got rid of cfile code: Renamed cfile-functions to use PHYSFSX-naming convention, Replaced cfile-macros with proper PHYSFS(X) calls; Introduced PHYSFSX_exists() which can check case-sensitive or case-insensitive to give more flexibility with game contentmain/endlevel.c: When reaching EL_FLYTHROUGH in do_endlevel_frame() do not check for start_endlevel_movie() anymore but rather it's result so this subfunction does not get called again which does not only save us from executing pointless code and code which screws up flythrough sequencemain/game.c: Executing timer_update() at the beginning of calc_frame_time in case event_process() taking a significant amount of time to reach the game window and therefor could make FrameTime be inaccuratemain/lighting.c: Added proper colored lighting handling for RT_POWERUP which I not noticed was wrong before ... darn dim glowing powerups20110530--------arch/include/digi_audio.h, arch/include/digi_mixer.h, arch/sdl/digi.c, arch/sdl/digi_mixer.c, main/digi.h, main/digiobj.c: Added own channel management to SDL_mixer sound interface since the builtin channel management of this lib cannot handle our needs; Little code cleanup20110528--------main/net_ipx.c, main/net_udp.c: Made netgame setup menu more flexible towards (constant or temporary) changes in available game modes20110526--------arch/sdl/event.c: In event_process() if a window closes while being drawn and there isn't a previous window we can get the next from just finish processing for this framemain/gamerend.c: in game_render_frame_mono() call show_netplayerinfo() last so window views do not overlap20110525--------main/multi.c, main/multi.h, main/net_ipx.h, main/net_udp.c: Added multi_send_data_direct to send multibuf to a specific player (i.e. Host<->Client, not Client<->Client); Overhauled kill sending/receiving and computation to rely in host information about game_mode-related variables (team_vector, Bounty_target) which are vital for consistent kill computation; Added function to send/update game_mode-related variables and solve /move command with this as well instead of workaround via updating lite_info20110522--------editor/med.c, main/game.c, main/gameseg.c, main/gameseq.c, main/menu.c: Like in BigEndian builds do netmisc_calc_checksum() only with expected items of segment/side struct to prevent different checksums in case these structs change; Fixed several issues when building with editor; Fixed compiler warning regarding set but unused variablemain/net_udp.c: When restoring Coop setting from netgame profile don't forget to fix max players variable20110520--------INSTALL.txt, RELEASE-NOTES.txt: Updated docs and fixed some typosmain/net_ipx.c, main/net_udp.c: Rearranged code to check for netgame-closed flag and refuse-players flag so they are updated correctly if another part of the code changes the menu item without activating itmain/automap.c, main/menu.c, main/playsave.c, main/playsave.h: Made Automap Free Flight controls an optional feature which can be set in MISC OPTIONSmain/net_udp.c: Let players launch 1-player team-based games in RELEASE build as wellmain/net_udp.c: Making D1X- and D2X-Rebirth more similar in behavior of which player limit is needed to start team-based game in both RELEASE and DEBUG builds20110519--------main/fvi.c, main/fvi.h, main/physics.c: Improvement for fix_illegal_wall_interesection(): Move away from wall in right angle - not towards center. This improves the bumping in many situations and prevents ship getting stuck in small segments. Simplified and optimized code as well and removed check for degenerated Segments as not needed with this approach; Fixed some compiler warnings regarding set but unused variablesmain/multi.c: Reset new_Bounty_target after using it and let host add a number on how often Bounty is reassigned. Both additions should help keeping target correct no matter how if multiple packets of the same type are disordered, delayed or bothmain/physics.c: for fix_illegal_wall_intersection() try using the distance we moved to move out from the wall. Just in case it's a sane value, i.e. > 0 and <= obj->size/2arch/ogl/gr.c, main/game.c: Removed key_flush() call from save_screen_shot() - not needed anymore due to new input reading and only screws up ingame controls20110516--------main/menu.c: for debug build ignore player Highest_level_index when starting a mission, making *Load Level* entry in main menu obsolete; Fixed two compiler warnings regarding set but unused variables20110515--------main/multi.c: Solved possible issue when setting new Bounty_target via host messing up scores or new target itself - only set if player decided why to unset Bounty_target, keeping code flow and game logic in order; Fixed two compiler warnings regarding set but unused variablesRELEASE-NOTES.txt: Added more info: M3U-support, GCC 4.6 warnings, more tracker infos20110513--------main/multi.c: Send player position also when multi_send_player_explode() is called so powerups drop at the right spot in case the respawn packet arrives first20110507--------arch/carbon/conf.h: Enabled Tracker support for Mac OSRELEASE-NOTES.txt, README.txt, SConstruct, arch/carbon/conf.h: Changed version from 0.56 to 0.57; Added first draft for RELEASE-NOTES.txt; updated docsmain/endlevel.c: Taken out Render_depth reduction of Endlevel sequence in Software rendering build; Fixed two compiler warnings regarding set but unused variablesmain/automap.c: Don't call automap_process_input() if autmap_key_command() returns 1 preventing input mess20110505--------main/gauges.c, main/multi.h, main/net_ipx.c, main/net_udp.c, main/net_udp.h, main/playsave.c: Host can now decide (again) if players are allowed to display enemy names on HUDd2x-rebirth.desktop, debian/changelog, debian/control, debian/copyright, debian/rules: Update for Debian packaging stuffmain/lighting.c: Correctly handle light computation of objects with render_type RT_LASER20110504--------editor/segment.c, main/fvi.c, main/gameseg.c, main/physics.c, main/segment.h: Since current approach to improve wall collisions prevented the player to enter segments which basically are too small for the player ship, added simple bumping function via object_intersects_wall(); Also when validating segments check for segment degeneration outside the editor build, too and set flag in segment structure for all different purposes but right now helps us to disable bumping when encountering degenerated segments and not break such levelsmain/endlevel.c: Make sure the big explosion at the end of the escape sequence also uses blending if transparency effects are activatedmain/multi.c: Fix crash in multi_maybe_disable_friendly_fire() when killer == NULL; Do not let player join game when gamemode is HOARD or TEAM HOARD and hoard.ham is not available2d/font.c: mipmapping was always on for fonts due to changed filtering code in ogl.cmain/physics.c: To compensate fewer FVI runs in lower FPS and wall penetration caused by strong forces allowed fix_illegal_wall_intersection() to move an object out of the wall half it's size improving the collisions once moremain/segment.h, main/state.c: Due to increased size of MAX_SEGMENTS old savegames became incompatible. To compensate added MAX_SEGMENTS_ORIGINAL with the original segment amount and read certain savegame info with this info when dealing with standard-sized levels and use Highest_segment_index when dealing with larger levels which are incompatible with older versions of the game anyways. Makes savegame site more efficient and still maintain backwards compabilitymain/render.c: When doing sorted rendering, also take cloaking walls into account to properly draw objects behind it while cloaking process20110422--------2d/rle.c, SConstruct, main/segment.h, main/texmerge.c: Expanded possibilities for level authors: RLE- and Texture-cache accepts textures bigger than 64x64, only limit being Texture width must be equal height; Increased maximum amount of Segments from 900 to 9000 - not dynamically allocating them, yetarch/sdl/mouse.c, main/kconfig.c, main/menu.c, main/playsave.c, main/playsave.h: When reading ingame controls only flush mouse delta timer-based since reading is event-based already, allowing high precision no matter the game speed; Removed Mouse smoothing/filtering as it's now unnecessary due to event-based motion handling2d/rle.c, main/texmerge.c: Fixes for RLE- and Texture-cache modifcations: Before freeing now must check if bitmap is already allocatedmain/menu.c, main/net_udp.c, main/playsave.c, main/playsave.h: Remember previously set up netgame variables in pilot-related file with extension ngp - due to feature consistency for UDP only20110421--------main/net_ipx.c, main/net_udp.c: When leaving game and still sending extras, don't forget to update the timer so we won't get stuck in an infinite looparch/sdl/key.c: Added SDLK_WORLD_** symbols to keyboard array to enable layout specific keys and make the game more flexible20110420--------main/multi.c, main/state.c: Resolved termination issue when reading and comparing callsigns fro Coop savestates; Added scores sending after Coop savestate loading as unrestored players will send them when loading new levelmain/gameseq.c, main/misison.c: Moved reloading of main descent2.ham (in case mission brings it's own version) from LoadLevel() to load_mission() so it does not screw missions with ther custom ham-file (like vertigo)20110418--------arch/sdl/digi_mixer_music.c, arch/sdl/jukebox.c, main/config.c, main/menu.c, main/songs.c, main/songs.h, main/titles.c: Fix broken m3u playlist support (in jukebox_play() path resolving); point to default descent.m3u playlist for Mac OS X (will be included in bundle); better error reporting in mix_play_file(); only make relative Jukebox path in the menu absolute after browsing it - relative paths are more flexible; allow select_file_recursive() to figure out PhysicsFS relative paths passed to it; stop the music if Jukebox is chosen and unavailable (used to just keep playing the last song)20110416--------main/gamecntl.c, main/gauges.c: Due to controls rewrite was not possible anymore to send multiplayer messages while being dead - added specific exception to allow this; Rewrote show_HUD_names to only show names, indicators or typing string for enemy players when they are not cloaked; Small fix for position of Afterburner gauge in CM_FULL_SCREENmisc/hmp.c: Check for hmp before pausing/resuming itmain/laser.c: Initialize variables in create_omega_blobs() and give omega_cleanup() a return value to see if we should continue rendering to fix potential crashes20110414--------main/kmatrix.c: Fixing km struct being used after it's being freed by closing the window in EVENT_WINDOW_DRAWmain/wall.c: Took out hack to force close doors as not needed anymore and does not take into account linked walls20110413--------main/net_udp.c, main/net_udp.h: Improved security for UDP protocol: Add checks for correct packet size and - if possible - valid sender address (valid player) and making sure Clients only accept packets meant for Clients and Hosts only accept packets meant for Hostsmain/fvi.c, main/physics.c: Bit more safeguarding in find_plane_line_intersection() and as a result less agressive but more beautiful back-bumping on illegal wall interesections; Scaling of movement from PhysTime to FrameTime now done with vector math functionsmain/credits.c: Fixing unfreed buffer when credits_show() was called but there was nothing to show memain/lighting.c: Reset obj_color for colored object lights when object does not return any usable color so the object will cast white light at least20110412--------main/game.c, main/gauges.c, main/multi.h, main/net_ipx.c, main/net_ipx.h, main/net_udp.c, main/net_udp.h: Little fix for typing-indicator in multiplayer - was showing comma even if no player name was displayed; Removed team_vector from UDP lite_info structure - it's not needed; Removed ShowAllNames from Netgame structure as I see no reason why names display should be host-controlled; Increased UDP_NETGAMES_PAGES to actually show 3000 possible gamesmain/laser.c: Stupid me forgot to let Omega use it's charge again after debugging it - fixed...include/gr.h, main/bm.c, main/bm.h, main/gamesave.c, main/lighting.c, main/multi.c, main/object.c, main/object.h, main/piggy.c, main/render.c, main/state.c: Execute set_dynamic_light 60 times per second max since more would just be a waste of CPU time; When executing set_dynamic_light, process ALL lights; Instead of storing light color in objects, do it on-thy-fly but store bitmap-based color in grs_bitmap - vastly speeds up colored dynamic lights; Improved saturation for vertex lighting to make light color a bit more subtilemain/playsave.c: kconfig weapon cycling fields changed after 0.56 release will automatically fix if version number changes on next release20110411--------main/game.c, main/gamecntl.c, main/gamerend.c, main/gauges.c, main/multi.c, main/multi.h: Improved syntax for Multi messages/commands: Commands starting with '/' and those accepting arguments as well as Player/Team messages require space after ':' ; Added indicator on HUD to show if a player is typing a message to prevent accidential killsmain/collide.c, main/hud.c, main/hudmsg.h, main/powerup.c, main/weapon.c: Introduced HUD message class HM_MAYDUPL for messages that may appear once per frame but the player might not able to supress via option20110410--------main/collide.c, main/laser.c, main/laser.h, main/object.c, main/object.h, main/vclip.c: Reworked Omega cannon: Instead of firing every frame, fire in 33.33ms intervals instead which will improve performance, decrease network traffic and make damage in Multiplayer not a totally random factor; To compensate inaccuracy due high velocity of leading omega blob, check for it's distance from parent and delete if distance > MAXmain/gamerend.c, main/gauges.c, main/titles.c: Fixed text-related annoyances: Fixed positions of strings TXT_CLOAKED and TXT_CRUISE in CM_FULL_SCREEN; Fixed scaling of tab_stop in briefings (again)INSTALL.txt: Tell people about The Unarchiver for installing from the Mac game CD (thanks, Jonathan!)arch/ogl/gr.c: Smash texture list when switching between window mode and fullscreen prevent invalid textures; Made code to capture Screenshots more similar between OpenGL and OpenGL ES3d/interp.c, main/automap.c: Allow completely free movement in the automap. It will rotate relative to the viewer. Also fix an unused variable warning.20110408--------main/net_udp.c: Allow multi_send_fire when necessary and not crop to PPS so fix weapons with high firing rate20110407--------3d/draw.c, 3d/interp.c, 3d/rod.c, arch/ogl/ogl.c, include/3d.h, include/interp.h, include/ogl_init.h, main/endlevel.c, main/gamesave.c, main/lighting.c, main/lighting.h, main/menu.c, main/morph.c, main/multi.c, main/object.c, main/object.h, main/playsave.c, main/playsave.h, main/polyobj.c, main/polyobj.h, main/render.c, main/state.c, main/terrain.c: Made lighting code work with actual RGB values and added feature to let certain objects emit colored dynamic light as well as let mine flash red when control center destroyed (OpenGL-only at the moment)main/physics.c: When sliding along a wall keep wall_part sane to ensure good velocity for slide20110405--------SConstruct, arch/win32/ipx.c, d2x.ini, include/args.h, main/inferno.c, main/menu.c, main/multi.h, main/net_ipx.h, main/net_udp.c, main/net_udp.h, misc/args.c: Client-side implementation for Tracker support by Matt "1360" Vandermeulen including improvements in udp_dns_filladdr and IPv4/IPv6 compability; Very little adjustments by me, too including IPv6 support for Windows (untested); Actual tracker code will follow later as seperate branch when it's done20110329--------main/cntrlcen.c, main/cntrlcen.h, main/state.c: Dead_controlcen_object_num should be set when a new level starts in debug build, too; Setting Total_countdown_time when loading a savestate so SEF-DESTRUCT SEQUENCE ACTIVATED sample will not play soon as timer reaches 020110328--------main/endlevel.c, main/newdemo.c: Properly record the event of reset_rear_view() while switching levels to make it work right when rewinding as well; Properly record Countdown seconds for each newdemo frame instead of second change to get display showing up right while playback and still preserving backwards compability; Suspend Game_wind when playing endlevel movie while demo playbackarch/ogl/gr.c: Fixes for OpenGL ES implementation20110327--------main/physics.c: Another rework for anti-stuck-bumping: Execute after calculation of velocity and add fvi check to make sure we deal with an actual wall collisionmain/gamesave.c: Added hack to fix illegal segment (104) in D2 Level 12 which should be fixed in the level itself but impossible due to copyright of original game content...20110314--------main/fvi.c, main/physics.c: Again reworked new bump hack to only apply when fate == HIT_WALL (to not break level SKYBOX) and made bumping by distance between object position and wall hit point; Removed/handled some safety checks in find_plane_line_intersection() to make sliding along joining edges smoother again while bad values *should* be handled in pyhsics.c and not make object warp-crashing tru the whole level or stuck in walls (fvi code should still be rewritten tho)20110310--------main/kconfig.c: Due to lazy copy&paste sliding up/down speed was divided by 2 - fixed20110306--------main/songs.c: Be safer not interrupting other ports of descent or the original MS-DOS game when it comes to reading song files: Try reading from MISSION_NAME.sngdxx to have a way reading a song file for a specific mission outside the mission's HOG, next try reading from descent.sngdxx which shall serve as an alternative song file specifically for DXX and then try descent.sng. This should give authors enough possibilities to add OSTs for all different versions of the game without the need to publish different versions of their missions20110224--------2d/canvas.c: Fix for last revision: Correctly initialize cv_fade_level and cv_blend_func when creating initializing a canvasmain/multi.c, main/piggy.c: Using gr_init_bitmap for hoard data initialization; Correctly free hoard data before the program closes; When reloading the main HAM files, made sure it does not try to reload main game sounds from shareware/demo HAM20110223--------2d/2dsline.c, 2d/canvas.c, arch/ogl/gr.c, arch/ogl/ogl.c, arch/sdl/gr.c, include/3d.h, include/gr.h, include/ogl_init.h, main/ai.c, main/ai.h, main/console.c, main/effects.h, main/gamerend.c, main/gauges.c, main/hud.c, main/menu.c, main/multibot.c, main/newmenu.c, main/object.c, main/playsave.c, main/playsave.h, main/render.c, texmap/tmapflat.c: Added cv_fade_level to canvas structure to replace Gr_scanline_darkening_level; Added cv_blend_func to canvas structure to set blending; Introduced gr_settransblend to set cv_fade_level and cv_blend_func; Added function to set normal blending, additive alpha blending and additive color blending; Moved Special transparency effects from g3_draw_bitmap to render_object to set individual transparency and/or blending for each object outside of OpenGL-specific code; Added special blending for fuelcenter and force field effects as well; Removed unused LASER_HACK code; Renamed OglAlphaEffects variable of PalyerCfg to AlphaEffects as I plan to implement this kind of effects for Software renderer, too20110221--------misc/strutil.c: Fix a critical bug in string_array_add - when d_reallocing the buffer containing the string data, update all the pointers in '*list' as well as next_str, preventing ugly crashes20110219--------main/gameseq.c: Added another call for read_hamfile right after a level loads in case a third party mission brings it's own version of the main game HAM file20110218--------arch/ogl/ogl.c, include/ogl_init.h, main/endlevel.c, main/object.c: Draw laser effects with special blending instead of disabled DepthMask; Added special blending for transparency effects as well to let them kick more ass; Corrections while rendering outside part of endlevel sequence with disabled depth testing and dynamically changing Render_depth to make the mine exit visible again while not rendering the exit tunnel tru the planet terrainarch/ogl/ogl.c: Set zNear for gluPerspective to 0.1 to prevent ugly clipping while passing illusory walls; Set zFar to 5000.0 to prevent disappearing automap in large distance - all still sane enough for Intel chips so my eeePC is safe nyahahaha20110217--------main/wall.c: When recording cloaking or unclocking wall to demo, make sure the very first frame is recorded, too so wall will correctly transform back when rewinding the demo20110215--------main/gamecntl.c: Fixed PRShot feature which was accidentially broken while implementation of OpenGL ES support20110214--------SConstruct, d2x.ini, include/args.h, main/ai.c, main/ai.h, main/ai2.c, main/automap.c, main/cntrlcen.c, main/collide.c, main/config.c, main/config.h, main/escort.c, main/escort.h, main/fvi.c, main/game.c, main/game.h, main/gamecntl.c, main/gamerend.c, main/gameseq.c, main/gameseq.h, main/gauges.c, main/inferno.c, main/kconfig.c, main/laser.c, main/menu.c, main/multi.c, main/net_ipx.c, main/net_udp.c, main/physics.c, main/player.h, main/render.c, main/state.c, misc/args.c: Moved all these unsorted global cheat variables to a handy structure; Simplified reading of the cheats without trying to make it complicated so no one finds them (everyone can get the source); Removed one or two cheats which carry more garbage than they are worth; Added replacement for the bittersweet cheat; Made FPS Counter an option of Graphics menumain/credits.c, main/titles.c: For credits and briefings moved all code happened in EVENT_IDLE to EVENT_WINDOW_DRAW since a jitterish Joystick could slow down text rendering20110212--------arch/inlcude/window.h, arch/sdl/event.c, arch/sdl/window.c, main/game.c: New approach to handle a bunch of closing windows - removed window_do_close() again, reworked game_leave_menus by checking window_get_front() and closing this window until it's Game_wind, while event_process checking if window still exists after drawing and if not, take next window from previous which should be updated by then20110211--------main/gamecntl.c, main/kconfig.c, main/newmenu.c: Controls.select_weapon_count needs to be incremented differently to get non-0 when we want to select the laser type weapon; Readded jumping from first to last item in newmenu and vice versa20110210--------main/automap.c, main/gauges.c, main/gauges.h, main/kconfig.c, main/newmenu.c, main/newmenu.h: Fixed broken FlightSim indicator on Automap; Fixed Assert for using mouse buttons in kconfig (which can react to UP and DOWN states); Added scrolling support for menus flagged tiny_mode and all_textarch/ogl/gr.c, arch/sdl/gr.c, d2x.ini, include/args.h, main/inferno.c, misc/args.c: Simplified ogl version of gr.c in terms of SDL video flags and fullscreen toggle; Added command-line/INI option to remove borders from windowed programmain/multi.c: Fixed compiler warning related to generation of game_id for Coop Savegamesarch/ogl/ogl.c, main/gamerend.c, main/gauges.c, main/gauges.h: Added secondary weapon indicators to new reticle types; Fixed disks being drawn as circles - whoops20110209--------main/ai.c, main/game.c, main/gamecntl.c, main/gameseq.c, main/menu.c, main/multi.c, main/multi.h, main/state.c, main/state.h: Reintroduced Savegames for Coop games using the original Descent2 implementation but correctly handling player slots in their pre-loading state preventing accidential player shifting which never really worked in the original game and we do not want with UDP anyways - was all tested but still might need a fix or two; Added some missing initializations for saving players and AI stuff; Completely ripped out remnants of saving between levels codemain/movie.c: Fixed little memory issue while playing movies introduced by overhaul of window closingarch/ogl/ogl.c: Fixed memory leak produced by drawing circles and disks20110206--------arch/include/key.h, main/automap.c: Increased key repeat values to react a little more like the MS-DOS version of the game but a little slower so I can still stop at the correct item; In automap reorganized control_info swapping as well as wiggle state handling to properly work in connection with the new input handling and Multiplayer where game is not paused20110203--------main/automap.c, main/gamecntl.c: Little fixes for recent kconfig/event overhaul: Automap inputs read by kconfig should be processed by input rather than idle and automap frame calculations should be done while drawing; Fixed drop_bomb_count which could roll over to 255 dropping bombs without endmain/gauges: Corrected values for gr_ubox while drawing a window_view to not mess up at some widescreen resolutionsarch/include/window.h, arch/sdl/event.c, arch/sdl/window.c: Included new window structure flag w_closing_state and let window_close() set this flag - after drawing all windows, check them again and call window_do_close() which then actually closes the window(s) marked to. Solving all sorts of problems when windows close while being drawn (network error messageboxes, game_leave_menus(), etc.)20110202--------arch/include/event.h, arch/include/joy.h, arch/include/key.h, arch/include/mouse.h, arch/sdl/event.c, arch/sdl/joy.c, arch/sdl/key.c, arch/sdl/mouse.c, main/automap.c, main/endlevel.c, main/game.c, main/gamecntl.c, main/inferno.c, main/kconfig.c, main/kconfig.h, main/movie.c, main/multi.c, main/newmenu.c, main/slew.c: Added event types for all input actions; Rewrote kconfig code to work with events; static defined inputs will not trigger kconfig-mapped inputs anymore; Simplified keyboard, mouse and joystick code a lot due to event-based handling; Added function to toggle SDL key repeats on and off; Put timer_update() to event_process; Removed return when event_poll() is idle to get cursor hiding to work again; Added a small delay between cursoe hiding and re-enabling to cursor will not accidentially enable by SDL event centering cursor while hidingarch/ogl/ogl.c: After rendering Reboot reticle, reset glLineWidth to default value againmain/fireball.c, main/gameseq.c, main/net_ipx.c, main/net_udp.c: Little more smoothness for Multiplayer: Before dropping Powerups in random segment, make sure it's accessible by the player who drops it; Got rid of goto in InitPlayerPositions() and made code more D2-ish; Allow host to send 50 object/extra packets per second which does not overload network stack, yet but speeds up joining20110126--------arc/sdl/event.c: In event_process() check for wind->next before sending EVENT_WINDOW_DRAW in case drawing will free wind20110124--------main/physics.c: Revamped what previously was the BUMP_HACK by checking if an object is actually intersecting a segment and move it out towards segment center just after the initial object movement composed by fvi and before velocity is made - should make inaccurate wall collisions a bit smoother and prevent objects from goind inside or through walls, toomain/physics.c: Added some new conditions to the bumping code: Only bump objects which can slide (alive robots and players) and added a count making sure this function can never get stuck in an infinite loopmain/collide.c, main/fireball.c: Some improvements and cleanups for Persistent Debris: Let them bounce, added drag and let them explode on hazardous walls20110123--------main/ai2.c: Taking out one Int3 in init_boss_segments() stopping the program if there is more than one boss in level - taking out because it's not fatal or unsafe to do that; Also removed one conditional size_check which was meant for one mprintf we removed long agomain/physics.c: Increasing the collision count for objects so there can be 8 for all objects; also do not increase count when colliding with a powerup as it should not change our movementmain/playsave.c: For new player, set ReticleSize to 0 which is the smallest size20110122--------main/console.c, main/game.c, main/gamerend.c, main/gauges.c: Added timer_update() to stop/start/reset_time() functions so resumed last_timer_value will be precise; Added new FPS counter which actually does count the frames rendered per second and is less irritating; Added timer_dleay2 call to console to not stress CPU too much; Imporoved placement for show_time(), multi messages, marker messages and orb countsmain/multi.c: Fixed small issue parsing killreactor command in Multiplayerinclude/byteswap.h: Added swapping for 64Bit sized integers in case we want to store/read them some day (i.e. new Savegame version storing object instead of object_rw)main/gamerend.c: in show_framerate do not use gr_get_string_size at all but rather use hardcoded coordinates - less CPU-intensemain/fvi.c: Removed fvi_a.h and added the asm code from it as comment to fvi.c in case we need it again some day20110121--------main/render.c: Protection for negative array index in find_seg_side was accidentially checking for vv1 != -1 - fixed that20110120--------arch/sdl/jukebox.c, main/digi.h, main/menu.c, main/songs.c: Added a simple random function for the Jukebox; Removed one small printf I once added for debugging20110119--------main/game.h, main/gamerend.c, main/gauges.c, main/multi.c, main/multi.h, main/net_udp.c: Introducing new BOUNTY Multiplayer game mode by Matt "1360" Vandermeulen <matt1360@gmail.com>main/gauges.c, main/multi.c: Fix for showing bounty target in kill list - was not actually checking if player_num == Bounty_target; When Bounty_target player leaves game host must select a new target so the game can proceedmain/gamerend.c, main/multi.c, main/multi.h, main/net_ipx.c, main/net_udp.c, main/text.h: On NETGAMES list Bounty mode was not shown since MODE_NAMES define was not adjusted - so in the end introduced GMNames and GMNamesShrt Arrays in multi.c for globally displaying full or short Multiplayer game mode names2d/bitmap.c, 2d/bitmap.h, 2d/canvas.c, 2d/font.c, 2d/scale.c, 2d/scalec.c, 2d/tmerge.c, SConstruct, arch/linux/alsadigi.c, arch/sdl/digi_audio.c, arch/sdl/digi_mixer.c, include/error.h, include/maths.h, main/fvi_a.h, main/inferno.c, maths/fixc.c, maths/vecmat.c, texmap/scanline.c: Retired most of the Assembler code except the generic i386 scanline renderer; Removed all leftovers of Direct3D implementation; On the way make a some code more similar between D1X-Rebirth and D2X-Rebirth20110118--------main/net_udp.c: Fixed small bug in net_udp_list_join_poll() which was introduced when I reorganized the events for making console render globalmain/gamecntl.c, main/gameseq.c: Allowing loading a savestate while being in death sequence and resetting Dead_player_camera correctly in init_player_stats_level() so forther death sequences won't screw upmain/net_udp.c: In net_udp_send_objects() player_num byte was not considered for mode 1 resulting on incorrect object count for this modemain/net_ipx.c, main/net_udp.c: Instead of calling object/extras sending every frame, use a delay of 100ms between packet send to not overload the network stack20110117--------arch/sdl/event.c: Still send idle events when receiving SDL joystick events, fixing possible joystick issuesmain/menu.c: No referring to non-existent ogl_maxanisotropy for non-OGL buildmain/kconfig.c, main/newmenu.c, ui/mouse.c: Fix cursor recentering issues - comment out redundant event_toggle_focus(1) calls in kconfig.c and newmenu.c and use event_toggle_focus(0) in ui_mouse_show()arch/ogl/ogl.c, main/gauges.c: Before duplicating last pixel column or row in ogl_filltexbuf, make sure we are still in actual bitmap boundaries; Incrementing defines SHIELD_GAUGE_Y, SHIP_GAUGE_Y for HIRESMODE to fit these gauges pixel-correct in Cockpit modeSConstruct, d2x-rebirth.xcodeproj/project.pbxproj, editor/centers.c, editor/eswitch.c, editor/med.c, editor/medrobot.c, editor/medwall.c, editor/mine.c, editor/objpage.c, editor/texpage.c, include/editor/editor.h, include/editor/objpage.h, include/editor/texpage.h, include/ui.h, ui/button.c, ui/checkbox.c, ui/dialog.c, ui/file.c, ui/gadget.c, ui/icon.c, ui/inputbox.c, ui/keypad.c, ui/keypress.c, ui/keytrap.c, ui/listbox.c, ui/menu.c, ui/message.c, ui/popup.c, ui/radio.c, ui/scroll.c, ui/userbox.c: Rename ui/window.c to ui/dialog.c to avoid confusion with arch/sdl/window.c, also rename UI_WINDOW to UI_DIALOG, rename all associated functions, constants, parameters, local variables etc too; make a window when making a UI_DIALOG (does nothing yet)SConstruct: opengles variable in SConstruct could be activated by command-line argument openglmain/terrain.c texmap/ntmap.c, texmap/scanline.c: Fixing memory corruptions produced by the scanline renderer; Dynamically allocate y_pointers to free scanline renderer from resolution limits20110116--------2d/bitblt.c, arch/ogl/gr.c, arch/ogl/ogl.c, include/ogl_init.h, main/menu.c: Added feature to enable Anisotropic filtering is supported by hardware or driver; Reworked way of handling texture filtering information so ingame switching is possible againmain/menu.c: When changing resolutions and Game_wind is present, send EVENT_WINDOW_ACTIVATE shortly so it's canvase will align to the new resolution seamlesslymain/titles.c: For more consistency to original game, show descent(b).pcx before pilot selection if available; Generally use PATH_MAX for filename arrays in titles codemain/console.c, main/inferno.c: Toggle console by KEY_SHIFTED+KEY_ESC again - as it should bearch/ogl/ogl.c: in ogl_filltexbuf add pixel row matching color of bitmap edge to get a clean border when filtering cockpit overlay bitmaps20110115--------arch/linux/ipx.c, main/net_ipx.c: Fixed some compiler warningsmain/game.c: Due to recent changes in event_poll() game_handler() must call ReadControls() for EVENT_MOUSE_MOVED, too; Little fix for FixedStepCalc()arch/ogl/gr.c, arch/ogl/ogl.c: Fixed alpha limit for ogl_ulinec(), gr_uricle(), gr_disk()20110114--------arch/include/event.h, arch/include/key.h, arch/include/mouse.h, arch/sdl/event.c, arch/sdl/key.c, arch/sdl/mouse.c, editor/med.c, include/ui.h, main/automap.c, main/credits.c, main/escort.c, main/gamecntl.c, main/inferno.c, main/inferno.h, main/kconfig.c, main/kmatrix.c, main/menu.c, main/movie.c, main/net_ipx.c, main/net_udp.c, main/newmenu.c, main/scores.c, main/titles.c, ui/file.c, ui/keypress.c, ui/menu.c, ui/menubar.c, ui/message.c, ui/mouse.c, ui/popup.c, ui/window.c: For editor, replace use of ui_mega_process() with event_process(), with the editor's own default event handler; add EVENT_MOUSE_MOVED event with event_mouse_get_delta() accessor; add event_key_get() to replace ugly casting; rename mouse_get_button() with event_mouse_get_button() to keep with name convention; only send idle events when there are no input events so editor still works properly (or the same anyway); add and use event_send() function for input events (including idle)main/fireball.c, main/gamesave.c, main/multi.c, main/multi.h, main/net_ipx.c, main/net_udp.c, main/object.c, main/object.h: Fixing code used for capping powerups in multiplayer - it was not correctly conting 4pack powerups; Cleaned up this code a bit and added more consistent naming convention for functions to maybe make it more understandable; Removed MULTI_PROTO_D2X_VER define as it's not neededmain/gamesave.c, main/multi.c, main/object.h: In multi_leave_game check for Player_eggs_Dropped before actually dropping to prevent multiple drops in case player quits game after being killed; put console output level of multiplayer powerup cap messagers to CON_VERBOSEmain/gameseq.c: Using timer_query() instead of clock() in InitPlayerPositions(); Also decreasing check value for closest_dist to D1-level to actually make it less likely to start at total random unchecked location where another player could bemain/net_ipx.c, main/net_udp.c: When displaying kill goals in game rules, value must be multiplied by 5 to show the correct limitmain/collide.c, main/multi.c, main/multi.h, main/net_udp.c: Added feature to optionally disable friendly fire in Team and Coop gamesmain/newmenu.c: Moved scroll arrow one unit to the left to be not pixel-aligned to possible checkbox; Made newmenu sliders only react to spacebar, backspace, left and right since pageup/down is already taken for menu scrolling and all other previous key assignments will not work on most spread keyboard layoutsinclude/console.h, main/console.c, main/gamecntl.c, main/gamerend.c, main/inferno.c, main/kmatrix.c, main/movie.c, main/net_ipx.c, main/net_udp.c: Converted console into a window and allow it to show in every part of the game; Fit several poll functions and kmatrix so they won't get interrupted by the console20110111--------main/net_ipx.c, main/net_udp.c: Fixed Menu setting for AllowedItems which was broken due to changed return value of newmenu_do120110110--------2d/disc.c, arch/ogl/gr.c, arch/ogl/ogl.c, include/gr.h, include/ogl_init.h, main/automap.c, main/gamerend.c, main/gauges.c, main/gauges.h, main/menu.c, main/playsave.c, main/playsave.h: Added different reticle types with RGBA and size settings; Apply RGBA and size to FlightSim Indicator and Guided Crosshair; Added Brightness Slider to Graphics options menu; Added OpenGL usage for gr_diskmain/credits.c, main/songs.c, misc/hmp.c: Let credits track fade out at the end of text sequence; Fixed usage for RBAPlayTracks - when playing only one track last must be equal first, not 0; In hmp_open changed data from long to int, preventing memory explosion depending on optimisation of the codearch/sdl/timer.c: In timer_update() convert cur_tv to fix scale before substracting from last_tv to get more accurate values to F64_RunTime (insignificant tho); Added rollover check for SDL_GetTicks() to timer_delay2()20110109--------main/net_udp.h: Set max UDP packet size to 1024 again (seems some configuration DO have problems with larger packets after all)main/net_udp.c: Fix for rev968: my_pnum must be defined staticarch/sdl/digi.c, inlcude/hmp.h, misc/hmp.c: Improvement on the HMP track loop feature by TURRICAN; Added small template fix for descent.hmp which is supposed to be activated soon as we have some kind or Checksum functionmain/kconfig.c: Mousebutton assigned to CYCLE SECONADARY was actually calling CYCLE PRIMARY20110106--------main/multi.c, main/state.c: Fixed but in object to object_rw conversion - if a bot is not dead, leave dying_start_time at 0 as anything else would kill it3d/rod.c, SConstruct, arch/ogl/gr.c, arch/ogl/ogl.c, include/3d.h, include/ogl_init.h, main/gamecntl.c, main/object.c, main/state.c, misc/args.c: Added OpenGL ES support - contributed by Florian Feucht and Oliver Haagmain/automap.c, main/gauges.c, main/gauges.h: Draw FlightSim Reticle on Automap display, too; Fixed small glitch showing Vulcan/Gauss ammo in alt hud mode on all cockpit modes instead of CM_FULL_SCREEN onlyarch/ogl/ogl.c: Fix small bug in vertex_array for ogl_ubitblt_i20110104--------d2x.ini, include/args.h, main/gauges.c, main/inferno.c, main/kconfig.c, main/kconfig.h, main/menu.c, main/playsave.c, main/playsave.h, misc/args.c: Introduced FlightSim control scheme for mouse which adds delta values to absolute position to behave like a Joystick; Added Deadzone slider for FlightSim as well as an optional Reticle display to show the positional data on screen; Removed old Mouselook hack in favor of this new feature20110103--------arch/sdl/joy.c, arch/sdl/key.c, arch/sdl/mouse.c, include/args.h, main/kconfig.c, main/kconfig.h, main/playsave.c, misc/args.c: Saving weapon keys in PLX like in D1X-Rebirth; Added Cycle Primary/Secondary for Mouse which makes wheel axis cycling unnecessary and also let Weapon Keys be assigned to a Mouse button; If GameArg.NoStickyKeys do flush these keys so they can be used as normal game keys - otherwise ban them; Fixed crash when reassigning mouse button greater than 3; Joystick/Mouse function taking button as argument now check for sanity of this value so they can safely be used in kconfig code and deal with unassigned key valuesd2x.ini, include/args.h, main/gamerend.c, main/hud.c, main/inferno.c, main/menu.c, main/multi.c, main/net_ipx.c, main/net_udp.c, main/playsave.c, main/playsave.h, misc/args.c: Moved NoRedundancy, MultiMessages and NoRankings toggles from GameArg to PlayerCfg to be set via Misc OptionsSConstruct, INSTALL.txt: More consistency in SConstruct command-line variables; Added automatic Endianess-checker; Set target to 'd2x-rebirth' no matter if OpenGL or not20110102--------main/credits.c, main/kconfig.c, main/menu.c, main/net_udp.c, main/newmenu.c, main/scores.c: Increasing general mouse functionality all over the game: Mouse wheel now can scroll through menu/listbox items; Right mouse button closes a menu (without the need of these ugly close boxes); Also added mouse-closing capabilities to credits, scores and kconfig menus; While being in UDP Netgames list, override keycode at PAGEUP/DOWN keypress to only flip pages without modifying citem also added messagebox showing TXT_INVALID_CHOICE when invalid netgame was chosenarch/include/key.h, arch/sdl/key.c, main/newmenu.c, main/credits.c: Introduced function key_ismodlck to get the status of modifier keys or sticky keys; Let sticky keys survive flush so we can accurately use their real states; Added key repeating via SDL; Depending on status of KEY_NUMLOCK keypad will either be used as numerical or arrow input in menus; Fixed small typo for mouse.h include in credits.c20101230--------main/newmenu.c, main/menu.c: Fixed glitch in scroll arrow position; Added newmenu_scroll which can scroll through all kind is menu structures including automatically handling NM_TYPE_TEXT items as well as automatically updating scroll_offset; PageUp/Down now scrolls by 10 items, Home/end will select first/last/items of menu creating consistency to listbox behaviour; Fit text for GrabInput to be more understandable20101228--------d2x-rebirth.xcodeproj/project.pbxproj, editor, include/editor, main/editor, SConstruct: Move main/editor to editor and move headers to include/editor, like d1xeditor/info.c, editor/med.c, include/editor/editor.h, include/editor/info.h: Make the keypad info display into a windowarch/include/event.h, arch/include/joy.h, arch/include/mouse.h, arch/sdl/event.c, arch/sdl/joy.c, arch/sdl/mouse.c, d2x.ini, include/args.h, main/automap.c, main/config.c, main/config.h, main/game.c, main/gamecntl.c, main/inferno.c, main/kconfig.c, main/menu.c, main/newmenu.c, main/playsave.c, main/playsave.h, misc/args.c: Added Sensitivity/Deadzone menu with sliders for each movement based action seperated for joystick and mouse to support all kinds of configuration - regardless the amount of joystick axes and whatnot; SDL_WM_GrabInput does not only capture mouse but also focus keyboard input - changed code to respect this fact and made grabbing a menu option which is enabled by default20101224--------d2x-rebirth.xcodeproj/project.pbxproj, include/ui.h, main/editor/centers.c, main/editor/editor.h, main/editor/group.c, main/editor/medrobot.c, main/editor/medwall.c, main/editor/mine.c, main/editor/texpage.h, main/gamesave.c, main/gamesave.h, main/switch.c, main/switch.h, ui/button.c, ui/checkbox.c, ui/func.c, ui/harderr.c, ui/keytrap.c, ui/medfunc.c, ui/menubar.c, ui/mouse.c, ui/radio.c, ui/ui.c, ui/window.c: Copy some editor stuff from d1x-rebirth to d2x-rebirth, like use of the OS native cursorarch/carbon/conf.h: Disabling IPv6 support for OS X since in Snow Leopard it's buggy, making all Multiplayer pretty much impossible - re-activating soon as proper patches from Apple are in sight20101223--------main/net_udp.c, main/net_udp.h: Reworked object sending/receiving to work without unnecessary type casting and a bit less error prone; Also increased UDP max packet size to 2048 so we can send 7 objects per frame; Fixded joinign games - GameID was sent for full game info, not lite infomain/credits.c: Align timer_delay for credits so the song (midi or redbook) should at least be heard once20101222--------arch/sdl/window.c: In window_close() prev window did not get EVENT_WINDOW_ACTIVATED but the recent closed window got it causing previous window not being activated anymore and a bunch of memory errorsarch/ogl/ogl.c, include/ogl_init.h, main/ai.c, main/ai.h, main/ai2.c, main/aipath.c, main/aistruct.h, main/cntrlcen.c, main/collide.c, main/controls.c, main/escort.c, main/fuelcen.c, main/game.c, main/game.h, main/gamecntl.c, main/gameseg.c, main/gameseq.c, main/gauges.c, main/laser.c, main/lighting.c, main/mglobal.c, main/multi.c, main/multi.h, main/multibot.c, main/net_ipx.c, main/net_udp.c, main/newdemo.c, main/object.c, main/object.h, main/player.c, main/player.h, main/powerup.c, main/state.c, main/weapon.c: Made GameTime to GameTime64 using fix64; Changed all structures saving GameTime64 for internal timer purposes to store fix64 and added converting functions to save such times in fix; For Savegames/Demos always reset GameTime64 to 0 while saving and putting all timer values to safe limits, Multiplayer objects are sent in similar fashiond2x-rebirth.xcodeproj/project.pbxproj, main/menu.c, main/editor/med.c, ui/file.c: Activate EDITOR for Mac OS X in Xcode, d2x target; fix some warnings and errorsmain/collide.c, main/object.c, main/object.h, main/state.c: added hitobj_list to struct laser_info to get a bit cleaner codemain/gamecntl.c, main/gamesave.c: Fix warning for deliberate GameTime64 wrap; change GameTime to GameTime64 for editormain/multi.h, main/net_udp.c, main/net_udp.h: in IPv6 builds also send regular broadcast packets to get games found via LAN between IPv4 clients/systems and IPv6 clients/systems; rather than identifying (lite_info) games via IP use randomly generated GameID and game name to prevent duplicated coming from IPv6 buildsui/window.c: Put event_process() in ui_mega_process(), getting editor to (mostly) work20101211--------arch/include/key.h, arch/include/mouse.h, arch/sdl/event.c, arch/sdl/joy.c, arch/sdl/key.c, arch/sdl/mouse.c, arch/sdl/rbaudio.c, arch/sdl/timer.c, include/maths.h, include/timer.h, include/ui.h, main/automap.c, main/console.c, main/digiobj.c, main/editor/medrobot.c, main/editor/medwall.c, main/fireball.c, main/game.c, main/inferno.c, main/kmatrix.c, main/laser.c, main/laser.h, main/lighting.c, main/menu.c, main/multi.c, main/multi.h, main/multibot.c, main/net_ipx.c, main/net_ipx.h, main/net_udp.c, main/net_udp.h, main/newmenu.c, main/scores.c, main/titles.c, ui/listbox.c, ui/mouse.c, ui/scroll.c, ui/window.c: Introduced new data type fix64 to be used for new timers which can last 4462756 years instead of 9 hours; Introduced new timer functions to update and query program time; Used new timer all over the program except GameTime (which comes next)20101205--------arch/carbon/messagebox.c, arch/include/window.h, arch/linux/messagebox.c, arch/sdl/key.c, arch/sdl/mouse.c, arch/sdl/window.c, arch/win32/messagebox.c: Add CON_DEBUG level con_printf's for basic events (not EVENT_IDLE or EVENT_DRAW though)20101204--------main/bmread.c, main/piggy.c: Set a bogus sound when a sound is skipped in gamedata_read_tbl and don't let piggy_close free itmain/gamecntl.c: When calling do_game_pause do not allocate msg in Game mod GM_MULTI as it's not used nor freedinclude/pstypes.h: Changed another WIN32 to _WIN32 to avoid accidentially compiling with WORDS_BIGENDIAN when using VisualC20101203--------main/net_udp.c: Made resent_delay for net_udp_noloss_process_queue() a bit longer depending on the player's ping20101130--------include/hmp.h, misc/hmp.c: Little fixes for rev950 - changed definition from WIN32 to _WIN32, added little hack for incorrectly set HMP loop in Descent2-version of descent.hmpSConstruct, arch/include/messagebox.h, arch/win32/messagebox.c, main/inferno.c, misc/error.c: Add support for Windows native error/warning boxes; Only print to stdout on Linux/other *nix; Fixed redundant printing of Error and Warning via stdoutarch/carbon/messagebox.c, d2x-rebirth.xcodeproj/project.pbxproj: Add missing stuff to get it to build on Mac OS X; turn fullscreen off when showing a messagebox for Macmain/inferno.c: When Quitting is called in standard_handler disable Autodemo if active20101128--------main/multi.c: In multi_new_game when initializing Players structures, also correctly init connected variable which is highly important for spreading pdata to clients and should be set correctly anyways (Thanks to Gold Leader and Flip for help with debugging/testing recent Multiplayer bugs)main/powerup.c: in do_powerup added check for distance of other players to powerup object to make redundant pickups less likelyarch/carbon/messagebox.c, arch/include/messagebox.h, arch/linux/messagebox.c, arch/sdl/rbaudio.c, arch/win32/messagebox.c, d2x-rebirth.xcodeproj/project.pbxproj, main/editor/med.c, main/game.c, main/inferno.c, SConstruct: Add support for OS native error/warning boxes, only implemented for Mac for nowSConstruct: Added missing brackets gone missing in r936arch/sdl/digi.c, arch/sdl/digi_mixer_music.c, include/hmp.h, main/digi.h, main/songs.c, misc/args.c, misc/hmp.c: Large improvement for _WIN32 native MIDI code by TURRICAN: supprt for HMP track loop, seamless song looping, GS reset, pausing/resuming midi, volume control for each MIDI channel; Set GameArg.SndDisableSdlMixer automatically if compiled without SDL_mixer support; On _WIN32 play HMP natively again20101126--------include/physfsx.h, main/inferno.c, misc/physfsx.c: Implemented PHYSFSX_checkSupportedArchiveTypes to check if essential archive types are supported. Print warnings if not and stop program if necessary. Also added PHYSFSX_listSearchPAthContent to print out search path contents (figures) each time the function is called. Doing this before main HOG inits as well after sucessfully adding archives. Made PHYSFSX_addArchiveContent a bit more verbose as well.main/console.c, main/inferno.c: If -verbose or -debug is set, write gamelog.txt unbuffered for a higher chance to get messages there in case of a crash; Totally supress messages in stdout/err.txt on _WIN3220101125--------main/net_udp.c: When adding data from net_udp_send_mdata_direct to noloss queue, use data_len as length of data stream - not len which is longer and would then cause storing garbage20101123--------main/net_udp.h: reducing max buffer size of an UDP packet from 1024 to 576 bytes - should prevent possible turncating, especially when sending obejcts where max size is actually usedmain/net_ipx.c, main/net_udp.c: When verifying objects, do not necessarily check for controlcen as it's not necessarily there in some anarchy missions20101122--------arch/sdl/jukebox.c: Make sure read_m3u won't read past the end of the buffer, causing a crashmain/inferno.c: If it can't find descent2.hog/d2demo.hog, still print some useful infomain/multi.c, main/multi.h, main/net_ipx.c, main/net_udp.c: Took over variable VerifyPlayerJoined for UDP protocol usage as well to get object and extra packet sending in order as well as regulary resending UPID_SYNC for latecoming players. Should resolve problems when joining already running UDP games20101120--------arch/sdl/jukebox.c, include/physfsx.h, main/menu.c, misc/physfsx.c: Created function PHYSFSX_isNewPath to check wether given path has already been added to Searchpath or not; Used PHYSFSX_isNewPath for menu browsing code instead it's own implementation; Using PHYSFSX_isNewPath for Jukebox directory, too to make sure Jukebox will not accidentially remove Game content depending on user selection; Also only keep Jukebox directory added until files are stored to prevent any other file present in this path can override or add anything to the gamemain/config.c: For fresh configuration set Redbook music as default for Mac, Builtin music for all othersmain/hud.c: When checking for redundant messages in HUD display, compare new message to most recent one for locking and check whole list only for messages marked with HM_REDUNDANT. This will show all messages in correct order while keeping redundancy-prone messages from looping infinitely20101109--------main/multi.c: In DropOrb PLAYER_FLAGS_FLAG-bit was not removed before calling multi_send_flags which would draw the HUD-box even if player ejected all Hoard orbsmain/multi.c: In multi_consistency_error check for Game_wind before trying to set it in/visible - just for safetymem/mem.c: When running out of memory slots, do not try to print detailed info as it will only call a negative array index20101108--------arch/ogl/ogl.c: Apply transparency to Hoard Orb if effect activated20101101--------main/newmenu.c: In case listbox strings are too long for screen, fit box width to screen width, shorten strings and add a scroll effect to selected item20101030--------main/titles: Make songs playing at end briefings loop, like they used to in the original gamemain/menu.c: Text string for level music was made smaller some time ago so BROWSE_TXT_SHRT basically became obsolete - removed it now and show BROWSE_TXT instead20101029--------arch/sdl/digi_mixer_music, include/hmp.h, misc/hmp.c: Instead of writing converted MIDI to file, write to buffer so it can be played directly20101016--------D2X.make, arch/sdl/jukebox.c, d2x-rebirth.xcodeproj/project.pbxproj, include/pstypes.h, main/game.c, main/hud.c, main/menu.c, main/newdemo.c, main/titles.c, misc/args.c, misc/physfsx.c: Fix errors for Mac OS 9, Mac OS X 'd2x' target builds again20101014--------main/menu.c: Fixed compilation of menu.c when USE_SDLMIXER is not definedarch/sdl/jukebox.c, include/cfile.h, main/console.c, main/hud.c, main/menu.c, main/mission.c, main/net_ipx.c, main/net_udp.c, main/scores.c, misc/physfsx.c: Added format arguments to all printf, sprintf and snprintf calls missing them to prevent warnings/errors with some distributions of gcc20101010--------d2x-rebirth.xcodeproj/project.pbxproj, INSTALL.txt: Use dynamic PhysicsFS library again to fix linking errors20100926--------arch/sdl/jukebox.c, include/strutil.h, main/menu.c, misc/strutil.c: Add support for M3U playlists, tweak 'Jukebox playing' message so it shows the end of the path when truncatingmain/config.c, main/endlevel.c, main/menu.c, main/songs.c: Enable exit sequence song for D2X (not available via Redbook)20100925--------include/cfile.h, include/physfsx.h, main/bm.c, main/bmread.c, main/multi.c, main/piggy.c, misc/physfsx.c: Add 'Data' subdir as a searchpath, so D2X will find descent.pig and to simplify a lot of file opening/checking/closing codemisc/physfsx.c: fullpath variable was missing for _WIN3220100919--------main/state.c: Pass -1 instead of 255 as the colour to ogl_ubitmapm_cs when drawing savegame previews, to make sure a black rectangle isn't drawn insteadiff/iff.c, main/titles.c: To fix Dravis's head in endgame debriefing, don't remap the colours and read compressed .bbm bitmaps properly (both my bad)20100917--------arch/carbon/conf.h: Enable IPv6 for Mac OS Xmain/config.c: Set default Jukebox music paths to original Redbook music in iTunes for Mac OS Xd2x-rebirth.xcodeproj/project.pbxproj, include/cfile.h, include/hmp.h, include/physfsrwops.h, include/physfsx.h, INSTALL.txt, main/config.c, main/inferno.c, main/newdemo.c, main/newmenu.c, main/playsave.c, misc/hmp.c, misc/ignorecase.c: Link to PhysicsFS static library and use header from source for Mac OS Xmain/menu.c: Put in a note that a restart is required when changing the texture filter level (remove later when it isn't)main/gameseq.c, main/switch.c: Don't let the teleport sound get cut out by Game_wind being hidden when going to a secret leveld2x-Info.plist, d2xgl-Info.plist, English.lproj/InfoPlist.strings: Increment version to 0.56.0 for Mac OS X, marking release point20100904--------main/titles.c: In briefing_init() init robot angles properly because in show_spinning_robot_frame() robot_angles.h is incremented only but not initializedmain/game.c, main/game.h, main/gameseq.c, main/state.c: Removed Fusion_last_sound_time and made Fusion_next_sound_time static inside FireLaser() with it's own fallback function for bogus timer values - should make this code insusceptible against errors - last but not least: minus two globals20100903--------main/game.h, main/gameseq.c, main/state.c: Reset Fusion_next_sound_time in init_player_stats_level() to hopefully fix Fusion not doing damage or playing sounds20100902--------arch/sdl/digi_mixer.c, arch/sdl/digi_mixer_music.c, arch/sdl/jukebox.c, d2x-rebirth.xcodeproj/project.pbxproj, main/multi.h, main/mveplay.c: On Mac OS X - no longer have to copy SDL_mixer.h to SDL framework; frameworks can now be in /Library/Frameworks; fix for obscure compile error involving u_int32_tinclude/args.h, include/ogl_init.h, main/inferno.c, main/menu.c, main/movie.c, main/config.c, main/config.h, misc/args.c, 2d/font.c, d2x.ini, arch/ogl/ogl.c, arch/ogl/gr.c: Rewrote code to control Texture Filtering a little so it's easier to apply Mipmaps for different parts of the game independently; Made Movie Filtering a menu option which must be enabled seperately; Added Movie Subtitles toggle to misc game optionsmain/gamecntl.c, main/menu.c, main/newdemo.c, main/newdemo.h: Using PHYSFSX_findFiles to make sure random demo playback will only find actual demo files and not quit autodemo; added DEMO_EXT for an universal definition of demo file extensionarch/sdl/digi_mixer_music.c: When opening music file via filehandle, made sure buffer is freed after playing to prevent major memory leakage20100901--------main/net_ipx.c, main/net_udp.c: in pdata communication swap_bytes was set for create_shortpos causing problems on PPC architecture; in multiplayer host menu set citem to START GAME by default20100831--------include/u_mem.h, main/menu.c, main/newmenu.c, main/newmenu.h: Added feature to let select_file_reursive() change drive on _WIN32 via CTRL-D; Removed second definition of MEM_K accidentially happened due to bad communication20100828--------main/menu.c: In list_dir_el make sure PHYSFS_getRealDir won't give NULL to strcmp which will happen for files located in a Windows root directoryinclude/u_mem.h: Make define of MEM_K apply to non-debug builds as well (whoops)main/menu.c: In select_file_recursive handle paths relative to the current write directory correctly20100827--------arch/include/jukebox.h, arch/sdl/jukebox.c, include/u_mem.h, main/menu.c: Add path browsing feature to make song file/directory selection easierinclude/u_mem.h, main/menu.c: Moving upwards definition of MEM_K so it's not restricted to !NDEBUG; Initialized **i in list_dir_el properly to silence gcc when compilingmain/menu.c: In select_file_handler properly initialize newpath preventing memory errors and crashes20100825--------main/menu.c, main/songs.c: When 'force descent ][ cd track order' is chosen, play and loop the credits track after the title track for Jukebox too20100824--------main/mission.c, main/mission.h, main/titles.c: Overhauled detection of TEX/TXB files for Briefings and Endings20100823--------main/songs.c: For Redbook, play the credits track after the title track like original Descent 2 did20100822--------main/net_ipx.c, main/net_udp.c: Moved levelnum-sanity-check in game_param_handler so it will be checked when screen is changed to allow entry of secret levels (which does not work in D2X-Rebirth - it's only done for code similarity); added menu item START GAME for consistency and added proper subtitle for game setup pagearch/sdl/digi_mixer_music.c: Use more reliable Mix_LoadMUS for music in directory searchpaths, so WAVE's and MP3's are correctly loaded (probably others)20100821--------d2x-rebirth.ico, d2x-rebirth.xpm, arch/sdl/gr.c, arch/ogl/gr.c: Bind WM-Icon to applicationSConstruct, d2x-rebirth.bmp, d2x-rebirth.xpm, arch/sdl/gr.c, arch/ogl/gr.c, arch/win32/d2xr.res: Added res-file to be linked in Windows build to show icon in Filemanager; converted icon file to be smaller20100819--------d2x-rebirth/main/multi.c, d2x-rebirth/main/bmread.c, d2x-rebirth/main/bmread.h, d2x-rebirth/main/paging.c, d2x-rebirth/main/piggy.c, d2x-rebirth/main/render.c, d2x-rebirth/main/net_ipx.c, d2x-rebirth/main/dumpmine.c, d2x-rebirth/main/editor/kmine.c, d2x-rebirth/main/editor/mine.c, d2x-rebirth/main/editor/group.c, d2x-rebirth/main/editor/med.c, d2x-rebirth/main/editor/eswitch.c, d2x-rebirth/main/editor/medwall.c, d2x-rebirth/main/kconfig.c, d2x-rebirth/main/gamecntl.c, d2x-rebirth/ui/window.c, d2x-rebirth/ui/keypad.c, d2x-rebirth/mem/mem.c: Patching together editor so it compiles again (while still not running); Implemented PhysFS for file accessing for editor- and debugging-related codemain/gamecntl.c: Removed processing of HandleVRKey() as this code is not usable anymore and blocks some system keys (removal of general VR-code will follow later)main/songs.c, arch/sdl/digi_mixer_music.c, arch/sdl/rbaudio.c, arch/sdl/digi.c: For each Music playback system defining own volume scaling definition which was wrong for SDL_mixer20100817--------main/digi.h, main/menu.c, main/songs.c, main/songs.h: Renamed MUSIC TYPE options BUILT-IN MUSIC to BUILT-IN/ADDON MUSIC and CUSTOM MUSIC to JUKEBOX; Removed LEVEL-DEPENDENT play order for Jukebox as this is now mainly covered by AddOn packs and future M3U-support20100816--------main/net_ipx.c, main/net_udp.c: When switching from COOP to any other game mode, make sure Netgame.max_numplayers, MaxNumNetPlayers as well as the menu text showing the player limit is updated correctlyINSTALL.txt: Updated docs to add new OGG Soundtrack created by Brandon Blumemain/inferno.c: Moved up PHYSFSX_addArchiveContent() a little inside main() so -debug and -verbose will show us this content which will be helpful for debugging possible problems with AddOn Zips20100815--------INSTALL.txt, include/physfsx.h, main/inferno.c, misc/physfsx.c: Added support to automatically load/mount ZIP files at startup, giving option to dynamically override or replace game content; Updated docs20100814--------main/game.c: Tidy up for EVENT_IDLE case in game_handler, hopefully fixing obscure 'optimise threads' bug20100811--------main/laser.c: The inital vector scaling to compensate previous frame-skipped tracking was not aligned to FrameTime. Removed that code and just divided homer_turn_base values to compensate this offset properly. Thanks to zif for hinting me to that; Added comment about the how and why of the homing missile scaling issue20100809--------d2x-rebirth.xcodeproj/project.pbxproj, include/physfsx.h, include/pstypes.h, misc/physfsx.c, SConstruct: Add 'Resources' in .app bundle to searchpath for Mac; move bigger functions from physfsx.h to physfsx.c; resolve conflict with definition of 'bool'include/pstypes.h: Cleaned and simplified includes to fix possible and actual problems with PATH_MAX20100806--------arch/sdl/event.c: Between event sending, exit event_process if front window is different, fixing netgame joining problem introduced with commit on 2010073120100803--------main/hud.c: When updating redundant HUD messages check the for-loop not the start with a negative number - causes too long message display and negative array index20100801--------main/menu.c, main/songs.c, main/songs.h, main/gameseq.c, main/digi.h, arch/sdl/digi.c: Builtin music list now dynamically allocated and not limited to 30 songs; Instead of never loading new level when loading savestate ingame, only do this for Redbook and Custom Music playing order 'continously'; if no endlevel song is specified in Custom Music continue with level musicarch/sdl/mouse.c: If mouse_toggle_cursor is set to activate, do not toggle ursor visibility as mouse_update_cursor_and_grab might decide it should be hiddenmain/automap.c, main/text.h: Fixed automap marker info as well as misleading text defines20100731--------main/gamepal.c, main/gamerend.c, main/inferno.c, main/kmatrix.c, main/menu.c, main/newmenu.c, main/newmenu.h, main/scores.c: For polling newmenus, set rval using a pointer and don't delay closing the window, hopefully fixing bad memory access when clicking in level scores screen; change newmenu_close to newmenu_free_background to avoid confusion20100730--------main/game.c: Removed leftover of mouse grabbing from set_screen_mode - forgot to do this in rev1192SConstruct: restricted parsing of sdl-config to *NIX and Mac builds as it's static on Win32 anyways; added verbosebuild as SCons option to print out all compiler/linker messagesmain/state.c, main/game.c, arch/sdl/event.c, arch/sdl/mouse.c, arch/include/event.h: Added event_flush to take place in game_flush_inputs which will clean SDL events which may be buffered while event_process was suspended; suspend Game_Wind while loading restoring save state while playing a level to properly flush controls and reset timer; when toggeling cursor, also directly modify the mouse to wanted behaviour instead of waiting for mouse_update_cursor_and_grab20100729--------main/automap.c, main/cntrlcen.c, main/game.c, main/gamecntl.c, main/gameseq.c, main/menu.c, main/movie.c, main/newmenu.c: Tidy up use of set_screen_modearch/ogl/gr.c, arch/ogl/ogl.c: Using rather sane values for gluPerspective - fixing Z-Fighting bugs on Intel chips; in Fullscreen toggle, always apply new viewing values independent of Screen_mode20100728--------main/automap.c, main/game.c, main/gamecntl.c, arch/sdl/init.c, arch/sdl/mouse.c, arch/include/mouse.h: One more take on Mouse cursor friendliness: Merged mouse_toggle_cursor and mouse_toggle_grab; instead of trying to use SDL_GetAppState (which does not work as expected on Windows) to release mouse, use strict calls of mouse_toggle_cursor so we at least have a free mouse outside of Game_wind and Automap; decreased time to automatically hide cursor; added mouse_close to release mouse in case of emergency20100727--------2d/pcx.c, include/pcx.h, main/cntrlcen.h, main/fuelcen.h, main/gameseq.c, main/kmatrix.c: Show stars background for died in mine and secret level messageboxes; equalise fuelcen.h and cntrlcen.harch/sdl/mouse.c: Fixing automatic mouse release function - still this does not seem to work in every casemisc/hmp.c: Fixing bug in MIDI header - format was written in size of int instead of shortarch/sdl/digi_audio.c, arch/sdl/digi_mixer.c, main/config.c: Moved digi_set_digi_volume call from config loading to designated audio subsystem init function so it will be correctly set after the sound system is auctionlly initialized20100726--------arch/sdl/event.c, arch/sdl/mouse.c: Overhauling showing/grabbing cursor and also taking care of case if program looses focus; store old_delta_x/y in mouse info structure20100725--------arch/sdl/event.c, arch/ogl/gr.c, arch/sdl/gr.c: Exit SDL_PollEvent early if window changes, to avoid menu problems when pressing keys fast; fix 'condition is always false' warningmain/inferno.c, main/inferno.h, main/movie.c: Rewrite quit system, fixing *many* bugs with it :Pmain/newmenu: For menus, only call the user function for closing immediately before closing, fixing memory errors when the user function frees memorymain/newmenu.c: Fix crash caused by last commit (whoops)20100721--------main/net_udp.c: Fixing crash when joinging game over UDP Netlist: when exiting the menu for any reason, return 0 instead of following the code and possibly lead to drawing text from a newly free'd pointer - D'OH!20100720--------main/net_udp.c: Thanks to Marix for hinting me I should not init a pointer with quotes if I plan to allocate/free it... my stupid-level officially broke the record20100719--------misc/hmp.c: Did not close hmp after MIDI conversion which caused some unfree memory - fixedmain/gameseq.c, main/state.c, main/state.h: Introduced state_quick_item so we can safly check if there is a valid quicksave slot wihtout messing around with state_Default_item which is supposed to always show a valid slot in the first placemain/titles.c: In briefings make sure Current_color cannot exceed possible array boundsinclude/strutil.h, main/newdemo.c: Fixing some harmless compiler warnings caused by missing includes, missing newlines at end of file; cleaned up strutil.harch/win32/ipx.c: Removed redundant Winsock calls from Windows-specific IPX code - it's already in net_ipx.c20100718--------SCsonstruct, d1x-rebirth.xcodeproj, arch/sdl/digi.c, arch/sdl/digi_mixer_music.c, include/cfile.h, include/hmp.h, include/hmp.c: Merged all HMP-related code into hmp.c/h; Also introduced new HMP to MIDI conversion functions based on JJFFE which use former Win32-related HMP-code - fixes some bugs in MIDI conversion and cleaner20100717--------main/render.c: Fix overlapping room in D1 lvl19 by moving vertex a little. Still a hackmain/gameseg.c, main/render.c: Instead of screwing by possibly using negative array indicies in find_seg_side() return -1. In ordering segments make this result in unimportant order; Taking in some Asserts which were disabled years ago by me. Let's fix this for real when we get to itarch/sdl/digi_audio.c: For normal digital audio (11/22Khz) use buffer of 1024 for all platforms to prevent delay20100716--------main/gamecntl.c: Fixing showing options menu in demos - was still called (or rather not) by obsolete variablemain/newmenu.c, main/newmenu.h, main/automap.c, main/game.c, main/kconfig.c, arch/sdl/event.c, arch/sdl/joy.c, arch/sdl/init.c, arch/sdl/key.c, arch/sdl/mouse.c, arch/include/mouse.h: Only use one single call of timer_get_fixed_seconds() for whole SDL event loop; Abstracted grabbing mouse and mouse cursor toogle to mouse functions instead of calling SDL functions inside of non-arch code; Automatically hide mouse cursor if it's not used for more than 3 seconds; Reworked placement of mouse grabbing toggle; Do not read any mouse input if -nomouse is givenmain/newdemo.c: If newdemo_start_playback fails if random file is given set -autodemo to 0 to prevent endless loop20100715--------main/object.c, main/wall.c, main/newdemo.c, main/newdemo.h, main/gauges.c: Cleaned the variables used for newdemo code; Instead of giving both old and new values to special recording functions, added new variables to demo code serving this purpose and also checking for redundant record calls which only would waste bytes; Removed duplicated-object-id-hack which did not work as expected and caused jittering on playback; In that process, found a bug where Num_open_doors might nor be set correctly - cleaned that up a little and got also rid of one aweful goto; Made sure cloaked walls are recorded FPS-independent but rather fade-value-dependentmain/titles.c: Scale tab stops in briefings to font-size correctlymain/titles.c: Make sure the right canvas is set for titles and briefings, fixing bug where briefing is shown in the cockpit when using 'freespace' cheat20100713--------include/args.h, main/net_udp.c, main/collide.c, main/multi.c, main/inferno.c, main/object.c, main/gamepal.c, main/wall.c, main/state.c, main/hud.c, main/weapon.c, main/hostage.c, main/hudmsg.h, main/newdemo.c, main/switch.c, main/net_ipx.c, main/gameseq.c, main/escort.c, main/fuelcen.c, main/endlevel.c, main/powerup.c, main/automap.c, main/game.c, main/gauges.c, main/kconfig.c, main/gauges.h, main/gamecntl.c, misc/args.c, d2x.ini, arch/ogl/gr.c, arch/sdl/jukebox.c: Added expandable classes for HUD messages (like D1X but slacked) to better handle Multi messages or redundant messages; Rewrote HUD code completely; Changes -playermessages to -multimessages since this is more appropriate; Removed remnants of -mprofile20100709--------main/mission.c, main/titles.c: When reading mission file, check for sanity of possible breifing or ending to make sure author did not just screw up the file; Fixed slight bug when playing ending briefings from secret levelsmain/laser.c: Trying to improve reliability to find appropriate homing object by using vm_vec_mag/normalize instead of their *quick equivalents20100708--------main/net_udp.c, main/net_udp.h: Reworked handling of Netlist now also showing full game info; Prevent Clients from sending lite_info; Make lite_info show numconnected instead of numplayers as this would show disconnected ones as well; Removed reusing ports on different instances in Windows build - only screws up several games running on one machinemain/game.c, main/gameseq.c, main/multi.c, main/net_udp.c, main/net_ipx.c: Improved hanlding for closing sockets - doing via closing of Game_wind when available or in specific multi menus; Also handling GM_GAME_OVER setting over Game_wind closing as well if apprpriate - cleaner and helps to cleanup multi when mission is overarch/sdl/key.c: Also send event KEY_COMMAND if there's somethig in our Unicode buffer since not every Unicode key corresponds to a keysym on every layoutREADME.txt: Fixing typo20100705--------main/kconfig.c: Fixing issue when assigning mouse button if a citem is still pointed out; Fixing still processing key commands even if we want to assign a key; After setting mouse button, reset mouse state properlyarch/sdl/digi_mixer_music.c: Fixing issue introduced in rev1139: Game could of course not open music files which are not inside Searchpath or added to it - re-added playing over absolute pathmain/net_ipx.c, main/net_udp.c: When selecting coop game mode, make sure that besides max players menu values also actual player number is set and menu text is updated properlymain/net_udp.h: Reducing sending objects per frame from 20 to 1 again to reduce possibility of timeout on stressed systemsmain/songs.c: Fixing building on Windows if SDL_Mixer is not a target20100704--------SConstruct: Fixing Windows build which was not linking against SDLmain/net_udp.c: Fixed Compiler-warning on Windowsmain/net_ipx.c, main/net_udp.c: Implemented Winsock functions for UDP which I totally forgot about; Now when leaving game in any way, close sockets and Winsock stuffmain/gameseq.c, main/multi.c: Since time is not suspended between levels in Multiplayer, call reset_time after level change. Apply this in Singleplayer, too since it should always be safe - and appropriate - to reset timer_value soon as a new level beginsmain/net_udp.c: Fixes for rev1148: Was too hasty with calling net_udp_close; Fixing typo in WSACleanup()20100701--------2d/font.c: For gr_get_string_size introduced get_char_width_f to calculate with floats to measure non-integer font scalings; Cleanupmain/net_udp.c, main/newmenu.c: Renamed manual_join to direct_join; Aligned letlist tabs a little bit20100630--------main/gameseq.c: If multi_level_sync() fails, restart menu music since level music is playing alreadymain/game.c, main/net_ipx.c, main/net_udp.c, main/newmenu.c, main/newmenu.h, main/weapon.c: Removed SurfingNet global and made tabs a parameter of newmenu_dotiny; Same procedure with MenuReordering which is replaced with newmenu_doreorder to set reordering flag specificallymain/net_udp.c: Always try to open UDP default port when discovering Netgames and give warning if that fails; If entered IP address cannot be resoled, do not warn me twice20100629--------main/net_ipx.c, main/net_udp.c: Aligned default width for IPX-Netlist menu to fit possible items a bit better; Fixed two small bugs when sending and receiving lite_info in UDP; Allowed broadcast on UDP sockets (for later use)main/menu.c, main/new_udp.c, main/net_udp.h: Added UDP Netlist to join LAN games discovered/announced via broadcastmain/net_ipx.c, main/net_udp.c: Improved handling of multi level sync and exit smoothly back to the menus; Fixed another small bug in lite_info broadcasting which was sending full info; By broadcasting full info, host could cripple Netgame so a new security measure is implemented to protect host from letting his game be overwritten from outside20100627--------main/game.c, main/game.h, main/gameseq.c: When starting, leaving or changing a level in any way, use more ordered approach to set Game_wind visible or invisible. Fixing timer-issues after level-change and makes hiding of Game_wind obsolete for certain messageboxes; Moved GameTime and weapon timer variables out of reset_time since this function is not appropriate for this and is not needed between levels anymore due to window management handling start/stop_time properlyarch/sdl/digi_mixer_music.c, main/jukebox.c: For playing music over SDL_mixer always use handle over PhysFS to save the path building mess; When building Jukebox path, only try to build full path if given path is actually a child of Searchpath20100625--------main/titles.c: Made Briefing printing sound apply everytime there is chattering enabled. Even if it would be logical to have it only with flashing cursor, most briefings - even Counterstrike - forget to toggle it correctly20100624--------arch/ogl/gr.c, arch/sdl/gr.c, include/gr.h, main/menu.c: Added function to list valid resolutions and build resolutions menu dynamically with the resulting listmain/gamecntl.c: When inregulary exiting a level by warp cheat, suspend Game_wind and reactivate again after the switch20100623--------main/menu.c, main/newmenu.c, main/newmenu.h, main/net_ipx.c: Making menus recreated on the fly in case resolution or font-size changes; Removing arguments to pass width and height to menu which was not used except on one IPX menu; Fixing measurement of menu strings of type NM_TYPE_INPUT_MENU; Fixing slight bug in freeing IPX netlistmain/menu.c: If no player exists and GameCfg.LasterPlayer is unset, give user a nice default for convenience and - more important - let menu stop to nag about missing callsign and thereby showing the player creation dialogue over and over againmain/newmenu.c: Fix for last rev1130 - store resolution and font-size in matching data type20100622--------main/titles.c: Make sure GAME_FONT is set when reading out briefing text so char dimensions will always be stored correctly20100620--------main/newdemo.c: For starting demo, seperate hide_menus() and game_setup() since between this, demo must load the actual level and it's palette; Fixed small bug in interpolate_frame() causing interpolation happening in very first frame causing file read corruption20100619--------main/titles.c: For briefings, keep elementes of show_briefing_bitmap and show_animated_bitmap in correct aspectd2x.ini, include/args.h, include/libmve.h, main/inferno.c, main/movie.c, libmve/mve_main.c, main/mveplay.c, misc/args.c: Show movies in correct aspect; Added mipmap generation to movie texture if Texture filtering enabled - can also be disabled seperatelymain/laser.c: Re-balanced homing-device turn values introduced in rev1118 based on comparisons to many levels played20100618--------2d/bitblt.c, include/gr.h, main/game.c, main/gauges.c: Introducing gr_bitblt_find_transparent_area to dynamically detect boundaries of sub canvas used for CM_REAR_VIEW; On the way also allowing to create weapon box sub bitmaps from uncompressed cockpit bitmapsinclude/physfsx.h, main/newdemo.c: Removed PHYSFSX_getFreeDiskSpace and relying on success of buffered writing to see if demo recording must be stopped20100617--------main/weapons.c: If picking up one missile out of a four-pack, use singular description instead of plural20100615--------main/game.c, main/gameseq.c: Resetting GameTime, Next/Last_flare/laser/missile_time in reset_time() together so GameTime-rollover-fallbacks will not create a massive delay when starting a new levelmain/laser.c: Removed the previously used homers code and instead used old one to keep good ol' Gameplay; Removed FrameCount steps from track_track_goal() and scaled homing vector accordingly to this change, including properly scaling it to FrameTime; Made code more similar between D1X and D2X; Introduced different turn rates for different difficulty levelsmain/game.c: Fixing typo in Netgame help screenarch/sdl/digi.c, arch/sdl/digi_audio.c, main/songs.c: Fixing digi_win32_ functions I broke yesterday. THANKS ZIF!20100614--------include/args.h, include/physfsx.h, main/inferno.c, main/menu.c, main/movie.c, main/songs.c, main/songs.h, main/switch.c, main/config.c, main/config.h, main/gameseq.c, main/digiobj.c, main/digi.h, main/game.c, main/gamecntl.c, misc/args.c, CHANGELOG.txt, d2x.ini, arch/sdl/digi_mixer.c, arch/sdl/digi_mixer_music.c, arch/sdl/init.c, arch/sdl/jukebox.c, arch/sdl/digi.c, arch/sdl/digi_audio.c, arch/include/digi_audio.h, arch/include/digi_mixer.h, arch/include/digi_mixer_music.h, arch/include/jukebox.h: Increased SDL_mixer music abilities to play non-hmp from HOGs, having Level-music path to play, options to specify non-level tracks and added various playing order methods; Abstracted SDL_mixer- and Redbook-interfaces; Simplified program flow through all music functionsarch/sdl/jukebox.c: Small fix and improvement for Jukebox path detectionarch/sdl/digi_mixer_music.c, main/songs.c: Use strrchr instead of strchr for music filename extension in case there are dots in the filenamemain/collide.c: Made reactor damage with persistent weapons FPS-independent but still a bit stronger than normalarch/sdl/jukebox.c: rev1112 contd: Killed juggling around with adding Jukebox paths - must always be removed correctly if Jukebox loading failsarch/linux/hmiplay.c, arch/sdl/digi.c, main/songs.c: Process -nomusic argument again20100503--------main/menu.c: Properly specify number of items for do_options_menu, so the options menu actually showsarch/include/event.h, main/newmenu.h: Merge d_event and newmenu_event enum's, hopefully fixing compiler warnings in GCC 4.5.0arch/sdl/joy.c, arch/sdl/key.c, arch/sdl/mouse.c: Comment out redundant calls to event_poll, fixing rapid bomb dropping bug (and probably others)20100405--------arch/include/digi_audio.h, arch/include/digi_mixer.h, arch/include/digi_mixer_music.h, arch/linux/hmiplay.c, arch/linux/hmistub.c, arch/sdl/digi.c, arch/sdl/digi_audio.c, arch/sdl/digi_mixer.c, arch/sdl/digi_mixer_music.c, arch/sdl/jukebox.c, arch/sdl/rbaudio.c, include/strutil.h, main/digi.h, main/gamecntl.c, main/songs.c, main/songs.h, main/titles.c, misc/strutil.c: Actually play endgame music when game is finished, play briefing music instead of hum if appropriatemain/gameseq.c, main/titles.c: Actually fix endgame music, make briefing beep only play when flashing_cursor is on, no restarting music when reloading a saved game20100404--------arch/include/event.h, arch/sdl/event.c, main/automap.c, main/game.c, main/gamecntl.c, main/gamepal.c, main/gameseq.c, main/inferno.c, main/inferno.h, main/menu.c, main/multi.c, main/net_ipx.c, main/net_udp.c, main/newdemo.c, main/state.c, misc/error.c: Get rid of a heap of uses of Function_mode, quit properly (freeing all windows and asking for confirmation for game) when clicking close boxarch/include/window.h, arch/sdl/window.c, main/inferno.c, main/menu.c, main/mission.c, main/net_ipx.c, main/net_ipx.h, main/net_udp.c, main/net_udp.h, main/newmenu.c: Make menus for hosting a netgame stack, make quitting work with newmenu_do2 and simpler20100403--------arch/sdl/mouse.c, main/game.c, main/net_ipx.c, main/newmenu.c, main/newmenu.h, main/state.c: Make newmenu_do3 and newmenu_dotiny return as soon as the newmenu is created, which will allow the main menu (and others) to persistmain/menu.c: Make main menu persist to streamline redrawing (later)main/kconfig.c, main/net_ipx.c, main/net_udp.c, main/newmenu.c, main/scores.c: Remove calls to nm_draw_background1 to show newmenus stackedmain/menu.c, main/newmenu.c, main/scores.c: Move copyright drawing to main menu's event handler for tidiness20100402--------arch/include/event.h, arch/sdl/event.c, arch/sdl/key.c, arch/sdl/mouse.c, main/automap.c, main/credits.c, main/escort.c, main/game.c, main/gamecntl.c, main/inferno.c, main/kconfig.c, main/kmatrix.c, main/movie.c, main/net_ipx.c, main/net_udp.c, main/newmenu.c, main/scores.c, main/titles.c: Add a default event handler for screenshots, entering debugger, Redbook repeating etcmain/menu.c, main/newmenu.c: Keep demo selector just after playing one, for convenience20100331--------main/gamecntl.c, main/laser.c, main/laser.h: Make gamecntl.c more similar between D1X and D2Xmain/automap.c, main/game.c, main/gamecntl.c, main/multi.c, main/multi.h: Make game respond to EVENT_KEY_COMMAND for key commands, allowing default key handler (later)main/gamecntl.c: Fix bug introduced in last commit where the player can't escape from the death sequence (whoops)main/endlevel.c: Hide the game window so the exit movie has a black background20100330--------main/titles.c: For Descent 1 briefings, only change the palette to groupa.256 for brief03.pcx - the robot screen. Improves palette use for sdl buildmain/menu.c, main/menu.h, main/movie.c: Don't reshow the mission menu after playing a level intro movie20100328--------main/lighting.c: For casting light from Player-object, smooth out thrust to prevent flickering on high FPS20100327--------main/kmatrix.c, main/net_udp.c: Initialise 'playing' to 0 for UDP kmatrix, making sure player progresses to next level; always return 1 when starting to join a UDP game so it doesn't immediately return to the main menumain/gameseq.c, main/menu.c: Hide mission dialog before the level intro screens are shown, make sure it doesn't try to show it again after it was closed - fixing bad memory accessmain/game.c: Finally fix bug where if you start a single player game then a multiplayer game, time is stopped. Always start time if it's stopped and the game window is activatedmain/menu.c: Check menus[0], not menus[i] in hide_menus - fixing possible crash20100326--------main/endlevel.c, main/gameseq.c, main/mission.c, main/mission.h, main/titles.c, main/titles.h: In Endlevel sequence, re-align big explosion to draw in front of exit model, relative to viewer; Re-organized tex files for Briefings and Endings and created more general code to play them; Re-aligned Dravis' headmain/automap.c, main/escort.c, main/gamecntl.c, main/kconfig.c, main/net_ipx.c, main/net_udp.c, main/newmenu.c, main/scores.c: Make all windows except game and editor use EVENT_KEY_COMMAND, returning 1 if handled; pass NULL instead of userdata for the PCX filename, for newmenu_do1include/cfile.h, include/physfsx.h, main/piggy.c: Ignore case-sensitivity for cfile_init/close/size and PHYSFSX_openReadBuffered; Give error message if default sound file cannot be opened so user knows what's going onmain/titles.c: Fixing uninitialized angles for robots in briefings20100325--------main/titles.c: Make sure got_z is not reset to 0 for Descent 1 missions - fixing crash, also make sure briefing hum is not played through more than one channel20100324--------arch/include/event.h, arch/include/mouse.h, arch/sdl/mouse.c, main/kconfig.c, main/movie.c, main/newmenu.c, main/titles.c: Add EVENT_MOUSE_BUTTON_DOWN and EVENT_MOUSE_BUTTON_UP, use for all windows except game and editor. Fixes crash on iMac G5 when pressing keys to progress through briefingmain/titles.c: Only show briefing background if we have one, fixing arithmetic crash with SDL Video build20100322--------main/credits.c: Make credits screen a windowmain/credits.c, main/titles.c: Fix error introduced with credits, make title screen a window. Only the editor left now...20100321--------main/gameseq.c, main/multi.c: Hide game window between levels, fixing bug where many textures are loaded with the wrong palette when advancing to the next multiplayer levelmain/multi.c: Fix bug introduced in last commit - when the last level is finished, hide the game window - making sure the cockpit isn't drawn over the kmatrix screen20100320--------main/kmatrix.c, main/multi.c, main/multi.h: Make kmatrixs into windows (failed attempt at fixing a bug)main/game.c: Fix bug - make sure time isn't stopped for multiplayer when aborting, so starting a second game doesn't result in a frozen game20100318--------main/menu.c, main/menu.h, main/movie.c: Show intro movie properly when idle in main menu, including subtitles if onmain/titles.c: Make briefing into a window, allowing more flexibility with other windows and tidying code upmain/game.c, main/menu.c, main/mission.c, main/mission.h, main/net_ipx.c, main/net_ipx.h, main/net_udp.c, main/net_udp.h, main/newmenu.c, main/newmenu.h: Make all listboxes fall back to main event loop for flexibility20100317--------arch/include/window.h, arch/sdl/window.c, libmve/mveplay.c, main/movie.c, main/titles.c: Make fullscreen movies into windows, maintain performance of robot briefing movies with necessary move of gr_flip20100313--------main/newmenu.c: Fix memory error for listbox when clicking in the region where there are no items20100310--------main/titles.c: Put most local variables in show_briefing in 'briefing' struct, to make briefing a window in future20100309--------main/titles.c: Put briefing globals in 'briefing' struct, pass this by parameterarch/sdl/digi_audio.c, arch/sdl/digi_mixer.c: Change audio buffer size back to 1024 for Mac only - fixing crackly musicmain/titles.c, main/titles.h: Put parameters in functions from do_briefing_screens to show_briefing in 'briefing' struct, to make briefing a window in future20100303--------arch/sdl/digi_audio.c, arch/sdl/digi_mixer.c: Changed default Audio-buffer size to 2048 bytes. Should prevent crackly playback on some systemsdebian/control: Adding scons to depends-list for Debian packagingmain/mission.c: Init variables/strings at the beginning of load_mission() to prevent errors if demo content is used20100301--------main/titles.c, main/titles.h: Make titles.c more similar between D1X and D2X20100227--------main/menu.c: Actually change to MIDI if Jukebox was selectedarch/sdl/jukebox.c: No more crashing if an invalid Jukebox path is entered - default to MIDI20100226--------main/menu.c, main/newmenu.c: Handle all user input in callback for sounds menu, being more judicious about when to restart the music. Also make the jukebox path input a NM_TYPE_INPUT_MENU, allowing the user to abort changes20100225--------main/game.c, main/gamecntl.c, main/gameseq.c, main/state.c, main/state.h: Put fast save back, using Alt-F1 instead of F6arch/sdl/key.c: Move call to callback outside of loop in key_handler, now deleting a second demo using CTRL-D actually worksmain/automap.c, main/escort.c, main/game.c, main/gamecntl.c, main/gauges.c, main/kconfig.c, main/net_ipx.c, main/net_udp.c, main/newmenu.c, main/scores.c: Call game_flush_inputs for all windows' EVENT_WINDOW_ACTIVATED, so clicking on a pilot doesn't bring up the multiplayer screen for examplemain/kconfig.c: Resetting menu->mouse_state after changing a key in kconfig so you will not accidentially activate a new field when left mouse button is assigned20100224--------main/kconfig.c: Due to the change of GameCfg.ControlType, Mouselook was broken - fixed20100223--------SConstruct: Removing svnmicro as micro numbering option since SVN-revisions will not really represent logical numbering; Some cleaning for libs usage; Small cleanupSConstruct, main/multi.h, main/net_udp.c, main/net_udp.h, main/vers_id.h: Make Version-check for UDP also cover Micro-versions; Making sure versioning will act same way as conf.h for MacOSmain/game.c, main/multi.c: Add to help how to send a message to a specific player in Multiplayer; Removed NoBombs command as this is covered by the weapons selection in Multiplayer game creationmain/songs.c: Adding a Failsafe to Songs-reading so it will not accidentially read over current Array-boundariesINSTALL.TXT, README.TXT: Updated docs and hopefully made them more user-friendly20100221--------main/config.h, main/kconfig.c, main/kconfig.h, main/menu.c, main/playsave.c, main/playsave.h, main/text.h: Overhaul for CONTROLS menu; Cleaned kconfig-code a little and slacked out keymap arrays20100219--------main/gauges.c: The little light bulb showing homing warning in Cockpit was broken and I replaced it; Rewritten code to show weapon text in Cockpit and Statusbar slightlymain/songs.c, main/songs.h: Making reading of descent.sng a bit more flexible; Not dynamically allocated, yet, since missions are not as well20100215--------libmve/mveplay.c: Added another bunch of macros to fix sound initialisation for Movies when program is compiled without SDL_mixer20100214--------d2x.ini, arch/include/joy.h, arch/sdl/joy.c, main/endlevel.c, main/inferno.c, main/kconfig.c, main/slew.c, misc/args.c: Cleaning up Joystick code and on the way supporting more axes and buttons; Also fixed bug with channel_mask byte causing trouble using some axes ingame; Added argument to set environment variable which disables sticky keys (for SDL >= 1.2.14)20100208--------main/menu.c, main/scores.c, main/scores.h: Move all globals in scores.c into struct members/local variablesmain/game.c, main/newdemo.c: Don't make another Game_wind when advancing a level, fixing failed asserts / slow turningarch/sdl/window.c: Don't send an EVENT_WINDOW_DEACTIVATED when closing a window if it wasn't the front window, now the game works properly after you're shown on the high scoresmain/collide.c, main/object.c, main/object.h, main/state.c: Introduced hitobj_list for persistent weapon objects to keep track of multiple objects the weapon is in contect with to prevent it from doing FPS-based damage; Made persistent weapon objects not die on debris but just decrease their shields like when an ordinary player/robot is hit - makes more sensemain/console.c: Write gamelog.txt buffered so it will not stress the medium it's saved on20100207--------main/game.c, main/gameseq.c, main/inferno.c, main/inferno.h, main/menu.c, main/newdemo.c: Create the main event loop and use it for the game and main menumain/scores.c: Make the scores menu into a windowd2x-rebirth.xcodeproj/project.pbxproj, main/aistruct.h, main/game.h, main/gameseq.h, main/inferno.h, main/laser.h, main/polyobj.h, main/robot.h, main/weapon.h: Move MAX_SUBMODELS from inferno.h to polyobj.h, fixing #include loop by removing some (mainly object.h) and instead using explicit 'struct' declarations; compile net_ipx.c for Mac SDL Video buildmain/gameseq.c, main/gameseq.h, main/menu.c, main/menu.h: Split select_filename into [existing] RegisterPlayer and select_demo for better clarity20100206--------main/newmenu.c: Reset last_palette_loaded in nm_draw_background1 as before, it's needed for using the right palette when advancing a levelmain/newmenu.c: Set the correct scroll position for the listbox when it's shownmain/gameseq.c, main/gameseq.h, main/menu.c, main/menu.h: Handle player selection and demo playing in filename_menu_handler, fixing bug where it won't leave the player listbox if there's no LastPlayer; close do_options dialog when changing resolution20100205--------main/automap.c, main/escort.c, main/game.c, main/game.h, main/gamecntl.c, main/gameseq.c, main/newdemo.c, main/newmenu.c: Put the full_palette_save and palette_restore calls in the game handler for tidiness; remove leftover redundant digi_resume_digi_sounds callsmain/newmenu.c: No showing the main menu background between loading a level and playing it, fixing palette issue when autoplaying a demomain/window.c: Send EVENT_WINDOW_DEACTIVATE before EVENT_WINDOW_ACTIVATE, ensuring cursor remains shown when appropriatemain/physics.c: In do_physics_sim() only set velocity from movement for certain objects which actually do collisions like Player or Robots - otherwise we might be able to shoot down projectiles or produce other unfortunate glitches20100202--------arch/include/event.h, arch/sdl/window.c, main/automap.c, main/dumpmine.c, main/editor/med.c, main/escort.c, main/game.c, main/gamecntl.c, main/gamesave.c, main/gameseq.c, main/kconfig.c, main/net_ipx.c, main/net_udp.c, main/newmenu.c: Add EVENT_WINDOW_DEACTIVATED; move many game_flush_inputs, start_time and stop_time calls to game_handler as well as digi_pause_digi_sounds and digi_resume_digi_soundsmain/inferno.c: Hide all other windows before showing error dialog, hopefully so errors don't happen while the error dialog is therearch/include/event.h, arch/sdl/window.c, main/game.c, main/inferno.c, main/newmenu.c: Put LeaveGame longjmp back, but in response to new EVENT_WINDOW_CLOSED, fixing demo issues; fix compiler error in last commit20100201--------arch/carbon/conf.h, d1x-rebirth.xcodeproj/project.pbxproj, main/kconfig.c, main/menu.c, main/net_ipx.c, main/net_udp.c, main/newmenu.c, main/newmenu.h: Leave kconfig_idle early if exiting kconfig to avoid erroneous memory access; initialise menu's citem properly; add EVENT_NEWMENU_CHANGED; activate USE_IPX in Xcode while I'm still changing net_ipx.c20100131--------main/newmenu.c: Fix memory errors, but still dynamically allocate menu and lb so it doesn't have to stay in newmenu_do4 and newmenu_listbox1 respectivelymain/automap.c, main/game.c, main/game.h, main/multi.c, main/multi.h, main/net_ipx.c, main/net_udp.c, main/newmenu.c: Fix crashing when doing menus in multiplayer, don't let player move when in automapmain/automap.c, main/kconfig.c, main/newmenu.c: Adding a bunch of memset's to menu/automap creations so we won't run into uninitialized variables20100130--------arch/sdl/event.c, arch/sdl/key.c, main/menu.c, main/newmenu.c, main/newmenu.h, main/state.c: Send EVENT_KEY_COMMAND from key.c; add EVENT_NEWMENU_DRAW for state restore; place newmenu and listbox calls to callback so they can override ALL newmenu behaviourmain/newdemo.c: Fix warning in newdemo_stop_recording where it should set the last char of filename to 0, not the next variablemain/menu.c, main/newmenu.c: Fixed two memory errors inside menu GUI20100129--------main/automap.c, main/automap.h, main/game.c, main/gamecntl.c, main/kconfig.c, main/multi.c, main/multi.h, main/net_ipx.c, main/net_udp.c, main/newmenu.c: For multiplayer, close menus from game_handler by doing frame processing in response to EVENT_WINDOW_DRAW, replacing multi_menu_poll system with single multi_menu_check callmain/newmenu.c: Initialise lb->first_item to 0, not -1, preventing crash if you make a listbox selection very quicklyd2x.ini, arch/ogl/gr.c, arch/sdl/gr.c, include/args.h, main/inferno.c, main/movie.c, main/newmenu.c, misc/args.c: Added real Doublebuffering to SDL-build; While on the way, making Bpp selection available for SDL-build, too20100128--------main/playsave.c, main/playsave.h, main/object.c, main/render.c, main/hostage.c, main/newdemo.c, main/gamerend.c, main/endlevel.c, main/game.c, main/gauges.c: Made PlayerCfg.CockpitMode an array to hold two values: 0 to store the actual "cockpit", 1 to also store Letterbox, Rear, etc. Greatly helps to switch and restore views - especially in Demo playback which now properly selects modesmain/newdemo.c: Added a new code to properly re-record view/cockpit-events at beginning and end of Demo recording so views will be fine if switched before recording started; Also added lost sequence to record Rear-view reset between levels; Everything done without breaking the Demo format!arch/sdl/window.c, main/automap.c, main/escort.c, main/game.c, main/gamecntl.c, main/kconfig.c, main/menu.c, main/net_ipx.c, main/net_udp.c, main/newmenu.c: Make response to EVENT_WINDOW_CLOSE conform to 'handling' system - returning 1 means abort closingmain/kconfig.c, main/newmenu.c: Tidy up newmenu_show/hide_cursor callsmain/newmenu.c: Allow user to abort close, for whatever reason (helps with my next commit)main/gamesave.c, main/newdemo.c, main/object.c, main/object.h, main/state.c: Improved Object signature assignment and made sure there will be no duplicates; Also used short-ranged values only so Demo system won't screw upmain/newdemo.c: Resetting DemoDoLeft/Right correctly at start of each demo20100127--------main/game.c, main/game.h, main/gamecntl.c, main/gameseq.c, main/kmatrix.c, main/multi.c, main/net_ipx.c, main/net_udp.c, main/newdemo.c, main/render.c: Remove all uses of LeaveGame jmpbuf to allow more changing of main loopmain/gameseq.c, main/inferno.c, main/menu.c, main/newmenu.c: Allow escape from player listbox if appropriate; call RegisterPlayer only from main menu for more flexibility; actually use file_list block so deleting players/demos doesn't crash it20100126--------main/newdemo.c: Once again improving Demo Interpolation code, regarding changes from rev993, reducing Viewport flicker and jitter20100124--------main/gamerend.c, main/gauges.c: Rewrote code for showing Cloak-effect on Cockpit and Statusbar, because it became bugged with changed order of function calls do_cloaked_stuff() and render_gauges(); Fixed cockpit switches for Guided missile when Player is in Rear-View - the original code never considered that20100123--------main/gamecntl.c, main/inferno.c, main/menu.c: Move the editor call out of the Function_mode loop, for later overhaul20100121--------main/newdemo.c: Removed the new Demo Interpolating code and added the improvements to the old one20100120--------arch/include/event.h, arch/sdl/event.c, arch/sdl/window.c, main/automap.c, main/escort.c, main/game.c, main/gamecntl.c, main/kconfig.c, main/menu.c, main/net_ipx.c, main/net_udp.c, main/newmenu.c, main/state.c: Add EVENT_WINDOW_ACTIVATED, change EVENT_DRAW to EVENT_WINDOW_DRAW and EVENT_CLOSE to EVENT_WINDOW_CLOSEmain/automap.c, main/escort.c, main/game.c, main/gamecntl.c, main/kconfig.c, main/newmenu.c: Fix major issues with last commit - tidy up window callbacks to dodge EVENT_WINDOW_ACTIVATED where it's unnecessary or erroneous to respond to, fix compiling error20100119--------main/net_ipx.c, main/net_udp.c: Make net_ipx_show_game_rules and net_udp_show_game_rules into windows20100118--------main/kconfig.c: Make kconfig menus into windows - allowing drawing of the game screen behind, changing of item to change while question mark flashing and clicking out of item change20100117--------main/menu.c: Respond to EVENT_NEWMENU_SELECTED for options_menuset and input_menuset, so the input menu will have THE event loop for kconfig20100115--------main/menu.c: For get_filename, put mode and find variables in a structure - fixing 64-bit problem and allowing freeing of PHYSFS file list in callback in future, respectively20100109--------main/escort.c: Make escort menu a window, now the game is drawn behind itarch/include/window.h, main/game.c, main/gamecntl.c, main/gamerend.c: Make pause box a window20100108--------arch/sdl/event.h, main/newmenu.c, main/newmenu.h: Add EVENT_NEWMENU_SELECTED, allowing a newmenu/listbox selection to be handled in the callback20100107--------main/gamecntl.c, main/newdemo.c: New Interpolation method for demos and a small hack to fix this Interpolation if duplicate object signatures appear (mostly)arch/carbon/conf.h, arch/include/event.h, arch/include/key.h, arch/sdl/event.c, main/game.c, main/gamecntl.c, main/gamesave.c, main/gameseq.c, main/kmatrix.c, main/menu.c, main/mission.c, main/multi.c, main/multi.h, main/net_ipx.c, main/net_ipx.h, main/net_udp.c, main/net_udp.h, main/newdemo.c, main/newmenu.c, main/newmenu.h, main/scores.c, main/state.c, main/weapon.c: Change newmenu and listbox callback systems, adding use of d_event, for greater flexibility20091227--------main/newmenu.c: Make listboxes into windowsmain/automap.c, main/automap.h: Put most of the remaining globals in automap.c in the 'automap' struct20091226--------arch/include/key.h, arch/sdl/event.c, arch/sdl/key.c, main/automap.c, main/editor/med.c, main/game.c, main/gamerend.c, main/kconfig.c, main/newmenu.c: Make newmenus into windows, allowing redrawing of automap and game to take place outside of newmenu.c; remove redundant keyd_repeat20091213--------main/game.c: Make sure the Game_wind only gets freed once when escaping demo playback20091212--------main/game.c: Make sure the Game_wind always gets freed when exiting the game screen, fixing flashing automap and framerate reduction after playing demos20091211--------arch/linux/ukali.c: Fixing possible string overflow while using KALI_PROCESS_NAME20091208--------main/gameseq.c, main/menu.c, main/menu.h, main/newdemo.c, main/newmenu.c, main/newmenu.h: Move newmenu_get_filename to menu.c, call it get_filename and have it use newmenu_listbox1; support long demo filenames20091207--------main/net_ipx.c: Removing old use of variable already_showing_info which was removed from newmenu code20091205--------main/gamecntl.c, main/newmenu.c: Make newmenu.c nearly identical between D1X and D2X20091202--------arch/include/event.h, arch/include/window.h, arch/sdl/window.c, d2x-rebirth.xcodeproj/project.pbxproj, main/automap.c, main/game.c, main/game.h, main/gamecntl.c, main/kconfig.c, main/kconfig.h: Make the automap into a 'window', make kconfig.c more similar between D1X and D2X20091201--------main/gauges.c, main/weapon.c: Squishing string-related bugs in Bomb display and Weapon reordering2d/clip.h, 2d/line.c: Renaming FSCALE to FIXSCALE preventing possible naming conflicts20091130--------d2x-rebirth.xcodeproj/project.pbxproj: Update to not compile redundant net_ipx.c for Mac OS Xmain/newdemo.c, main/newdemo.h, main/gamerend.c, main/game.c, main/gauges.c, main/gamecntl.c: Reintroduced Newdemo_game_mode to prevent demo playback from entering code parts it should not and fixing a bug with Multiplayer demos along the way, introduced in rev. 953arch/ogl.c, main/endlevel.c: Draw Endlevel sequence with correct DepthFuncmain/newmenu.c, main/terrain.c, iff/archive/ifftestv.c, 2d/2dsline.c, 2d/bitblt.c, 2d/pixel.c, 2d/rle.c, 2d/line.c, 2d/gpixel.c, SConstruct: Making files in 2d directory more similar and removed unused and broken code; Fixing a bunch of memory errors; Removed stack protecting flag for gcc in debug mode20091129--------d1x-Info.plist, d1x-rebirth.xcodeproj/project.pbxproj, d1xgl-Info.plist, English.lproj/InfoPlist.strings: Make Mac version numbers consistent, Xcode build settings tidy upmain/net_udp.c, main/multi.c, main/multi.h, main/menu.c, SConstruct, arch/linux/ipx.c, arch/carbon/conf.h: Adding macros for the compiler to compile with either UDP- and/or IPX-support and removed the older IPX macros20091128--------main/net_udp.c, d2x-rebirth.xcodeproj, D2X.make, arch/carbon/conf.h: Fixed building error on Windows caused by false socket variable; Fixed compiler Warnings on Mac; Updated Mac build files; Unification in version numbering20091124--------include/args.h, INSTALL.txt, main/net_udp.c, main/net_udp.h, main/fireball.c, main/multi.c, main/multibot.c, main/multi.h, main/inferno.c, main/menu.c, main/object.c, main/kmatrix.c, main/kmatrix.h, main/newdemo.c, main/config.c, main/net_ipx.c, main/config.h, main/net_ipx.h, main/gamerend.c, main/gameseq.c, main/endlevel.c, main/vers_id.h, main/game.c, main/gauges.c, misc/args.c, SConstruct, d2x.ini, README.txt, arch/linux/ipx.c, arch/linux/ipx_kali.c, arch/win32/ipx.c: Abstracting networking protocols - Step 4: Implemented new UDP layer with Client/Server communication, Packet Loss Prevention and strict Version checking. Netgames list will follow later.main/net_udp.c: Remove the IP check when processing game info or version deny as the IP might be translated (IPv6 especially)main/net_udp.c, main/net_ipx.c, SConstruct: Improved Disconnect-handling between levels; Improved Kick-handling; Do not say that IPv4 and IPv6 builds are not compatible in scons -h anymoreinclude/timer.h, main/net_udp.c, main/newmenu.c, main/multibot.c, main/menu.c, main/titles.c, main/kmatrix.c, main/net_ipx.c, main/digiobj.c, arch/sdl/timer.c: Removed timer_get_approx_seconds() and replaced with timer_get_fixed seconds since it was too inaccurate and created significant offsetmain/net_udp.c: Again making the joining safer20091117--------arch/ogl/gr.c, arch/sdl/gr.c, include/gr.h, main/menu.c, main/piggy.c: Only list resolutions that can actually be used, using new gr_check_mode20091115--------main/gamecntl.c, main/gameseq.c, main/gameseq.h, main/menu.c, main/newdemo.c, main/newdemo.h, main/newmenu.c, main/text.c: Add endian converter for demos, read shareware demos, various bugfixes to demo system20091005--------include/physfsx.h, main/ai.c, main/ai.h, main/cntrlcen.c, main/cntrlcen.h, main/fireball.c, main/fireball.h, main/fuelcen.c, main/fuelcen.h, main/object.c, main/object.h, main/player.c, main/player.h, main/state.c, main/switch.c, main/switch.h, main/wall.c, main/wall.h: Read big endian savegames on little endian computers and vice versa20090911--------main/state.c: Include necessary ogl_init.h in state.c (whoops)20090822--------main/state.c, main/state.h: Make state.c more similar between D1X and D2X20090810--------arch/sdl/window.c, main/automap.c, main/game.c, main/inferno.c, main/multi.c: Make the game screen into a 'window', handling events through event_process20090701--------main/game.c, main/game.h, main/gamecntl.c, main/kconfig.c, main/kconfig.h, main/menu.c, main/net_ipx.c, main/newmenu.c, main/newmenu.h, main/scores.c, main/screens.h, main/songs.c, main/titles.c: Make game.c more similar between D1X and D2X, making related changes to other files (!)20090607--------main/game.c, main/gamecntl.c: Small cleanup20090531--------include/args.h, include/u_mem.h, main/gamecntl.c, main/inferno.c: Make inferno.c more similar between D1X and D2X20090522--------arch/sdl/window.c, main/inferno.c: Add include directives for last commit (whoops)20090521--------arch/include/event.h, arch/include/window.h, arch/sdl/event.c, arch/sdl/mouse.c, arch/sdl/window.c, d1x-rebirth.xcodeproj/project.pbxproj, main/inferno.c, SConstruct: Add new window system, not used yet20090506--------main/config.c, main/config.h, main/menu.c, main/songs.c: Add option to force either Redbook or Jukebox to use the playing order for the game CD220090503--------main/net_ipx.c: Make sure HoardEquipped returns 1 if hoard.ham is in the Data folder, hence properly allowing hoard.ham to be in the Data foldermain/config.c, main/menu.c: Make some files more similar between D1X and D2X20090430--------arch/carbon/conf.h, d2x-rebirth.xcodeproj/project.pbxproj: Disable network support for Mac OS X for now2d/2dsline.c, 2d/bitblt.c, 2d/bitmap.c, 2d/box.c, 2d/canvas.c, 2d/circle.c, 2d/disc.c, 2d/font.c, 2d/gpixel.c, 2d/line.c, 2d/palette.c, 2d/pcx.c, 2d/pixel.c, 2d/poly.c, 2d/rect.c, 2d/rle.c, 2d/scalec.c, 2d/tmerge.c, 3d/clipper.c, 3d/draw.c, 3d/globvars.c, 3d/instance.c, 3d/interp.c, 3d/matrix.c, 3d/points.c, 3d/rod.c, 3d/setup.c, arch/carbon/findfile.c, arch/carbon/gui.c, arch/carbon/SDL_main.c, arch/linux/ukali.c, arch/ogl/gr.c, arch/ogl/ogl.c, arch/sdl/digi_audio.c, arch/sdl/digi_mixer.c, arch/sdl/digi.c, arch/sdl/event.c, arch/sdl/gr.c, arch/sdl/joy.c, arch/sdl/key.c, arch/sdl/mouse.c, arch/sdl/rbaudio.c, arch/sdl/timer.c, iff/iff.c, include/physfsx.h, libmve/mvelib.c, libmve/mveplay.c, main/ai.c, main/ai2.c, main/aipath.c, main/automap.c, main/bm.c, main/bmread.c, main/cntrlcen.c, main/collide.c, main/config.c, main/console.c, main/controls.c, main/credits.c, main/crypt.c, main/digiobj.c, main/dumpmine.c, main/editor/autosave.c, main/editor/centers.c, main/editor/curves.c, main/editor/eglobal.c, main/editor/ehostage.c, main/editor/elight.c, main/editor/eobject.c, main/editor/eswitch.c, main/editor/fixseg.c, main/editor/func.c, main/editor/group.c, main/editor/info.c, main/editor/kbuild.c, main/editor/kcurve.c, main/editor/kfuncs.c, main/editor/kgame.c, main/editor/khelp.c, main/editor/kmine.c, main/editor/ksegmove.c, main/editor/ksegsel.c, main/editor/ksegsize.c, main/editor/ktmap.c, main/editor/kview.c, main/editor/macro.c, main/editor/med.c, main/editor/meddraw.c, main/editor/medmisc.c, main/editor/medrobot.c, main/editor/medsel.c, main/editor/medwall.c, main/editor/mine.c, main/editor/objpage.c, main/editor/segment.c, main/editor/seguvs.c, main/editor/texpage.c, main/editor/texture.c, main/effects.c, main/endlevel.c, main/escort.c, main/fireball.c, main/fuelcen.c, main/fvi.c, main/game.c, main/gamecntl.c, main/gamemine.c, main/gamepal.c, main/gamerend.c, main/gamesave.c, main/gameseg.c, main/gameseq.c, main/gauges.c, main/hostage.c, main/hud.c, main/inferno.c, main/kconfig.c, main/kmatrix.c, main/laser.c, main/lighting.c, main/menu.c, main/mglobal.c, main/mission.c, main/morph.c, main/movie.c, main/multi.c, main/multibot.c, main/newdemo.c, main/newmenu.c, main/object.c, main/paging.c, main/physics.c, main/piggy.c, main/player.c, main/playsave.c, main/polyobj.c, main/powerup.c, main/render.c, main/robot.c, main/scores.c, main/segment.c, main/slew.c, main/state.c, main/switch.c, main/terrain.c, main/texmerge.c, main/text.c, main/titles.c, main/vclip.c, main/wall.c, main/weapon.c, maths/fixc.c, maths/rand.c, maths/tables.c, maths/vecmat.c, mem/mem.c, misc/args.c, misc/error.c, misc/hash.c, misc/strio.c, misc/strutil.c, texmap/ntmap.c, texmap/scanline.c, texmap/tmapflat.c, ui/barbox.c, ui/button.c, ui/checkbox.c, ui/func.c, ui/gadget.c, ui/icon.c, ui/inputbox.c, ui/keypad.c, ui/keypress.c, ui/keytrap.c, ui/listbox.c, ui/menu.c, ui/menubar.c, ui/message.c, ui/mouse.c, ui/number.c, ui/popup.c, ui/radio.c, ui/scroll.c, ui/ui.c, ui/uidraw.c, ui/userbox.c, ui/window.c: Remove redundant conf.h directives20090409--------main/multi.c, main/multi.h, main/multibot.c, main/menu.c, main/kmatrix.c, main/net_ipx.c, main/net_ipx.h, main/gameseq.c, main/fuelcen.c, main/gamerend.c: Abstracting networking protocols - Step 3: Renaming network_* functions to net_ipx_*, writing wrappers for protocol dependend functions in multi.c, Implementing protocol selection and Cleanup - Next up: Implementing new UDP layer20090320--------include/ipxdrv.h, main/collide.c, main/ipxdrv.c, main/fireball.c, main/multi.c, main/multi.h, main/menu.c, main/state.c, main/newdemo.c, main/switch.c, main/net_ipx.c, main/net_ipx.h, main/gameseq.c, main/endlevel.c, main/powerup.c, main/automap.c, SConstruct, arch/linux/ipx.c, arch/linux/ipx_kali.c, arch/win32/ipx.c: Abstracting networking protocols - Step 2: Introducing new structure to hold protocol-dependend and -independend information about Netgame and it's Players; Further isolation of the IPX code and renaming the netdrv_* code to ipxdrv_* as this is now actually IPX-only; Next up: Renaming network_* functions to net_ipx_*, writing wrappers for protocol dependend functions in multi.c, Implementing protocol selection and Cleanup20090304--------various: Abstracting networking protocols - Step 1: Renaming network-related files; Removing net_ipx.h (former network.h) includes from as much files as possible to make isolation of IPX-related functions easier in Step 2; Version defines Cleanup - needed later for good Version-Checking20090303--------arch/include/digi_mixer_music.h, arch/include/jukebox.h, arch/sdl/digi_mixer_music.c, arch/sdl/digi_mixer.c, arch/sdl/digi.c, arch/sdl/init.c, arch/sdl/jukebox.c, arch/sdl/rbaudio.c, include/rbaudio.h, main/automap.c, main/config.h, main/credits.c, main/digi.h, main/game.c, main/gamecntl.c, main/kconfig.c, main/kmatrix.c, main/menu.c, main/network.c, main/newmenu.c, main/scores.c, main/songs.c, main/songs.h: Associate the jukebox with Redbook Audio via new 'extmusic' layer - separating from MIDI and making it handle ALL music (not just game music)20090223--------main/gamerend.c, main/gauges.c, main/menu.c: Made our Cockpit-Transparency decoding function a bit safer for current and possibly new code flowmain/gauges.c: Small positional correction for homing-warning bitmap20090222--------main/fireball.c: Fixed param handling of expl_obj in do_explosion_sequence for the case that free_object_slots might have it set to OF_SHOULD_BE_DEAD before it's actually attached to another object20090217--------main/object.c, main/object.h, main/weapon.c: Made Max_used_objects an absolute defined value; Made num_objects globally available; Restricted Weapon drops to MAX_USED_OBJECTS; When dropping Secondary weapon, drop 4-pack if possible20090215--------main/network.c, main/noloss.c, main/noloss.h: Added list to keep trace of received PDATA packets so receiver won't interpret them several timesmain/kmatrix.c: Made connect-state handling in kmatrix flow even more failsafe20090209--------main/kconfig.c: Removed PH_SCALE on Keyboard readings as caps movement not in sync to FrameTime; Removed scaled Joystick reading as it's not necessary anymoremain/gameseq.c: When creating new player, make sure string is long enough for use with players dir20090208--------main/multi.c, main/network.h, main/kmatrix.c, main/kmatrix.h: Fixed connect-state mess in order of kmatrix flowmain/menu.c: Make sure HostAddr buffer is directly saved as soon as we confirm it in the entry field20090206--------INSTALL.txt, main/network.c, main/network.h, main/noloss.c: Small docs update; Noloss thinking flaw correccted: Add a special type for PDATA packets that need to be ACK'd so other clients won't ACK everything20090203--------main/network.c, main/noloss.c: Close out fire from queue list as this is not necessarily needed to keep games in sync; While processing the noloss queue, only process 5 packets max20090202--------main/newdemo.c, main/gameseq.c, main/gamerend.c, main/ai.c, main/game.c, main/gauges.c, main/game.h, main/gamecntl.c: Defined some default cockpit modes in Demo mode so we do not get invalid values when demo starts in non-default-view mode (as new HUD modes are only triggered at beginning and end of event); Removed Newdemo_flying_guided global; Init seismic disturbances in demo mode just to make sure tey are switched off when coming from game mode; Made initialisation for Missile_viewer signature saving global so we can reset it for each new level and make sure we get a correct missile view; Fixed regression in Ai_last_missile_cameramain/gamerend.c: Made FPS string statically right-justified - unrelated to actual FPS string width preventing jumps20090201--------main/netdrv_udp.c: Fixing bug with incorrect/missing UDP port terminationmain/network.c, main/network.h, main/multi.h, main/netdrv_udp.c, main/netdrv_udp.h, main/noloss.c, main/noloss.h, SConstruct: Added Packet-loss prevention code for Netgames20090130--------arch/ogl/ogl.c, main/render.c: New level render order for better seperation and blending between transculent level geometry and sprites20090129--------main/netdrv_udp.c: Decreasing delay from timer_delay2 to timer_delay for sending/receiving packets when connecting to UDP host due to FPS-dependent inconsistencies in timer_delay2 causing packets possibly not received or sent frequently20090126--------include/netdrv.h, main/network.c, main/menu.c, main/netdrv_udp.c, main/netdrv_udp.h, main/netpkt.c, main/netpkt.h, main/netdrv.c, arch/linux/netdrv_ipx.c, arch/linux/netdrv_kali.c, arch/win32/netdrv_ipx.c: Changed function naming convention in netdrv and below to general Descent code conventionarch/carbon/conf.h, d2x-Info.plist, d2xgl-Info.plist, English.lproj/InfoPlist.strings: Update version to 0.55.120090124--------main/game.c: Removed some old code to smooth FrameTime we don't need anymore20090122--------main/newdemo.c: New condition to switch to Interpolated demo playback - the old one did NOT make ANY sense at all20090117--------arch/sdl/mouse.c, main/menu.c, main/playsave.c, main/playsave.h: Made MouseFilter selectable over Controls menu while defaulting to OFF - Saved in PLXd2x.ini, inlcude/args.h, main/inferno.c, main/laser.c, misc/args.c: Took out old missile tracking code to be selectable over command-line to preserve consistency20090116--------arch/ogl/ogl.c, main/gamefont.c, main/menu.c: Reduced size of vectorial reticle to match the size of the original one; Only scale fonts by float if Texture filtering is on - otherwise scale by intarch/ogl/gr.c: Error handling while dumping TGA file - (partially) Patch by v66r20090115--------include/cfile.h, main/network.c, main/inferno.h, main/netdrv_udp.c, main/netdrv_udp.h, main/netdrv.c, main/gamecntl.c, arch/sdl/digi_mixer_music.c, include/ogl_init.h: Patch from Damjan Cvetko <zobo@lana.krneki.org> for better support building with a non-free compiler...arch/sdl/mouse.c, main/automap.c, main/game.h, main/kconfig.c: Fixed typo in mouse delta reading cleaning not up Z-Axis; Giving automap a nicer Frameloop;20090113--------main/physics.c: Actually set velocity from movement when colliding with objectsarch/sdl/jukebox.c: Use a 2D array to allow playing of songs by track number in futuremain/collide.c: Added some randomness to collision sound delays and synced robot-player collision sprites to same steps20090108--------main/network.c: Fixed condition for protocol version checking when joining a game - must be allowed for both original and D2X version20081230--------SConstruct: prefix is now an argument (useful for auto-builds)debian/*: created the debian packaging files20081227--------arch/carbon/conf.h, d2x-Info.plist, d2x-rebirth.xcodeproj/project.pbxproj, d2xgl-Info.plist, English.lproj/InfoPlist.strings: Increment Mac version number, update project for latest Xcode20081226--------main/netdrv_udp.c: Fixed segfault via buffer overflow when attempting to start or join a UDP/IP netgame.20081223--------main/config.c: Make Redbook the default for Mac, because MIDI is buggy20081221--------d2x-rebirth.xcodeproj/project.pbxproj, D2X.make, main/gamecntl.c, main/playsave.c: Fix Mac OS 9 compile issues, update Xcode projectarch/carbon/conf.h: Set SHAREPATH to "." for Mac OS X so reading data from DXX's directory ACTUALLY WORKS20081213--------main/game.c, main/game.h, main/gamecntl.c, main/menu.c: Seperated help screens for game, netgame and demo; Also show them in Controls menu; Small Menu UI fix for ScrollOffset when calling menus in a scrolled area of a menu20081212--------main/multi.c: Added /KillReactor command to blow up the reactor in Multiplayer games20081207--------2d/pcx.c, 3d/interp.c, arch/include/key.h, arch/sdl/key.c, d2x-rebirth.xcodeproj/project.pbxproj, iff/iff.c, include/gr.h, include/pcx.h, include/u_mem.h, main/automap.c, main/escort.c, main/game.c, main/gamecntl.c, main/gauges.h, main/inferno.c, main/inferno.h, main/kconfig.c, main/mglobal.c, main/newdemo.c, main/newdemo.h, main/newmenu.c, main/piggy.c, main/render.c, main/songs.c, main/titles.c: Get Mac command keys working, MACINTOSH code cleanup, update Xcode project20081201--------main/kconfig.c: Restored vertical_thrust_time behaviour combined with slide_on to be inverted - respecting user's wishes20081129--------main/state.c: Fixed the Birthday Bug: Correctly re-compute static_light when restoring a game - finally20081126--------main/gameseq.c: Fixed logical code flow error when player dies in a secret level entered after base level destroyed which is also the last levelarch/ogl/ogl.c: Deactivated depth writing fo g3_draw_bitmap() sprites to prevent rendering errors when clipped in some cases20081122--------main/kconfig.c: Completly forgot to make mouse axis values static so they can be used in intervals - shame on me!main/fvi.c, main/pysics.c: Took out the "disable_new_fvi"-hack. After all we do not need that specific optimisation anymore and also without it we can have more accurate collisions with non-player objects. After playtesting for a while let's just do this.20081121--------main/gamecntl.c, main/gauges.c: Do not allow to restore games while player is dead... again - to much trouble right now; Solving small display issue when fading out weapons which ran out of ammomain/render.c: Increasing Render_depth to max. if OGL build (we probably should get rid of these variables, but may still be handy for non-3D-accellerated build optimisations)20081120--------main/ai2.c: When we reached MAX_BOSS_TELEPORT_SEGS in init_boss_segments, make sure we also escape out of the for-loop - otherwise we still might overflowmain/piggy.c: Corrected a small logical mistake in Shareware-HAM recognitionarch/ogl/ogl.c, main/ai2.c, main/object.c: Small transparency fix for robot weapons; Some timer-Failsafe in robot/boss dying frames; Fixed logical flaw in create_small_fireball_on_object() closing out sound effects on robots20081119--------main/gamecntl.c: Actually demand ANY valid key to abort the Death sequencemain/songs.c: Do a songs_init() each time a song is played and try to read a new descent.sng - supporting descent.sng files in hog archives20081118--------main/console.c: When printing Gamelog, make sure canvas is NULLmain/newmenu.c, main/multi.c, main/automap.c, main/gamecntl.c, ui/inputbox.c, ui/menubar.c, arch/sdl/event.c, arch/sdl/key.c, arch/include/key.h: Yet another UNICODE overhaul - Using seperate buffer for UNICODE chars and only use it in key_ascii() while still using keysyms for the rest of the program so we do not screw up readings by key values altered by modifers - possibly still room to optimizemain/gamecntl.c: Fixed cheats!main/automap.c: Changed keys for Automap Viewing Distance to F9/F10 - Minus/Equal is not Layout independent20081115--------arch/sdl/digi_audio.c: include/error.h, main/console.c, main/inferno.c: Added other SDL_(Un)LockAudio statements to protect the audio_mixcallback function - making that hopefully stable on multicores; Resetting warn_func at quit_request so we do not accidently show any menu; Open gamelog.txt unbuffered20081114--------include/args.h, include/3d.h, include/rle.h, include/rbaudio.h, main/text.c, main/text.h, main/bm.c, main/gamefont.c, main/inferno.c, main/bm.c, main/bmread.c, main/piggy.c, main/render.c, main/render.h, main/songs.c, main/gameseq.c, main/gamerend.c, main/netdrv.c, main/endlevel.c, main/endlevel.h, main/terrain.c, main/terrain.h, main/polyobj.c, main/polyobj.h, main/game.c, main/gauges.c, main/texmerge.c, main/mission.c, main/mission.h, main/gamecntl.c, misc/args.c, 2d/rle.c, 3d/setup.c, SConstruct, D2X.make, arch/linux/alsadigi.c, arch/ogl/gr.c, arch/sdl/digi_mixer.c, arch/sdl/joy.c, arch/sdl/init.c, arch/sdl/rbaudio.c, arch/sdl/gr.c, arch/sdl/key.c, arch/sdl/digi_audio.c, arch/include/mouse.h: Using a clean flow for closing game data at the end of main() instead of using atexit; Now only use atexit for SDL stuff, error, mem, console (and editor which we do later); Small Cleanup20081110--------main/credits.c, main/inferno.c, main/menu.c, main/newmenu.c: Small Cleanup: Using timer_delay for credits timer as timer_delay2 would respect VSync and change speed of the Credits scrolling; Cleaned that Start/Join Netgame cases up a bit; Removed the excessive use of atexit in newmenu... more to comemisc/error.c: When Error() is called, set Function_mode to FMODE_EXIT... basically to prevent the messagebox would try to render the game in background if the Error would happen while mission loading20081109--------include/args.h, include/gr.h, main/gamefont.c, main/inferno.c, main/menu.c, main/gamerend.c, main/gauges.c, main/gauges.h, misc/args.c, d2x.ini, arch/ogl/ogl.c, arch/ogl/gr.c: Always keep aspect scaling (lowest scalar of width and height) for fonts, lines, dots, spheres, reticle and non-Cockpit-/Statusbar-related HUD-elements; Moved the Cockpit alpha decoding to gauges.c and created a seperate bitmap for the alpha fields and create subbitmaps from this one - more memory but this way we do not modify the cockpit bitmap itself20081107--------arch/sdl/key.c: Only read UNICODE values from 31 to 254 to make sure we do not read any non-printable characters and prefer the keysym that way; Added left and right Command Key for MAC Keyboards20081103--------misc/args.c: Fixed Typomain/ai2.c, main/collide.c: Made move_towards_segment_center() use move_towards_vector() instead of just changing object position suddenly - smoother; Changed back the robot:controlcen collision back to original - the AI just relies to often on no-damage collisions, especially when our segment suddenly is a controlcen20081101--------main/config.c, main/menu.c, main/newmenu.c, main/piggy.c: Fixed possible overflows in Jukebox Path; Menu GUI improvements: Correct inputbox scaling for font widths, a little performance boost when determinating string-part to show in inputbox, make it possible to flip over from first/last menu entry to last/first even if it's a ScrollBox, Scrolling via Maousebutton now works with delay; Made reading for Piggy data always break up in loops when reached end of file instead of provoking possible error if *data-count < max-data-count*arch/sdl/key.c: Make sure that if we use UNICODE, we always take non-control type chars and - as we only want lowercase letters - convert chars if shift is pressedarch/ogl/ogl.c. main/game.c: I always forget glLineWidth takes previous setting if arg is <1; Made the decodebuffer for cockpit static as the bitmap data pointer points to it20081031--------main/bm.c, main/inferno.c, main/piggy.c: Allow hires Mac demo graphics, fix endian issue with reading GameBitmapXlat (fixing crash on PowerPC Macs using PC demo), put a return on the end of an error messagearch/include/key.h, arch/sdl/key.c, main/game.c, main/kmatrix.c, main/multi.c, main/multi.h, main/newmenu.c, main/scores.c, ui/inputbox.c, main/menubar.c: Always use printable UNICODE characters for the key_handler and included routine to assign key symbols to UNICODE so we get an equivalent of a Key-Released state which we need for the Keyboard buffer; Removed the shifted_ascii_value field from key_props and stored all usable characters in seperate rows; Improves Text input and makes keyboard mapping independent from keyboard layout without breaking any compabilityarch/ogl/ogl.c: Make glLinewidth depend on screen height, not width (for Widescreen monitors) (commit came with last revision, sorry)20081030--------INSTALL.txt, README.txt: Docs update: Infos about Jukebox over SDL_mixer, SDL_mixer is not experimental anymore, yet another .de->.com changed2x.ini, main/inferno.c: Show debug help screen options in release build as well as some might be actually useful for playersmain/menu.c: Add a messagebox informing to restart the game if either VSync or 4x Multisampling has been (de)selected20081029--------2d/font.c, main/gamefont.c, main/gamefont.h, main/menu.c: Scale fonts by float values and filter them if texture filtering is on; Another fix for the code flow in change_res() as the check for minimal custom resolution always failedmain/collide.c: Yet another check for collide sounds as FixedStep is not necessarily true if the actual collision happensmain/newmenu.c: Cast LINE_SPACING to integer for menu Scrollbox usages - fixing scrolling issues with non-integer-scaled font sizes20081028--------arch/ogl.c, include/gr.h, main/game.c, main/gamerend.c, main/gauges.c, main/gauges.h, main/newmenu.c: Removed hack for Cockpit-window transparencies and added function to decode and add alpha to the bitmap directly (now works in non-OGL as well); Using sub-bitmaps for Cockpit-windows and menu backgrounds; Cleaned old bkg stuff from menu GUImain/gamerend.c, main/manu.c, main/newmenu.c: Fixes for my last revisions: More reliable check for cockpit_decode_alpha, more reliable check is newmenu sub-bitmap needs to be re-created, call gr_set_mode() in change_res() with correct Game_screen_modeINSTALL.txt, README.txt: Docs update: We moved from www.dxx-rebirth.de to www.dxx-rebirth.com!arch/sdl/gr.c, arch/ogl/gr.c, arch/ogl/ogl.c, include/args.h, main/game.c, main/gamecntl.c, main/inferno.c, main/menu.c, main/playsave.c, main/playsave.h, misc/args.c: Cleanup: Renderstats; Made PRShot a non-OpenGL-related feature and added to Misc Options; Added command for SDL_ASYNCBLIT to command-line argsSConstruct, include/dl_list.h, main/config.c, main/console.c, main/menu.c, main/robot.h, misc/dl_list.c: Revisited Kip's non-Tracker changes and implemented to D2X: Prettier SConstruct output, Forgotten newlines at end of files, Improvement in dl_list code, Revamped menu GUI defines; I am NOT HAPPY I have to do these changes seperately!!!20081023--------main/network.c: Fixed handling for multi_quit_game; Always keep setting -1 for ping table entry of current player so just not to use any previous entry20081022--------main/menu.c, main/netdrv_udp.c, main/netdrv_udp.h: Removing reset of Game_screen_mode while change_res Fullscreen toggle (wtf is the point?); Adding a third valid state for UDP peers so we can get more order in handshaking process - should fix problem when two clients join (and shake) simultaniously20081021--------iff/iff.c, main/wall.c: Fix some gcc 4.0 warnings (-wall flag)20081020--------main/menu.c: resolution 1440x960 to 1440x900 - typod1x.ini, include/args.h, main/inferno.c, main/menu.c, main/netdrv_udp.c, misc/args.c: Readded -ip_hostaddr optional to the value stored in descent.cfg for automated program starts or whatever; Fix by Locate: Correctly close UDP sockets on Win32; Fix by Locate: Ability to select Secret levels on Multiplayer in D1X again which was broken in r61920081019--------arch/sdl/gr.c, arch/ogl/gr.c, main/gamecntl.c, main/menu.c, main/movie.c, main/titles.c: Setting Fullscreen toggle setting the GameCfg value at each change, not only in change_res(); Do not allow the toggle while playing since ALT-GR+ENTER could be used as game-keys; Reorganized Resolutions menu to automatically calculate aspect ratio for preset resolutions and making custom fields exclusive20081016--------main/credits.h, main/collide.c, main/newmenu.c, main/menu.c, main/playsave.c, main/playsave.h, main/titles.c, main/wall.c, main/render.c, main/newdemo.c, main/newdemo.h, main/config.c, main/gameseq.c, main/gamerend.c, main/endlevel.c, main/scores.c, main/game.c, main/kconfig.c, main/gamecntl.c, main/credits.c, 2d/ibitblt.c, arch/sdl/mouse.c, arch/win32/hmpfile.c, arch/include/joy.h: Giving credits function ability to use custom creditfile (again); Made laser-offset for laser exclusive so Prox mines won't go tru doors; Preventing cycling tru cockpit modes while dead, but allowing to load a state; Implemented D2X' lighting code to D1X (faster, better, sexier - weeee); Try to hop over some errors regarding walls/doors in levels instead of using -1 indexes for arrays; Made the briefing text ptr a bit more failsafe in case the file is corrupt/non-standard; Made scores use the menu screen even in GAME OVER; Fixed bug in neighbour fields of Weapon Keys table; Added the Weapon Keys stuff to TABLE_CREATION; Fixed bugwhere D2X did not recall applied resolution in the resolutions menu; Simpler check to create DEMO_DIR; Seperated X/Y sensitivity for mouse and joystick; Flush controls when Automap toggles so keypress won't deactivate it again; Made FrameCount in Demos aligned to the Dropframe condition; Added KEy to ttoggle playback text off; Gracefully exit demo code if demo is corrupt; Removed that new percent counter because many old demos seem to have corrupted last frames; Closing endlevel data file if IFF error so the mission still can be freed; Fixed Cruising for keyboard which was not aligned to FPS correctly; Used mouse delta scaling in kconfig.c instead of mouse.c to not screw up when delta is requested in non-ingame situations - it actually belongs to the controls IMHO; Now support up to 8 joysticks; Changed some leftover malloc's to d_malloc and free to d_free20081001--------main/physics.c: Update object segment after object position interpolation. This is always done in DEBUG, but not in RELEASE, where further movement would break at segment check20080903--------main/console.c, main/collide.c, main/mglobal.c, main/inferno.c, main/menu.c, main/physics.c, main/aipath.c, main/cntrlcen.c, main/weapon.c, main/netpkt.h, main/gamerend.c, main/ai2.c, main/laser.c, main/game.c, main/gauges.c, main/game.h, main/gamecntl.c, SConstruct, d2x.ini, maths/vecmat.c, arch/sdl/timer.c, arch/sdl/mouse.c, arch/sdl/digi.c, arch/sdl/digi_audio.c, arch/include/mouse.h: Added new function to calculate common timesteps; Increased MAXIMUM_FPS to 200 for release and 1000 for debug; Used fixed sim_time for do_physics_sim and Interpolating to ensure collisions stay accurate at high FPS; New code and faster code for dot products by The_Lion; Disabled Nice-FPS and common Frame-Loop if VSync is active; More accurate delta timer for mouse (consider overhead); Added SDL_(Un)LockAudio for old SDL Audio interface; General support for up to 16 mouse buttons; Code cleanup; Made some AI movement and Player shaking FPS-independent20080726--------d2x-rebirth.xcodeproj, main/multi.c, main/netpkt.c, main/netpkt.h, main/network.c: Make network endian code more consistent with D1X, use PUT/GET_INTEL macros more, remove redundant no_cpp_precomp macro20080720--------include/netdrv.h, main/netdrv_udp.c, main/netdrv_udp.h, main/netdrv.c, arch/linux/netdrv_ipx.c, arch/linux/netdrv_kali.c, arch/win32/netdrv_ipx.c: Fixed IPX default socket (typo); Using function pointer for IPX-based sockets instead of globals20080701--------arch/carbon/conf.h, d2x-Info.plist, d2xgl-Info.plist, d2x-rebirth.xcodeproj, English.lproj/InfoPlist.strings: Increment version number for Mac, ensure Get Info strings copy to bundle, use correct Mac OS X SDKsinclude/strutil.h, misc/strutil.c: Add snprintf for Mac OS 9main/songs.c: Make sure the right audio CD track is played when starting a levelinclude/physfsx.h, main/config.c: No using chdir for Mac OS 9 - it doesn't have it20080628--------main/collide.c: Do not apply new bump_two_objects() when companion object colliding with controlcen due to inability of companion to find alternatives20080617--------main/songs.c: make sure it knows whether an audio CD just inserted is the official one20080615--------main/newdemo.c: Better call for DoJasonInterpolate in demo code (hopefully)arch/sdl/rbaudio.c, include/inferno.h, include/rbaudio.h, main/game.c, main/gamecntl.c, main/songs.c: tidy up music keys, ALT-SHIFT-F9 ejects audio CDsmain/gamecnt.c: add necessary #includes for last commit (whoops)20080612--------README.txt, main/collide.c, main/multi.c, main/netdrv_udp.c, main/network.c, main/state.c: Improved Player relay for Endlevel status; Fixed leaving when UDP hosts leaves; Fixed multi_frame_calling while demos since demos can be Game_mode & GM_MULTI; Re-added lost collision fix between robots and reactor; Made state_defaut_item static so selected state slot stays selectedarch/sdl/digi_mixer.c: Setting GameArg.SndNoSound to true if SDL_mixer init fails20080605--------INSTALL.txt, arch/sdl/digi_mixer.c, arch/sdl/jukebox.c: Small doc update; Improved SDL_mixer / Jukebox handling if no resource (sound) is available20080604--------main/newmenu.c, main/network.c, main/menu.c, main/netdrv_udp.c, main/playsave.c, main/titles.c, main/object.c, main/kmatrix.c, main/scores.c, main/game.c, main/gauges.c, main/kconfig.c, main/gamecntl.c, main/credits.c, arch/sdl/digi_mixer_music.c, arch/sdl/jukebox.c, arch/include/jukebox.h: Generally increasing Menu rendering from 20 to 50 FPS; Allowed Fullscreen toggle in Pause menu and correctly releasing mouse; Fixed broken Death sequence timer; Fixed incorrect data offset for UDP player relay; Fixed crash in Multiplayer summary; Reworked player loading a little bit, making sure kconfig controls are all set; Some small Status bar correction; Implemented real Pause/Reume for Jukebox via SDL_mixer20080602--------arch/sdl/jukebox.c: Only stop music at jukebox_stop() if MIDI jukebox_loaded - otherwise user can stop Jukebox with keys but not start it again20080601--------include/args.h, main/inferno.c, main/hud.c, main/game.c, main/gamecntl.c, misc/args.c, d2x.ini, README.txt, arch/sdl/digi_mixer.c, arch/sdl/digi_mixer_music.c, arch/sdl/digi_audio.c, arch/win32/include/hmpfile.h, arch/win32/hmpfile.c: Using Windows code to play HMP files on Windows build; Fixed Jukebox keys in help screen; Allow -noredundancy in Singleplayer; Fixed processing of Console keys if Console is not active; Added Multiplayer hints to README; Made INI wrapping safer and more accurate20080528--------arch/sdl/rbaudio.c, main/songs.c: allow an audio CD to be played if it's inserted after D2X is launched, hopefully find the first audio CD if multiple CDs are inserted20080525--------arch/sdl/digi_mixer.c, arch/sdl/jukebox.c, main/kconfig.c, main/morph.h: Set sound distance to 0 for HUD sound taunts; Making Jukebox not crash if -nosound is enabled (should stop Jukebox since no digi system enabled); Lowered mouse axis speed a bit again; Increasing MAX_VECS to 500020080524--------main/gr.c: Give render_frame call both arguments (compiler error)arch/sdl/jukebox.c, arch/sdl/rbaudio.c, d2x.ini, include/args.h, main/config.c, main/config.h, main/gamecntl.c, main/inferno.c, main/menu.c, main/songs.c, misc/args.c: Allow audio CD support to be turned on in the menus, fix associated bugs20080522--------main/menu.c: Added a new set of preset resolutions20080521--------arch/ogl/gr.c, arch/sdl/mouse.c, main/game.h: Implmented filtered mouse delta readingSConstruct, INSTALL.txt, README.txt: Updated docs20080520--------main/kconfig.c: Decreasing divisor for mouse axis reading - making mouse sensitivity practically much higher20080519--------main/gamecntl.c: If a key combo is called which uses key of default wepaon binding, flush inputsmain/mission.c, main/mission.h: Added support for another registered D1 HOG with different patching order... damn you PARALLAX!d2x.ini, arch/sdl/digi_mixer.c, include/args.h, main/gamefont.c, main/inferno.c, misc/args.c: Added -nomusic ability for SDL_mixer API; Added -gl_fontfixwidth to scale fonts with fixed aspect on widescreen resolutions, scaled to height20080518--------include/physfsx.h, main/config.c: set "Jukebox" as the default jukebox path, for Mac OS 9 look for d2x.ini outside the app bundlemain/game.c, main/gamecntl.c, main/songs.c: Reworked keys for song changing a bit; Added Song control keys to help menu20080516--------d2x.ini, include/args.h, main/config.c, main/config.h, main/inferno.c, main/menu.c, misc/args.c: remember the last IP address entered for UDP instead of parsing -ip_hostaddr20080510--------main/playsave.c: use atoi instead of sscanf for plx reading, so the setting for showing the reticle is read properly on big endian computers20080508--------main/newmenu.c, main/multi.c, main/kconfig.c, main/gamecntl.c, arch/sdl/key.c, arch/include/key.h: Some code improvements and small fixes20080507--------include/args.h, main/newmenu.c, main/multi.c, main/multi.h, main/inferno.c, main/menu.c, main/netdrv_udp.c, main/powerup.c, main/automap.c, main/gamecntl.c, misc/args.c, d2x.ini, ui/inputbox.c, ui/menubar.c, arch/sdl/digi_mixer.c, arch/sdl/jukebox.c, arch/sdl/key.c,arch/include/jukebox.h, arch/include/key.h: Return unicode characters in key_to_ascii for non-EN keyboard layouts; Fixed sound menu issue if not compiled with SDL_mixer; switched -ip_norelay to -ip_relay since it's not tested enough; Renamed jukebox_free() to jukebox_unload() to stay with naming-convention20080502--------include/args.h, main/inferno.c, main/menu.c, main/movie.c, main/songs.c, main/config.c, main/config.h, main/gamecntl.c, misc/dl_list.c, misc/args.c, SConstruct, d2x.ini, arch/sdl/digi_mixer.c, arch/sdl/digi_mixer_music.c, arch/sdl/jukebox.c, arch/win32/hmpfile.c, arch/include/jukebox.h, libmve/mveplay.c: Extended Jukebox capabilities for looping and continous playing and added jukebox_free() which allows calling jukebox_load() being able to load a new directory; Added Jukebox options to sound options menu; Removed loop hack for Windows MIDI playback; SDL_mixer implementation can now be used for Windows build as well20080427--------main/console.c: make sure it doesn't try to write to gamelog.txt after it's closed20080424--------D2X.make, d2x-rebirth.xcodeproj, iff/iff.c, include/ogl_init.h, main/config.h, main/newdemo.c, main/newmenu.c, main/playsave.h, main/state.c: get it to build on Mac OS 9 again20080422--------arch/ogl/gr.c, arch/sdl/gr.c, include/gr.h, main/config.c, main/config.h, main/menu.c: Added function gr_set_attributes to change Options like Texture Filtering and SDL_GL attributes while runtime (if supported); Added 4x Multisample support20080421--------main/console.c, main/inferno.c, main/menu.c, main/config.c, main/config.h, main/gamerend.c, main/game.c, main/gamecntl.c, misc/args.c, d2x.ini, arch/ogl/gr.c, arch/sdl/timer.c, arch/win32/netdrv_ipx.c: Reworked timer_delay2() and calc_frame_time() to be more accurate and CPU-friendly; -nicefps replayced by -nonicefps to disable sleeping for calc_frame_time; Implemented VSync via SDL; Fixed compilation issues; Code cleanupmain/console.c: Hack to force DOS-style newlines for _WIN32 in gamelog.txt20080419--------include/ogl_init.h, include/gr.h, include/strutil.h, include/internal.h, main/network.c, main/inferno.c, main/menu.c, main/movie.c, main/playsave.c, main/state.c, main/newdemo.c, main/gamecntl.c, d2x-rebirth.xcodeproj/project.pbxproj, misc/strutil.c, SConstruct, arch/ogl/ogl.c, arch/ogl/gr.c, arch/sdl/joy.c, arch/sdl/gr.c, arch/carbon/conf.h, libmve/mve_main.c, libmve/mveplay.c: Made joy_flush also resetting button state; Improved glReticle; Implemented Fallback resolution if SDL may fail; Code cleanup20080413--------include/args.h, main/newmenu.c, main/collide.h, main/network.c, main/multi.c, main/multi.h, main/inferno.c, main/menu.c, main/menu.h, main/playsave.c, main/playsave.h, main/object.c, main/hud.c, main/weapon.c, main/newdemo.c, main/config.c, main/config.h, main/gamerend.c, main/gameseq.c, main/escort.c, main/escort.h, main/endlevel.c, main/powerup.c, main/powerup.h, main/automap.c, main/game.c, main/gauges.c, main/game.h, main/kconfig.c, main/gauges.h, main/kconfig.h, main/gamecntl.c, misc/args.c, d2x.ini, arch/ogl/ogl.c, arch/ogl/gr.c, arch/sdl/joy.c: Added structure for values saved in PLR/PLX files; Added most common command-line options to options menumain/laser.c, main/menu.c, main/playsave.c: Reverted homers turn_radius again to respect higher difficulty levels; Added PRShot to menus; Fixed typo in OglAlphaEffects savingmain/cntrlcen.c, main/collide.c, main/hudmsg.h, main/object.c, main/physics.c: Fixing collision bugs; Cleaning hudmsg.h; Solving death sequence timer without GameTime and removed another global20080408--------d2x-rebirth.xcodeproj, include/cfile.h, main/inferno.c, main/newmenu.c, misc/error.c, ui/gadget.c, ui/window.c: show a messagebox if there's an error and graphics are initialised, update Xcode project20080406--------d2x.ini, SConstruct, main/config.c, main/config.h, main/console.c, main/console.h + various: Implemented Console-style game logging system to print graphics, to stdout and gamelog.txt; Added structure to keep values for descent.cfg; Added aspect and Texture Filtering to descent.cfg; Removed mono code - printing important stuff over console; Removed some obsolete or very common defines; Code cleanup and small fixes20080227--------d2x-rebirth.xcodeproj, main/bmread.c, main/piggy.c: allow external sound files to be put in 'Sounds' folder, update Xcode project20080225--------include/loadgl.h, main/newmenu.c, main/titles.c: Added definitions for OpenGL fucntions which might not be included in system headers; Cleaned and declared briefings palette hacks (EMULATING_D1 needs work!); Menu right border shadow was too wide;main/movie.c: Do not actually blit movie frame if palette has been changed20080323--------main/kconfig.c, main/laser.c, main/menu.c, main/newmenu.c, main/playsave.c: Added lock status for mouse axis weapon cycling because of scaled mouse delta; Due to player feedback (any my opinion) making homer turn rate smaller to make them a bit harder to dodge; Preventing write of player data while Demo playback; Small code cleanup and corrections20080322--------INSTALL.txt, SConstruct: make compile instructions clearer for Windows and Mac users, for Mac OS X don't use Sharepath when using SConstructmain/network.c: add prototypes for show_game_stats and network_do_join_game to fix warningsmain/multi.c: allow hoard.ham to go in 'Data' subdirectory20080321--------2d/palette.c, arch/ogl/gr.c, arch/ogl/ogl.c, arch/sdl/gr.c, include/gr.h, include/palette.h, main/automap.c, main/automap.h, main/collide.c, main/credits.c, main/editor/med.c, main/endlevel.c, main/escort.c, main/game.c, main/gamecntl.c, main/gamepal.c, main/gamepal.h, main/gamerend.c, main/gameseq.c, main/gauges.c, main/inferno.c, main/kconfig.c, main/kmatrix.c, main/menu.c, main/menu.h, main/network.c, main/newmenu.c, main/newmenu.h, main/paging.c, main/scores.c, main/switch.c, main/titles.c, ui/file.c, ui/keypress.c, ui/menu.c, ui/menubar.c, ui/message.c, ui/number.c, ui/popup.c: Simplification of palette code; Properly screen clearing in SDL-only build when palette changes; Removed obsolete functions like gr_update (replaced by gr_flip), gr_palette_fade_in/out, gr_palette_clear; Added functionality to render Automap while menu display as well; Improved blocking of some controls code while Automap active; Fixed some compiler warningsinclude/physfsx.h: allow d2x.ini to stay with the binary for *NIX systems, with Mac OS 9 don't put user-created files inside the .app bundle20080319--------d2x-rebirth.xcodeproj: update d2x.xcode to build universal binaries (requires Xcode 2.1 or greater), update source file list20080308--------main/aipath.c, main/collide.c, main/fvi.c, main/game.c, main/gamecntl.c, main/gamerend.c, main/gauges.c, main/mission.c, main/netdrv.c, main/newdemo.c, main/newdemo.h, main/newmenu.c, main/object.c: Fixed some memory issues; Fixed some HUD element alignment; Only send NetDrv packets if NetDrvInstalled is true; Fixed demo glitches; Actually using Game_mode in demos to make Newdemo_game_mode hacking obsolete20080228--------2d/font.c, arch/ogl/gr.c, arch/ogl/ogl.c, main/escort.c, main/game.h, main/gamecntl.c, main/gamepal.c, main/gamerend.c, main/gameseq.c, main/gauges.c, main/hud.c, main/mission.c, main/network.c, main/newmenu.c, main/state.c, main/titles.c: Fixed wrong font width spacing, -gl_prshot, mission loading, null-terminatinon in several menus, cockpit glitch; Improved gl_reticle, -noredundancy; Some code cleanup20080224--------main/newdemo.c: make sure the right error message is shown if it can't open a demomain/network.c: fix bug where a Mac host crashes on starting a gameinclude/args.h, include/gr.h, main/credits.h, main/console.c, main/screens.h, main/newmenu.c, main/newmenu.h, main/network.c, main/multi.c, main/inferno.c, main/gamefont.c, main/menu.c, main/gamefont.h, main/menu.h, main/netdrv_udp.c, main/movie.c, main/playsave.c, main/titles.c, main/kmatrix.c, main/controls.c, main/hud.c, main/state.c, main/slew.c, main/gamerend.c, main/gameseq.c, main/escort.c, main/scores.c, main/automap.c, main/game.c, main/gauges.c, main/game.h, main/kconfig.c, main/gauges.h, main/gamecntl.c, main/credits.c, misc/args.c, console/CON_console.c, 2d/font.c, SConstruct, d2x.ini, arch/ogl/ogl.c, arch/ogl/gr.c, arch/sdl/gr.c: Reworked fonts routines - makes easier to expand and scale correctly; Reworked menus with better border scaling, improved rendering and cleanups; Improved font priniting ingame, better alignment; Reworked Netgame list; Real Doublebuffering in SDL-mode; Removed old and unused sources20080217--------misc/hmp2mid.c: don't try and free mid_track_buf if it isn't allocated, if midi conversion doesn't workmain/netpkt.c, misc/hmp2mid.c: use d_ memory functions in hmp2mid, since I already started to erroneously. Also fixed bug where Mac-hosted games couldn't be started20080212--------main/endlevel.c: make sure a briefing isn't interpreted as an endlevel sequence file, preventing an in-game warningiff/iff.c: remove redundant iff functions20080211--------main/bm.c, main/bm.h, main/bmread.c, main/inferno.c, main/piggy.c, main/piggy.h: support PC shareware files in full version build, make game data loading code easier to follow20080129--------SConstruct, arch/include/mouse.h, arch/ogl/gr.c, arch/ogl/ogl.c, arch/ogl/sdlgl.c, arch/sdl/mouse.c, include/internal.h, main/kconfig.c: Cleanung up arch/ a little bit; Added mouse delta time interval for more more accurate reading at high FPSSConstruct, main/netdrv_udp.c, main/netdrv_udp.h, main/newmenu.c: Renaming udp.* to netdrv_udp.* to fit naming convention; Small menu ui fixes20080125--------arch/sdl/digi_mixer_music.c: allow custom MIDI in add-on hogs to be used without caching everything20080124--------INSTALL.txt, main/gamerend.c, main/network.c, main/udp.c: Updated Docs - Data files must be lowercase; Fixed small Multiplayer issues20080123--------d2x.ini, arch/sdl/joy.c, include/cfile.h, include/physfsx.h, main/config.c, main/gamesave.c, main/mission.c, main/mission.h, main/playsave.c: Fixed memory issue as Joystick freeing; Case-insensitive mission-loading; Added support for non-Hog'ed missions; Improved writing functions for config and player files20080119--------misc/strutil.c: fix potential bad memory access in change_filename_extensionmain/inferno.c: if descent2.hog / d2demo.hog isn't found, show a more accurate error message than beforeinclude/physfsx.h, main/bm.c, main/piggy.c: rename datafile_open to PHYSFSX_openReadBuffered to fit in with naming convention20080113--------main/network.c: fix typo causing compiler error on bigendian computers2d/font.c: make sure a font header only takes up sizeof(grs_font) memory, not sizeof(grs_font) squaredarch/ogl/gr.c, arch/ogl/include/internal.h, arch/ogl/sdlgl.c, include/args.h, main/inferno.c, main/menu.c, main/newdemo.c, main/newmenu.c, misc/args.c: Removed SDL Gammaramp code (obsolete); Improvements on Demo code20080108--------SConstruct, include/args.h, include/netdrv.h, main/gameseq.c, main/netdrv.c, main/netpkt.c, main/netpkt.h, main/network.c, main/network.h, main/udp.c, misc/args.c: Fixing MAC compiling issues (hopefully); Re-Added IPX Socket option to Host menu for IPX games; Renamed netmisc.* to netpkt.*; Handling host disconnect for UDP games in network.cmain/menu.c, main/newmenu.c, main/newmenu.h: Safe timer rollover in menu idle-demo function; Reintroduced menu shortcuts; Implemented support for menu scrolling if nitems > 1520080102--------SConstruct, arch/linux/netdrv_ipx.c, arch/linux/netdrv_kali.c, arch/win32/netdrv_ipx.c, main/menu.c, main/netdrv.c, main/netdrv.h, main/netmisc.c main/netmisc.h, main/network.c, main/network.h, main/udp.c, main/udp.h: Cleaned/Rewritten/Renamed lower level network layer to make it (look) less IPX-oriented20071229--------SConstruct, arch/sdl/digi.c, main/ai.c, main/game.h, main/gamepal.c, main/gameseq.c, main/inferno.c, main/kmatrix.c, main/laser.c, main/menu.c, main/mission.c, main/multi.c, main/multibot.c, main/network.c, main/network.h, main/object.c, main/object.h, main/physics.c, main/render.c: Code cleanup - old/unused/obsolete multiplayer code and more20071223--------include/ipx.h, main/credits.c, main/inferno.c, main/multi.c, main/network.c, main/piggy.c: Fixed compiler error because of removed header file; Removed connect state restore in multi_endlevel_score to make sure always state 7 is sent to other players while connect state is obviously restored later; Allocated memory for all sequence_packet's; Moved piggy_close() to main - replacing atexit; Rendering credits with timer_delay2 at constant 25FPS and save CPU20071217--------d2x.ini, SConstruct, arch/linux/include/ipx_drv.h, arch/linux/linuxnet.c, arch/win32/include/ipx_drv.h, arch/win32/ipx_drv.h, arch/win32/winnet.c, include/args.h, main/inferno.c, main/kconfig.c, main/menu.c, main/network.c, main/network.h, main/scores.c, main/udp.c, main/udp.h, misc/args.c: Implemented new UDP/IP interface with Server-Relay (for firewalled users) and IPv6 compability; Fixed memory issues; If arguments -gl_mipmap and -gl_trilinear used both, always select -gl_trilinear20071124--------main/hud.c: Fixed new redundancy HUD messages check - made it more strictly20071123--------main/aipath.c, main/fireball.c, main/titles.c: Fixed some memory problems; Adjusted timer_delay2 for robot briefings20071121--------arch/sdl/key.c, arch/sdl/timer.c, include/timer.h, main/game.c, main/gamecntl.c, main/kconfig.c, main/kmatrix.c, main/network.c, main/newmenu.c, main/scores.c, main/titles.c: Introduced timer_delay2 as replacement for timer_delay to sleep according to given FPS rate considering calc time between frames20071110--------arch/include/digi_mixer_music.h, arch/sdl/digi_mixer_music.c, arch/sdl/jukebox.c, include/physfsx.h: port the jukebox to PhysicsFS for Mac OS 9 compatibilityarch/ogl/sdlgl.c: print a more meaningful message when SDL fails to initialise OpenGLD2X.make: re-add Mac OS 9's makefile (SCons not compatible with Mac OS 9)20071106--------main/config.c, main/game.c, main/game.h, main/gamecntl.c, main/gamerend.c, main/menu.c, main/newdemo.c: Correctly saving Reverse Stereo setting; Added Demo playback help keys; aligned Demo recording to 20 frames per second to save lots of hard drive space20071106--------arch/sdl/digi_mixer.c, arch/sdl/digi_mixer_music.c, arch/sdl/jukebox.c, include/args.h, misc/hmp2mid.c: various fixes towards getting it to build for Mac OS 9 againmisc/hmp2mid.c: make sure mid_write_error_templ still works20071105--------arch/carbon/conf.h, English.lproj/InfoPlist.strings, d2x-Info.plist, d2xgl-Info.plist: update Mac version info, set SHAREPATH to application folder for Mac OS Xarch/sdl/jukebox.c: Fixed crash on absent or invalid jukebox directory20071103--------arch/sdl/jukebox.c: hack to remove warning when compiling on Mac OS X (constant/variable dirent parameter of file selection callback for scandir)include/physfsx.h, INSTALL.txt: hard code userdir to ~/Library/Preferences/D2X Rebirth/ for Mac OS X20071101--------main/collide.c, main/laser.c: Data types correction20071031--------arch/ogl/gr.c, main/multi.c, main/multi.h, main/network.c, main/state.c, main/state.h: Improvements for -gl_prshot; Improved show_netgame_info(); Removed obsolete multisave codetexmap/scanline.c: Fixed selection for default Texmapper20071029--------main/object.c: Fixed cockpit_mode_save usage for Death sequencemain/credits.c, main/inferno.c, main/menu.c, main/mission.c, main/newmenu.c: Memory stuff20071028--------arch/ogl/ogl.c, include/args.h, main/collide.c, main/fuelcen.c, main/game.c, main/gamecntl.c, main/gameseq.c, main/gauges.c, main/hud.c, main/inferno.c, main/laser.c, main/network.c, main/powerup.c, misc/args.c: Fixed problems with GameTime wraparound - delay sounds, cloak, invulnerability, ping; Added debug key to Reset GameTime for testing; Removed -gl_vidmem; Some HUD message redundancymain/hud.c: For HUD messages redundancy check, compare all messages and check if message already printed and is a typical "ALREADY HAVE" message - waste them if somain/newmenu.c: Using FONTSCALE_X instead of MENSCALE_X to scale netlist tabs20071018--------d2x.ini, 2d/bitblt.c, 2d/box.c, 2d/rle.c, arch/ogl/gr.c, arch/ogl/ogl.c, include/args.h, include/rle.h, main/gauges.c, main/inferno.c, main/menu.c, mist/args.c: Small fixes; Code cleanup; Implemented PR-Screenshot feature20071015--------libmve/mveplay.c: Set defines for USE_SDLMIXER to fix issues while compilingd2x.ini, main/inferno.c: Removed -userdir switches from command-line and INI since it's not available anymoreinclude/physfsx.h: Fixed define mistake in PHYSFSX_init20071014--------d2x.ini, arch/sdl/digi_audio.c, arch/sdl/digi_mixer.c, arch/sdl/digi_mixer_music.c, arch/sdl/jukebox.c, include/args.h, include/physfsx.h, main/game.h, main/inferno.c, main/args.c: Set SOUND_BUFFER_SIZE for SDL_mixer to 1024 to minimize delay; Removed MIDI-existance check and store all music to Music/ subdirectory of writedir - keeps clean if user has tons of levels; Added SDL_mixer command-line help output; Reworked PHYSFSX_init and removed SysUserDir so we can finally read args without a hassle; Stored MAXIMUM_FPS in game.h - where it belongs tomain/game.c, main/game.h, main/gamecntl.c, main/gamerend.c: Reworked Pause-screen20070112--------arch/linux/arch_ip.cpp, main/ip_base.cpp, main/ip_base.h, main/ipclient.cpp: Fixed port deformation while sending handshaked2x.ini, arch/sdl/digi.c, arch/sdl/digi_audio.c, arch/sdl/digi_mixer.c, main/inferno.c, main/menu.c, main/args.c: Fixed some command-line optionsmain/game.c: Increased Rear_view_leave_time to 0x4000include/physfsx.h, main/args.c: Big code refactoring, fixed issue with userdir d2x.iniSConstruct: micro version now specified as the "micro" scons flagarch/sdl/digi_mixer.c, libmve/mveplay.c: various small fixes20071011--------main/movie.c, arch/sdl/digi_mixer.c, libmve/mveplay.c: enabled SDL_mixer sound backend for movie playback. Whenusing it, audio is no longer closed/re-opened with each movie -- hence does not crash with SDL_mixer 1.2.8.20071009--------main/gauges.c, main/network.c, main/scores.c: Moved show_bomb_count() to work with new transparency cockpit layer; Fixed nm_draw_background() for scores and show_game_rules()20071008--------main/game.c, main/gamerend.c, main/inferno.c, main/object.c, main/playsave.c: Improvements for Cockpit mode save; Fixed -pilot switch20071007--------main/collide.c, main/laser.c: Changed collision handling between robots and controlcen; Aligned constant sounds to GameTime; Using turn radius of 0x0024*F1_0 for all homing objects while not aligning smart blobs to movement vectorarch/ogl/ogl.c, main/gauges.h: Changed name for Window Boxes - preventing redundancy in Windows buildmain/newdemo.c: Reset Rear_view at beginning and end of demo playback20071006--------2d/box.c, arch/ogl/ogl.c, main/game.c, main/gamerend.c, main/gauges.c, main/gauges.h: Not rendering additional transparency cockpit display anymore to ensure compability with custom cockpits; Improved overlay functions for cockpit elementsmain/kconfig.c, main/kmatrix.c, main/newmenu.c: Fixed size of kconfig_sub_table background; Fixed problems caused by use of load_stars()20071001--------main/gamerend.c, main/kconfig.c, main/titles.c: Added line_scpacing in netgame info screen for every not-connected player to keep strings below player table in fixed position; Fixed memleak in kconfig code; Fixed show_title_screen function to cycle correctly 3 seconds or until broken by keypressd2x.ini, include/args.h, main/inferno.c, main/movie.c, misc/args.c: Moved -nomovies to System Options20070930--------SConstruct, arch/sdl/digi_audio.c: Moved Windows midi functions to digi_audio_* functions20070929--------INSTALL.txt, README.txt, SConstruct, arch/sdl/digi_audio.c, arch/sdl/event.c, arch/sdl/gr.c, arch/sdl/joy.c, arch/sdl/key.c, include/physfsx.h, main/gamecntl.c, main/kconfig.c, main/menu.c, main/newmenu.c, main/scores.c: Updated docs; Removed GP2X support since I won't support this device anymoreinclude/pstypes.h: Changed define path for SDL_types header for win3220070928--------main/gameseq.c, main/inferno.c, main/playsave.c: Removed some strlwr calls for -use_players_dir since it uses Uppercase letters20070927--------main/gamerend.c: Removed line_spacing for not connected players in Netgame info screen20070926--------main/gamerend.c, main/multi.c, main/network.c, main/network.h: Small fixes for new netgame info screen; Fixed PING routines; Once again fixed some newmenu mouse actions20070925--------main/gamecntl.c: Moved some game keys to not apply if Player_is_dead flag is set20070924--------main/newmenu.c, main/weapons.c: Removed key shortcuts for menus; Correctly aligned ScrollBox arrows; ScrollOffset now increments earlier is scrolling is done with keys; Fixed width for menu mouse selections; Fxied mouse selector for submenus in ScrollBoxes; Using defines for Arrow-chars in Weapon reordering20070921--------most files: executable flag removedmain/digi.h: restored previous value of SOUND_MAX_VOLUME20070920--------d2x.ini, SConstruct, include/args.h, main/newmenu.c, main/network.c, main/multi.c, main/network.h, main/multi.h, main/inferno.c, misc/args.c: Code-cleanup; Implemented new multi profile featuremain/titles.c: Removed briefing text shadows code20070918--------SConstruct, main/inferno.c, main/digi.h, arch/sdl/include/digi_audio.h, arch/sdl/include/digi_mixer_music.h, arch/sdl/include/digi_mixer.h, arch/sdl/digi.c, arch/sdl/digi_mixer.c, arch/sdl/digi_mixer_music.c, arch/sdl/digi_audio.c : huge refactoring of sound system using function pointers, to allow sound backend selection at runtime and provide a common interface (digi.c)include/args.h, main/args.c : handle SDL_mixer-specific argsarch/sdl/jukebox.c, arch/sdl/jukebox.c, include/dl_list.h, misc/dl_list.c : added jukebox functionality20070913--------main/game.c, main/gamecntl.c, main/multi.c, main/network.c: Code Re-formatting; Preventing Redundancy in Restricted-game joining; Dumping refused player back to Join-menu; Expanded Game-help screen20070908--------main/gamecntl.c, main/gamerend.c, main/multi.c, main/network.c, /main/network.h: Added complex netgame information screen (key PAUSE), Removed ping commands because ping handled in new screen20070905--------main/multi.c: Color names in Multi-messages to Player- or Team-color20070903--------2d/font.c, main/escort.c: Fixed embedded color strings20070901--------main/credits.c, main/game.c, main/gameseq.c, main/titles.c: Moved 'if' for HiresGFX to apply after gr_set_mode call; Fixed problems with HiresGFX=0 in Pilot selection and Briefings; Fixed define for CREDITS_FILE so cfexist checks for txb-, not tex-file20070831--------main/gamerend.c, main/gauges.c: HUD alignment improvements20070829--------main/physics.c: Apply BUMP_HACK on walls only20070828--------d2x.ini, 2d/bitblt.c, include/args.h, main/automap.c, main/credits.c, main/gameseq.c, main/inferno.c, main/newmenu.c, main/piggy.c, main/titles.c, misc/args.c: Fixed some mem-leaks; Made show_fullscr() use ogl_ubitmapm_cs(); Removed use of glScissor for menus - using Blitting; Code cleanupSConstruct, arch/ogl/gr.c: If sdl_only=1 do not use Assembly code by default because of poor portability - switch asm=1 necessary now; Removed final remnants of glScissor20070826--------main/game.c, main/multi.c: Improved CPU cycles sleeping for -nicefps - moved out of main frame calc loop and taking care of 10ms timer inaccuracymain/hud.c: Preventing redundancy of doubled messages correctly20070824--------main/game.c, main/gamecntl.c, main/gamerend.c: allow framerate indicator to be toggled in-game againmain/mission.c, main/menu.c: Moved piggy init loading for D1 missions to load_mission_d120070822--------SConstruct: Removed hardcoded CPPPATH for MinGW environment - obsolete since r48720070821--------arch/linux/linuxnet.c, arch/win32/winnet.c, include/ipx.h, main/network.c: Added ipx_check_ready_to_join for driver element CheckReadyToJoin, making sure communication between UDP/IP clientsmain/ip_base.h, main/ipclient.h: Fixed some compiler warnings20070816--------main/inferno.c: moved first call of gr_set_mode to before font loading, so OpenGL is initialised before it tries to load texturesmain/fireball.c: doing pick_connected_segment in D1 way - more reliable20070809--------d2x.ini, include/args.h, main/inferno.c, main/menu.c, misc/args.c: Added -ip_hostaddr argument to specify a host IP address via command-line/INImain/menu.c: Fixes and improvements on -ip_hostaddrmain/ipbase.cpp, main/ipbase.h, main/ipclient.cpp, main/ipclient.h, main/multi.c: Some debugging-related cleanups, Fixed memleak20070808--------main/config.c, main/game.c, main/menu.c, main/movie.c, main/piggy.c, main/polyobj.c, main/titles.c, main/titles.h: Set default value for Game_screen_mode which is necessary if there's no config file yet; Made resolution switching more failsafe by not allowing resolutions below 320x200; Cleaned up briefings code (I hope so)main/game.c, main/inferno.c, main/menu.c, main/network.c, main/newmenu.c: Fixed excessive use of set_screen_mode; Menu fixes; Better way to determinate Scollboxes20070727--------2d/font.c, arch/ogl/ogl.c, include/gr.h, main/automap.c, main/config.c, main/credits.c, main/game.c, main/gamefont.c, main/gamefont.h, main/gamerend.c, main/gameseq.c, main/gauges.c, main/hud.c, main/inferno.c, main/kconfig.c, main/kmatrix.c, main/menu.c, main/menu.h, main/movie.c, main/network.c, main/newmenu.c, main/playsave.c, main/scores.c, main/state.c, main/titles.c: Cleanup in Config- and PLX-code; Saving Resolution in Config file so it will apply directly at game-init; Removed seperated resolution mode for menus, SCREEN_MENU now always uses Game_screen_mode; Last FindArg cleanups; Removed MenuHires(Available) and FontHires(Available) and replaced with HiresGFX(Available) to make a more common way to determinate if Hires data is used or not (interactive Demo); Improved support for Interactive Demomain/gamecntl.c, main/menu.c, main/songs.c, main/songs.h: Control Redbook activity with GameArg.SndEnableRedbook only20070723--------arch/ogl/gr.c, arch/include/internal.h, arch/ogl/ogl.c, arch/sdl/gr.c, include/args.h, include/ogl_init.h, main/inferno.c, main/args.c: FindArg cleanup - GL-Debug and SDL arguments20070722--------include/args.h, include/error.h, main/newmenu.c, main/network.c, main/inferno.c, main/menu.c, main/gamerend.c, main/automap.c, main/game.c, main/game.h, main/gamecntl.c, misc/args.c: Code cleanup and small fixesmain/collide.c, main/newmenu.c, main/object.c, main/physics.c, main/weapon.c, main/weapon.h, main/gameseq.c, main/laser.c, main/kconfig.c, main/gamecntl.c: Removed old Tactile-code since ForceFeedback is currently out of questionmain/multi.h, main/state.c: Deactivated Multisave feature as default (multi.h define) - broken, not sure if it's worth to fixarch/linux/hmiplay.c, arch/ogl/sdlgl.c, include/args.h, include/digi.h, main/digiobj.c, main/inferno.c, main/ipserver.cpp, main/network.c, main/piggy.c, main/polyobj.c, main/slew.c, misc/args.c: Even more FindArg cleanups20070718--------SCsonstruct, 2d/palette.c, arch/ogl/gr.c, arch/ogl/ogl.c, arch/sdl/gr.c, include/args.h, include/gr.h, include/ogl_init.h, include/palette.h, main/game.c, main/inferno.c, main/movie.c, main/render.c, main/text.c, misc/args.c: Cleaned up more FindArg's - general Debug Options; Cleanupsinclude/args.h, include/u_mem.h, main/bmread.c, main/inferno.c, mem/mem.c, misc/args.c: Cleanups20070716--------d2x.ini, arch/ogl/gr.c, arch/ogl/ogl.c, arch/ogl/include/internal.h, arch/sdl/gr.c, include/args.h, include/gr.h, include/ogl_init.h, main/automap.c, main/game.c, main/game.h, main/gamecntl.c, main/gamefont.c, main/gauges.c, main/inferno.c, main/menu.c, main/movie.c, main/newmenu.c, main/titles.c, misc/args.c: Cleaned up more FindArg's - (most important) OpenGL Optionsmain/game.c: Fixing duplicated gr_toggle_fullscreen()main/cntrlcen.c, main/game.c, main/game.h, main/gamerend.c, main/laser.c: Removed unused RealFrameTime; Removed FPS-dependent Homing-tracking coded2x.ini, arch/linux/linuxnet.c, arch/win32/winnet.c, include/args.h, main/game.c, main/gamecntl.c, main/hud.c, main/inferno.c, main/ip_base.cpp, main/ipclient.cpp, main/multi.c, main/network.c, misc/args.c: Cleaned up more FindArg's - Networking Options; Some fixes20070715--------Sconstruct, d2x.ini, arch/sdl/mixdigi.c, arch/sdl/rbaudio.c, arch/win32/midi.c, include/args.h, include/physfsx.h, main/ai2.c, main/bmread.c, main/config.c, main/digi.h, main/digiobj.c, main/game.c, main/inferno.c, main/menu.c, main/movie.c, main/multi.c, main/piggy.c, main/songs.c, misc/args.c: Cleaned up more FindArg's - Sound Optionsmain/piggy.c: use EdiMacData, not SysMacData (compiler error)d2x.ini, arch/sdl/gr.c, arch/ogl/gr.c, include/args.h, main/automap.c, main/automap.h, main/collide.c, main/collide.h, main/config.c, main/game.h, main/gamecntl.c, main/gauges.c, main/gauges.h, main/inferno.c, main/movie.c, main/movie.h, main/playsave.c, misc/args.c: Cleaned up more FindArg's - Graphics Options20070714--------SConstruct, d2x.ini, arch/sdl/init.c, arch/sdl/joy.c, include/args.h, include/physfsx.h, main/config.c, main/game.c, main/game.h, main/gamerend.c, main/gameseq.c, main/hud.c, main/inferno.c, main/kconfig.c, main/laser.c, main/menu.c, main/multi.c, main/newdemo.c, main/newmenu.c, main/piggy.c, main/playsave.c, main/playsave.h, main/state.c, main/state.h, main/titles.c, misc/args.c: Placing FindArg calls to seperated function, putting variables to a struct - frist step, not finished, yet; Large code cleanup20070629--------main/playsave.c, main/titles.c: using gr_flip() with title screens20070628--------main/game.c, main/newdemo.c: fixing compiler warning, show up HOARD textures in demo playback20070616--------main/newmenu.c: adjusted size of Inputbox; code cleanup for saving/restoring state; also display savegame thumbnail when saving game20070615--------SConstruct, arch/sdl/digi.c: complete removal of hmiplay-code usage2d/bitblt.c, arch/ogl/ogl.c, ogl_init.h, main/gamerend.c, main/newmenu.c, main/state.c: small code cleanup; improved texture caching in menus to save RAM20070614--------2d/font.c, libmve/decoder16.c, main/object.c, main/piggy.c, main/polyobj.c, main/render.c, mem/mem.c: using size_t when it comes to integer to pointer conversionsmain/game.c, main/gamecntl.c, main/gamepal.c, main/gamerend.c, main/gauges.c, main/hud.c, main/inferno.c, main/kconfig.c, main/menu.c, main/playsave.c: fixed axis direction for vertical and sideways thrust time; fixed y-Offset for mouse selection in kconfig_sub; removed (useless) Shrink/Grow window feature to clean code a bit; improved grabmouse so mouse is always released in non-SCREEN_GAME modes20070611--------2d/bitblt.c, arch/linux/hmiplay.c, arch/linux/ipx_bsd.c, arch/linux/ukali.c, libmve/decorder16.c, main/fvi.c, main/gameseq.c, main/newdemo.c, main/newmenu.c, main/object.c, main/playsave.c, main/render.c: fixed a bunch of compiler warningsarch/include/mouse.h, arch/sdl/mouse.c, arch/win32/include/mouse.h, arch/ogl/gr.c, include/palette.h, main/bmread.c, main/credits.c, main/desw.h, main/gamepal.h, main/gamesave.c, main/gameseq.c, main/inferno.c: fixed more compiler warnings20070610--------arch/carbon/conf.h, SConstruct: fix Mac errors involving use of 'VERSION'arch/linux/arch_ip.cpp, main/ip_base.cpp, main/ipclient.cpp, main/netmisc.h: fix more Mac errors for new UDP/IP2d/bitblt.c, 2d/font.c, 2/rle.c, arch/ogl/gr.c, arch/ogl/internal.h, arch/ogl/ogl.c, include/gr.h, include/ogl_init.h, include/rle.h, main/game.c, main/gamerend.c, main/gauges.c, main/render.c, main/titles.c: introduced new bitmap flag to draw cockpit bitmap with transparency; draw transparent cockpit bitmap over gauges to make it more pixel-correct; code cleanups20070601--------main/menu.c, main/netmisc.h, main/network.c, main/newmenu.c: improved pixel-correct (almost) scaling of menus; new Netgame info screen which can show up necessary game rules20070530--------d2x.ini, SConstruct, arch/linux/arch_ip.cpp, arch/linux/linuxnet.c arch/linux/ukali.c, arch/linux/include/ipx_drv.h, arch/win32/arch_ip.cpp, arch/win32/winnet.c, arch/win32/ipx_drv.h, arch/win32/include/ipx_drv.h, main/ip_base.cpp, main/ip_basec.h, main/inferno.c, main/ipbase.h, main/ipclient.cpp, main/ipclienc.c, main/ipclient.h, main/menu.c, main/network.c, main/playsave.c, main/vers_id.h: Removed old UDP/IP and MCAST4 code; Implemented online-capable UDP/IP interface20070527--------include/cfile.h, main/inferno.c, main/mission.c, main/movie.c: add add_to_end parameter to cfile_init, allowing custom MIDI music to be found in an add-on hogarch/sdl/mixmusic.c: look for music files in "Music" dir, store MIDI's in "Music/<hogfile>" to better support custom MIDI musicmain/mission.c, main/mission.h: close add-on hog when loading another mission, so the add-on hog's custom MIDI music isn't played when playing the built-in mission20070523--------arch/ogl/gr.c: make sure gl functions are not called before OpenGL is initialised, when fullscreen switching20070522--------SConstruct: Added conditions to add compiler/linker flags from user's environemnt if they have any set.main/gameseq.c, main/state.c: make sure the right slot is saved to, and it shows the save screen if appropriate, when using fast save (F6)20070521--------ui/window.c: use new 3 argument mouse_get_delta to avoid compiler errorsd2x.ini, main/cntrlcen.c, main/gameseq.c, main/inferno.c, main/multi.c, main/newmenu.c, main/playsave.c, main/playsave.h, main/state.c, main/state.h: add use_players_dir argument, which puts player files and saved games in Players subdirectory, like original Mac D2 folder layout20070516--------include/cfile.h, include/physfsx.h, main/bm.c, main/mission.c, main/piggy.c: allow built-in data files to go in the 'Data' directory, like original Mac D2 folder layout20070516--------main/game.c, main/inferno.c, main/newmenu.c: free grabbed mouse in Demo Playback; improved Player-files deletion20070514--------SConstruct, arch/sdl/init.c, arch/sdl/joydefs.c, arch/sdl/mouse.c, arch/include/mouse.h, include/error.h, main/config.h main/game.c, main/gamecntl.c, main/inferno.c, main/kconfig.c, main/kconfig.h, main/newmenu.c, main/newmenu.h, main/playsave.c, main/text.h: Added config field to map a Mouse Axis/Wheel to cycle Primary and Secondary weapons; lots of controls-related code cleaningmain/laser.c: fixed speeding bug in homing systemmain/game.c: make sure Game_window_w/h is always set to a valid value in every cockpit mode20070512--------main/endlevel.c: Changed RAND_MAX to D_RAND_MAX in vector multipler so that resulting scale equals something logical. Fixes explosions/attached sound when chasing player during endlevel tunnel exitmain/switch.c: Added condition so that sounds keep playing through exit sequence when exiting a D1 level20070511--------main/movie.c: if movielib isn't found in requested resolution, do NOT select other version, since the game is unable to determinate to switch correctly - instead skip playback in that case20070510--------main/gameseq.c: moved load_palette() call in StartNewLevelSub() to show HOARD textures and bitmaps correctly in OGLmain/inferno.c: read -pilot arg with and without filename extension20070509--------arch/ogl/gr.c, main/gamecntl.c, main/newmenu.c: update viewing values at Fullscreen Toggle; added Fullscreen Toggle to Menus and Demo Playback2d/tmerge.c, tmerge_a.asm: fixed Assembler Compile Build error20070506--------main/titles.c: removed unnecessary gr_set_mode() call causing annoying resolution change (hopefully)20070505--------main/gameseq.c: fixed broken Textures for Custom levels caused by load_palette() call20070503--------CHANGELOG.txt, COPYING.txt, INSTALL.txt, README.txt: updated docsSConstruct: Version-Tag 0.5220070502--------main/gauges.c: resolved some overlapping HUD elementsmain/game.c: rev432 revisited - do not send multi De-Cloak packet in Demo Playback20070427--------main/game.c: removed FrameTime limiter since it is only messing if 150FPS or more is reached20070425--------arch/cocoa/tool_bundle.py, SConstruct: add Mac OS X support to SConstruct20070421--------main/hud.c: prevent string placeholders in HUD Messages which may crash the game20070420--------main/laser.c: made smart blobs easier to dodgemain/kconfig.c: increased offset to detect movement on Joystick axis for mapping function20070415--------main/newmenu.c: only draw copyright stuff if there is really the menu background (not being changed by draw_stars())d2x.ini, arch/sdl/rbaudio.c, main/config.c, main/inferno.c, main/menu.c, main/songs.c: removed -nocdrom argument, only use Redbook audio if specified with -redbookmain/multi.c: forbid % to read into multi messages to not mess up the string20070414--------main/kconfig.c, main/kmatrix.c, main/newmenu.c, main/scores.c, main/titles.c: introducing kconfig_sub_draw_table() making it possible to redraw configuration tables with OGL swapping and clearing; increased timer_delay for menus and briefings to save more CPU usagemain/escort.c: making GuideBot Text color palette independentmain/gameseq.c, main/switch.c: fixing D1 Secret Level routines (thanks to xatmes)main/game.c, main/gauges.c: removed use of VR_render_buffer (almost completly)20070409--------arch/carbon/conf.h, include/pstypes.h: move determination of WORDS_BIG_ENDIAN to pstypes.h as SCons can't do it (as far as I know). SCons doesn't make conf.harch/carbon/SDL_main.c, arch/cocoa/SDLMain.m, arch/dos/digimm.c, arch/include/gp2x.h, arch/ogl/sdlgl.c, arch/sdl/digi.c, arch/sdl/event.c, arch/sdl/gr.c, arch/sdl/init.c, arch/sdl/joy.c, arch/sdl/key.c, arch/sdl/mouse.c, arch/sdl/rbaudio.c, arch/sdl/timer.c, include/cfile.h, include/error.h, include/hmp2mid.h, include/physfsrwops.h, include/physfsx.h, libmve/mve_main.c, libmve/mveplay.c, main/config.c, main/console.c, main/gamecntl.c, main/inferno.c, main/newdemo.c, main/newmenu.c, main/newmenu.h, main/playsave.c, misc/hmp2mid.c, misc/ignorecase.c, ui/file.c: include SDL/SDL.h for all platforms and physfs/physfs.h for Mac OS X to avoid having to add some hard-coded include paths20070407--------main/newmenu.c: hide cursor after newmenu_get_filename()20070406--------SConstruct: some help correction20070405--------arch/dos/gr.c, arch/ogl/gr.c, arch/sdl/gr.c, main/game.c, main/gameseq.c, main/inferno.c, main/menu.c, main/playsave.c, main/screens.h: resolution variable cleanup - remove VGA_current_mode, VR_screen_mode and VR_render_buffer[0].cv_bitmap.bm_w/h (Game_screen_mode is the actual resolution put in an int, not an index)SConstruct: BINARY_SUBDIR should be bin/, not games/20070404--------main/gauges.c: fixing Alt-HUD Y-Offset for Multi-Gamesmain/newdemo.c, main/newmenu.c: clear HUD-Messages if a Demo starts so old messages do not appear; also set gr_palette_load() in nm_draw_background1 so palette resets if Demo-playback is cancelledarch/linux/ipx_udp.c, arch/win32/ipx_udp.c: fixed typo in default broadcastmain/game.c: extend show_help() with some netgame commandsmain/mission.c: set enhaced-flag a bit earlier so D1 missions do not get messed up after an enhanced mission had been playedmain/inferno.c, main/menu.c: improved Autodemo-feature - less code, activate AFTER pilot is selected to make sure resolution and player-file operations do not mess upmain/gamerend.c, main/gameseq.c, main/newmenu.c: close menu with boxed message; improved palette reloading; fixed selected item for restore game dialog20070403--------main/newdemo.c: fixed seek errors and data types in newdemo_goto_end()20070402--------main/network.c, main/newmenu.c: palette reloading sets at every newmenu_close()20070401--------main/newmenu.c: moved gr_palette_load() in nm_draw_background so it always does apply and resets step-ups properlymain/game.c, main/game.h, main/gamecntl.c, main/gameseq.c, main/gauges.c: remove 'extern int last_drawn_cockpit[2]' since it's now a single int (not an array), fixing memory corruption (whoops!!)main/automap.c: merge and move automap border drawing code to draw_automap, so it could be used to draw the automap again just before showing a dialog box20070331--------main/gamecntl.c, main/newmenu.c, main/titles.c: move variable declarations to the top for non-gcc compilers (like MrC for MPW)main/mission.c, main/movie.c: improved HAM support with enhanced-flag detection and fixed Extra-Movie init in load_mission(); close Extra-Movies according to movielib_filesd2x.ini, main/game.c, main/game.h, main/inferno.c: a switch to disable timer_delay in calc_frame_time - may be used if game runs a bit choppy20070329--------main/gamerend.c, main/network.c, main/newmenu.c, main/titles.c: palette-related fixes for Doublebuffered menus; fixes for SDL-build20070326--------main/gamecntl.c, main/menu.c: unbind Minus/Equal from Shrink/Grow-window - only use ALT-F9/F10 to get richt with all keyboard layouts; Always allow screen resolution switching, even if selected is not supported to ensure Multi-Monitor support20070325--------main/movie.c, main/network.c, main/titles.c, main/wall.c: do not close movies for now to prevent leaks (PhysFS should do that); fixed crash with malformed N_players if Netgame start is forced in DEBUG; improved briefing screen loading and delay; made wall warning-message not show up in NDEBUG (non-critical)main/gamecntl.c, main/hud.c: allow Quick-Exit with SHIFT+ESC; blocking "SUPER LASER MAXED OUT!" redundancy in stdout20070324--------main/mission.c: remove add_alternate_hogfile because it couldn't close the main hog file (it's normally in use)20070324--------main/game.c, main/gamerend.c, main/gauges.c, main/hud.c, main/inferno.c, main/menu.c, main/newmenu.c, main/screens.h: draw mine view directly to screen with SDL Video, no using an offscreen buffer (will use SDL_Flip later)20070322--------SConstruct, arch/ogl/gr.c, arch/ogl/ogl.c, include/ogl_init.h, main/credits.c, main/escort.c, main/game.c, main/gamecntl.c, main/gamerend.c, main/inferno.c, main/kconfig.c, main/kmatrix.c, main/menu.c, main/movie.c, main/netlist.c, main/newmenu.c, main.polyobj.c, main/scores.c, main/state.c, main/titles.c: Use Doublebuffer in OGL for all parts of the game and properly redraw elements, fixed Profiler buildmain/inferno.c: must not allow single-buffering for OGL20070321--------2d/canvas.c, arch/dos/gr.c, arch/ggi/gr.c, arch/ogl/gr.c, arch/ogl/ogl.c, arch/sdl/gr.c, arch/svgalib/gr.c, arch/win32/gr.c, arch/win32/win32.c, include/gr.h, include/ogl_init.h, main/automap.c, main/desw.h, main/escort.c, main/game.c, main/game.h, main/gamecntl.c, main/gamerend.c, main/gauges.c, main/hud.c, main/screens.h: add gr_flip, allowing significant cleanup including the moving of gr_show_canvas, Pages and VR_screen_pages to arch/dos/gr.carch/ogl/gr.c, main/game.c, main/gamerend.c, main/gauges.c, main/hud.c, main/inferno.c, main/screens.h: remove final remnants of VR_current_page and VRF_USE_PAGING, also allowing -nodoublebuffer switch for all platforms. Fix single buffering for d2xgl20070306--------main/kconfig.c, main/kconfig.h, main/newmenu.c, main/scores.c: implemented expanded Joystick configuration panel (Thanks xatmes); corrected draw functions for kconfig_sub() and Scoreboard to show them correct in non 4/3 aspects; corrected Close-boxes for Mouse Menu control20070304--------main/mission.c: improved Error-handling for starting a mission, making the game not crash if Level file is not foundmain/automap.c, main/guages.c, main/menu.c, main/network.c: improved create_name_canv(); cleaned up hud_show_weapons_mode(); fixed palette loading in RegisterPlayer(); only show newline in network_get_game_params() if MenuHiresarch/linux/hmiplay.c, main/hud.c: removed WANT_AWE32 flag - too buggy; scaled space between Hud-messages; block Hudlog output messages beginning with you (your ... maxed out, you already have ...)arch/sdl/joydefs.c, main/config.h, main/playsave.c: make Joystick Deadzone save in PLX file (Thanks xatmes)20070303--------d2x.ini, main/inferno.c, main/newmenu.c: some menu fixes20070228--------main/game.c: newdemo-related fixes20070226--------arch/ogl/ogl.c, main/endlevel.c, main/object.c: improved DepthTest, fixing Clipping bugs20070220--------arch/sdl/key.c: Added ENTER as Game keytexmap/scanline.c: removed unreliable gr_fade_table check in c_tmap_scanline_per()20070219--------arch/sdl/gr.c: SDL compile fixmain/hud.c: block "You already have"-messages in HudLog output; make 'Press any key ...'- and 'Demo recording' messages not overlapmain/ai.c: amd64 fix20070218--------include/3d.h: use generic 'struct object' instead of including object.h, so gcc4.0 with Xcode doesn't complain about FSCALE being passed to CLIPLINE in 2d/line.c (strange indeed)20070217--------d2x.ini, main/inferno.c, main/laser.c: added Alex' patch to add FPS independent and physics homing missiles - also implemented command-line to switch back to legacy homers20070214--------Makefile, SConstruct, arch/sdl/mixdigi.c, arch/sdl/mixmusic.c, include/hmp2mid.h, misc/hmp2mid.c: Going back to PHYSFS_File type (lower-case 'f') for compatibility; Turning off sound debug flags; Optional micro versions (see SConstruct); Makefile emulation for SCons20070211--------d2x.ini, main/collide.c, main/collide.h, main/fireball.c, main/inferno.c, main/object.c: improved debris random stuff, added -persistentdebris feature20070209--------arch/ogl/gr.c, arch/sdl/gr.c, include/gr.h, main/inferno.c: set MENU_SCREEN_MODE at init to set movie according to -menu parameter and also prevent unnecessary screen changesd2x.ini, main/inferno.c: added -gl_voodoo to OpenGL command-line switches and INISConstruct: added default lflag path for *NIX build20070208--------main/newdemo.c: fixed demo playback Afterburner gauge and Primary weapon ammo infomain/game.c, main/game.c, main/movie.c, main/movie.h: since Movies are initiated once in runtime, indroduced SCREEN_MOVIE to set desired movie resolutions seperatly from menu or game resolutionmain/gauges.c: position alignment for alt-hud2 to prevent overlay with extra views; created offset for LOCK message string if demo record or playback20070207--------main/movie.c: close EXTRA_ROBOT_LIB correctlyiff/iff.c: amd64 fixesarch/linux/ipx_udp.c, arch/win32/ipx_udp.c: on-screen network error messages20070206--------2d/bitblt.c, main/automap.c, main/titles.c: force show_fullscreen to software drawing if image is bigger than screen, showing Automap background in low resolutions via software, removed obsolete robot briefing fix in OGL, code cleanup20070205--------main/menu.h: make sure Menu_pcx_name gets loaded correctly if resolution is lowresmain/automap.c: fixed secret level name canvas20070202--------main/gauges.c: corrected Y alignment of hud_show_homing_warningarch/ogl/ogl.c: don't draw bombs with transparency even if -gl_transparency is enabledmain/state.c: complete removal of broken Autosave feature20070131--------main/object.c: If bright ships are enabled cast F1_0*2 light instead of F1_0 which is too dark20070130--------d2x.ini, arch/ogl/gr.c, arch/ogl/ogl.c, include/3d.h, main/inferno.c, main/object.c: added transparency effects for some bitmaps like explosions, powerups, weapons, etc. - to enable with -gl_transparencyarch/linux/ipx_mcast.c, arch/linux/ipx_udp.c, arch/win32/ipx_mcast.c, arch/win32/ipx_udp.c: corrected UDP/IP error outputmain/inferno.c: set movie resolution correctly when no parameter is given - referring to rev365dxx-readme.txt, SConstruct: preparations for v0.51 release20070129--------main/gamecntl.c: fixed energy->shield transfer message output showing 'No transfer: Shields already at max' everytime if there is enough energy20070127--------main/credits: use ogl_ubitmapm_cs instead of show_fullscr in OGL to render fastermain/gamerend.c: corrected position of multi-message entry string20070126--------main/credits.c: improved credits scrolling - not that smooth anymore, but less CPU intensedxx-readme.txt, dxx-compile.txt: improvements on dxx-readme's20070125--------arch/ogl/gr.c, include/gr.c, main/game.c: write screenshots to subdirectorymain/inferno.c: improved resolution-check method - removed old codemain/gauges.c: don't display lives and score if hud message is longer than 40 chars. preventing overlay of message and lives/score20070122--------SConstruct, arch/linux/ipx_udp.c, arch/ogl/gr.c, arch/ogl/ogl.c, arch/win32/init.c, arch/win32/ipx_udp.c, include/pstypes.h: cfile/cfile.c: special WINDOWS fixes and cleanups, corrected automated UDP broadcastarch/include/key.h, main/game.c: fixed PRINTSCREEN key for WINDOWSmain/kmatrix.c: fixed multi summary reactor lifetime refreshmain/escort.c: made thief messages brighter20070120--------main/automap.c: for OGL don't display background bitmap if screen height < 400 because it won't fit - just draw grey; adjusted level name alignment in secret levelsmain/render.c: removed inaccurate 4D hackd2x.ini, main/inferno.c: corrected -maxfps switch: MAX_FPS is 80, not 100d2x.ini, main/inferno.c, main/network.c: made short packets default on. long packets are still available but in general cause more problems than shortmain/network.c: additional newline line in netgame menu - looks betterarch/ogl/ogl.c: in g3_draw_sphere align rad according to canvas so it is always in round shape20070119--------arch/ogl/gr.c: gr_upixelc now able to scale pixels to current resolution20070118--------main/gauges.c: draw bomb count correctly in CM_FULL_SCREEN ... finallymain/laser.c: made Omega selectable even if it has no energy left and can't firemain/kconfig.c: prevent changing weapons if automap is activemain/inferno.c, main/gameseq.c: only read and write lowercase pilots - prevents mistakes in -pilot option as well as multisaves20070117--------main/endlevel.c: draw spheres instead of pixels in draw_stars to show correctly in OGL20070114--------main/hud.c: moved hudlog printf's so they do not spam stdout with redundant messages20070113--------main/object.c: removing the !dead statement (leftover from WraithX Deathcam) from object_move_one() so the function will return correctly if player dies instead running further and creating invalid code and crashesarch/cocoa/d2x-rebirth.icns: update to Novacron's 128x128-bit iconmain/kconfig.c: do not select weapon if guide-bot shortcut has done and weapon key is mapped from 0 to 9d2x.ini, main/inferno.c, main/movie.c: removed mipmap for movies - makes not a real sense or effectmain/gamecntl.c: also use ALT-F9/F10 for demo playback20070112--------main/kmatrix.c: fixed canvas stuff to show summary correctly in OGL, added new strings for CTF and HOARD, code cleanupSConstruct: added NATIVE_IPX and KALINIX to buildmain/newdemo.c: removed timer_delay from DoJasonInterpolate - caused slowdowns in some demos20070110--------main/kconfig.c, main/newmenu.c: joystick axes can be reassigned; higher offset for axes moving detection; correction for menus that are bigger than screen20070109--------dxx-changelog.txt: added missing changelog entries20070107--------arch/cocoa/d2x-rebirth.icns, d2x-Info.plist: add Mac OS X icon20061231--------main/inferno.c: fix a memory leak that occurs when listing the search pathsmain/inferno.c: if no Descent 2 hog file is available, generate an error, not a warningmain/mission.c: allow an add-on mission to override the built-in hog file, such as the use of custom MIDI tracks20061230--------arch/sdl/mixmusic.c, include/cfile.h, include/hmp2mid.h, misc/hmp2mid.c: use PhysicsFS to write MIDI file, make hmp2mid use PhysicsFS exclusively20061229--------arch/ogl/gr.c, arch/ogl/ogl.c: allocate 'pixels' and 'texbuf' according to current screen resolution, saving over a hundred megabytes of memory20061228--------D2X.make, README: make it easier to build for SDL Video on Mac OS 9, update READMEdxx-readme.txt: add some useful comments on installation, including specifically for Mac OS 9D2X.make, texmap/scanline.c, texmap/tmapppc.a: add PowerPC assembly texture mapper (requires PPCAsm, which is for Mac OS 9 only)20061226--------arch/carbon/conf.h, arch/sdl/gr.c, d2x-Info.plist, d2xgl-Info.plist, main/inferno.c, English.lproj/InfoPlist.strings: update version info, use DESCENT_VERSION instead of PACKAGE_NAMED2X.make: disable a heap of warnings that are impractical to fix (eg assignment in an if ())20061225--------main/titles.c: fix crash where loading screen function is called before video mode is set (when SDL Video is used as well as -notitles)arch/carbon/conf.h, arch/carbon/SDL_main.c: fix compile errors when building on Mac OS 9 using SDL 1.2.10 (conflicting macros, use of putenv)20061224--------arch/ogl/gr.c: use PhysicsFS to check for existing screenshots, previous method may have caused writing over of open screenshots (from D2X CVS)arch/ogl/gr.c: avoid loading OpenGL textures before they have been paged in, bug found by loading Abalyon 5 (from D2X CVS)main/weapon.c: only autoselect a secondary weapon if the player didn't have any of that type before (fix bug #2671) (from D2X CVS)texmap/scanline.c: divide negative light rates of change properly (fix bug #2575) (from D2X CVS)texmap/tmapflat.c: divide negative window x-coordinates properly, fixing random crashes (from D2X CVS)arch/carbon/conf.h: allow universal binaries to be built using Xcode 2.1 or later (from D2X CVS)arch/sdl/digi.c: add MIDI stubs for Mac, it doesn't have the 'real' functions yetarch/sdl/joy.c: use d_strdup instead of strdup to avoid errors when compiling on Mac OS 9, free the joystick button texts when closingmain/inferno.c: use strncpy instead of snprintf, MPW on Mac OS 9 doesn't have snprintfmain/automap.c, main/gamefont.c, main/newmenu.c, main/state.c, main/titles.c: warning fixes for gcc 4.0main/playsave.c: make sscanf look for "%i.%i" instead of "v%i.%i" because the 'v' isn't written to file (used to cause D2X for Mac OS 9 to crash), use PHYSFS_delete instead of unlink to be safeinclude/physfsx.h: chdir to application directory so it uses relative userdir and hogdir paths properly, in Mac OS X it can make the root directory the current one20061223--------main/game.c, main/gamerend.c: small brace tidy up to allow a source code editor to list all the functions (from D2X CVS)20061219--------2d/rle.c, SConstruct, arch/include/gp2x.h, arch/linux/hmiplay.c, arch/ogl/gr.c, arch/sdl/digi.c, arch/sdl/event.c, arch/sdl/gr.c, arch/sdl/joy.c, arch/sdl/key.c, configure.ac, gp2x/buttonmap.txt, gp2x/dxx-rebirth_buttonmap.pdf, gp2x/notes.txt, include/physfsx.h, main/Makefile.am, main/automap.c, main/config.c, main/game.c, main/gamecntl.c, main/gamerend.c, main/gauges.c, main/inferno.c, main/kconfig.c, main/menu.c, main/movie.c, main/newmenu.c, main/physics.c, main/piggy.c, main/playsave.c, main/scores.c, main/text.c, main/titles.c, maths/fixc.c, texmap/scanline.c: GP2X handheld support; added SConstruct file (MAC support incomplete); code optimisations for software renderer; fixed memleaks20061212--------arch/sdl/mixdigi.c, arch/sdl/mixmusic.c: music volume now properly restored and remembered in D1 and D2, using a static int; removed ugly hack that fixed this bug in D1 (inferno.c, revision 230)20061123--------arch/include/mixmusic.h, arch/sdl/mixdigi.c, arch/sdl/mixmusic.c: SDL_mixer backend implementation files for D220061113--------include/hmp2mid.h, misc/hmp2mid.c: Providing hmp2mid code, which was previously forgotten when introducing sdl_mixer in r26420061107--------arch/linux/Makefile.am, arch/sdl/Makefile.am, arch/win32/Makefile.am, configure.ac, include/cfile.h, misc/Makefile.am, initial integration of SDL_mixer sound system for Linux20061102--------arch/ogl/gr.c, d2x.ini, include/ogl_init.h, main/gauges.c, main/inferno.c, command-line to set glScissor off if neededarch/include/joy.h, arch/sdl/joy.c: improved joystick code for more buttons20061101--------main/render.c: just turn off detriangulation for OGL20061031--------main/kconfig.c: make sliding use sensitivitymain/game.c, main/inferno.c, main/movie.c, misc/args.c, moved some FindArgs to main() so they are not called in the game; added printf for DEBUG to track FindArgs20061031--------d2x.ini, main/inferno.c: removing -cockpit and -hiresfont parameters which actually belong to D1X-Rebirth20061029--------main/render.c: turning detriangulation off by default; not really needed anymore and makes rendering nicer20061023--------/arch/sdl/joy.c: increased "MAX_HATS_PER_JOYSTICK" from 4 to 128 to prevent axes recognition problems/d1x.ini, /main/inferno.c, /main/menu.c: in do_options_menu decreased i by 1 to not show d2x options menu if arg -nod2xmenu is found; added help text; added INI line/arch/ogl/ogl.c: changed ogl_loadtexture to deal with transparent walls/arch/linux/hmiplay.c: added cut_trough(), a clone of stop_all that is called to flush notes while playing a song to improve song switching/arch/ogl/sdlgl.c, /arch/ogl/ogl.c, /main/endlevel.c: added GL functions to fix the portal-bug; added exception boolean value tempNoDepthTest to render d1 endlevel correctly; code reformatting/arch/win32/hmpfile.c, /arch/win32/hmpfile.h, /arch/win32/midi.c, /main/songs.c: midi repeat improvements/arch/ogl/gr.c, /arch/sdl/gr.c, /main/inferno.c, /d2x.ini: added variable aspect function, changed cmd-help, changed ini file/arch/ogl/ogl.c, /main/endlevel.c, /main/gameseg.c, /main/render.c: improved use of Depth Test, added experimental hack for 4D levels; removed two Asserts which fail with 4D levels/main/game.c: added game_flush_input() on automap calls to avaoid control irritations/main/inferno.c: corrected command-line output in inferno.c/dxx-readme.txt: corrected typo/arch/ogl/ogl.c: disabled GL_CULL_FACE at ogl_end_frame to avoid problems with menus after player's death/d1x.ini, /main/inferno.c, /main/menu.c: rejected -nod2xmenu feature/main/gameseg.c: disabled another Assert. commented with FIXME's - debugging if needed/main/inferno.c: made 22k sounds default/arch/ogl/ogl.c, /main/automap.c: show borders in SDL and OGL, optimized and cleaned/2d/font.c, /arch/ogl/ogl.c, /d2x.ini, /include/gr.h, /include/ogl_init.h, /main/automap.c, /main/gamefont.c, /main/inferno.c, /main/kconfig.c, /main/menu.c, /main/newmenu.c, /main/newmenu.h, /main/scores.c, /main/state.c, /main/titles.c: made fonts scalable, added command-line to enable fixed fonts, made savegame thumbs scalable, reworked menu borders, new way to display level info in automap to get right with scaled fonts. additionally layed out special characters to newmenu.h/arch/ogl/ogl.c, /main/credits.c, /main/polyobj.c, /main/titles.c: new code for ogl_offscreen_render, used it to reduce flickering in credits/arch/ogl/gr.c, /arch/sdl/gr.c, /d2x.ini, /main/automap.c, /main/game.c, /main/gamecntl.c, /main/gamerend.c, /main/gameseq.c, /main/gauges.c, /main/inferno.c, /main/kconfig.c, /main/menu.c, /main/movie.c, /main/newmenu.c, /main/playsave.c, /main/scores.c, /main/screens.h: some fixes for menus and automap; new aspect code; improved code to scale window for cockpits; introducing new variable in playsave.c to store game resolution and saving Game_window_h/h again properly - fixes bugs with screwed resolutions; making menus in game-resolution as default and re-activating old command-line arg '-menu<X>x<Y>' to scale menus/2d/bitblt.c, /arch/ogl/gr.c, /main/game.c, /main/gamerend.c, /main/gameseq.c, /main/gauges.c: scalable HUD, improvements for HUD and cockpits, cleaner code, fixes to get SDL renderer working again/arch/sdl/joy.c, /arch/sdl/joydefs.c: added joystick deadzone feature/main/inferno.c: saving config files in home directory/main/slew.h: fix error when building editor with RELEASE (d2x-cvs takeover)/arch/carbon/descent.r: don't allow MPW build to run in OS X (d2x-cvs takeover)/main/laser.c, /main/object.c: fix crash when a robot's guided missile explodes (d2x-cvs takeover)/d2x.xcode/project.pbxproj: add references to headers in main for SCM and batch find (d2x-cvs takeover)/main/inferno.c, /main/multi.c, /main/multi.h: move hoard data saving from main to save_hoard_data (d2x-cvs takeover)/main/inferno.c, main/titles.c, main/titles.h: move titles, loading screen and order form showing to titles.c (d2x-cvs takeover)/include/physfsx.h, /main/inferno.c: move PhysicsFS initialisation, search path setup and argument reading to physfsx.h (d2x-cvs takeover)/ChangeLog: Update/main/game.c, /main/inferno.c, /main/menu.c, /main/playsave.c: removing unnecessary stuff from game_init_render_buffers; better resolution handling; storing resolution stuff in PLX file (Thanks to Hans de Goede and Chris Taylor)"/arch/sdl/joydefs.c, /main/config.h, /main/gameseq.c, /main/kconfig.c, /main/newmenu.c, /main/playsave.c: added new control type: Joystick & Mouse (Thanks to The_Lion)/main/credits.c: code cleanup/2d/font.c, /arch/ogl/ogl.c, /include/ogl_init.h, /main/automap.c, /main/gamerend.c, /main/gauges.c, /main/newdemo.c, /main/state.c: corrected demo-related font positions; fixed window view glitch in demo playback; merged ogl_ubitmapm_cs and ogl_ubitmapm_cf/2d/font.c, /main/gamecntl.c, /main/menu.c: cleaned up options menu and removed 'd1x options' because not really necessary anymore/arch/ogl/gr.c, /arch/sdl/gr.c, /arch/sdl/joy.c , /main/gamerend.c, /main/gauges.c, /main/hud.c, /main/menu.c: print joystick dialog to stdout; print time with hud messages; fixing some graphical glitches; repaired brightness slider (oops); code cleanup/2d/font.c, /arch/ogl/gr.c, /arch/ogl/internal.h, /arch/ogl/ogl.c, /arch/ogl/sdlgl.c, /main/gamecntl.c, /main/inferno.c: introduced FSAA; fixed fullscreen toggle glitches; adjusted OGL_TEXTURE_LIST_SIZE and OGLTEXBUFSIZE; code cleanup; fixed memleak in game pause; restored font.c (oops)/main/movie.c: made file extension for TXB files lowercase to match filename case itself. makes easier to use external files/arch/ogl/gr.c, /main/inferno.c, /main/menu.c, /main/newmenu.c, /main/vers_id.h: if player is deleted also delete PLX file; removed date strings, not necessary; added Menu_special/configure.ac, /Makefile.am: changed build target to 'rebirth'; changed version string; preparations for v0.50 release/main/gauges.c: corrected position of shield/energy numbers if 200/main/movie.c: improved code to show scaled movies/arch/ogl/gr.c, /arch/ogl/ogl.c, /arch/ogl/sdlgl.c, /include/gr.h, /main/inferno.c: re-enabled SDL_SetGammaRamp; removed FSAA because no function on all platforms; fixed offscreen render; better restriction to show menus ingame/main/render.c, /main/wall.c: improved 4D room detection/arch/ogl/gr.c: switching SDL gammaramp off by default because uses too much CPU/main/hud.c: aligned 'press any key...' message on hud/main/credits.c: make scrolling smoother by changing time_delay/main/gauges.c: fixes for alt huds/main/gauges.c, /main/titles.c: don't show alt hud while guilded missile view; removed unnbecessary delay in show_char_delay to make robo movies smoother/main/menu.c: print warning if resolution is set too high and don't change after all/arch/ogl/gr.c, /main/lighting.c, /main/state.c: fixing OGL compile bug; fixing calculation of object light before and after restoring a saved game/arch/sdl/joydefs.c, /main/config.h: re-activated Weapon Keys menu - aka D2X keys/arch/sdl/joy.c, /main/inferno.c: fixing mem corruptions while closing joysticks; removed Joystick calibration which should be unnecessary with SDL/arch/ogl/ogl.c: Fix for inherent limitation in pow2ize() and wrong description thereof/d1x.ini, /main/inferno.c: cleaned up command-line help; removed old/redundant/unfunctional options; improved code to read -pilot argument/arch/ogl/gr.c: make write_bmp use PhysFS/main/credits.c: adjusted credits scroll speed with MenuHires/include/loadgl.h, /main/gauges.c: introducing draw_wbu_border to draw rounded weapon boxes with glScissor/main/game.c: removed calibrate joystick line from help menu/arch/ogl/ogl.c: made lines width scale to resolution; fixed compiler warnings/main/object.h: fixed compiler warnings in object header/main/inferno.c, /main/kconfig.c: using global variable for sp-mouselook to save CPU usage20060416--------/main/newmenu.c, /main/gauges.c, /main/gameseg.c, /main/menu.c, /main/gamesave.c, /main/gamerend.c, /include/strutil.h, /main/bm.c, /main/gamepal.c, /main/piggy.c, /misc/strutil.c, /main/object.c, /main/render.c, /main/editor/kfuncs.c, /main/editor/med.c: implementation of current d2x-cvs patches/main/automap.c: FIX: deleting marker dialog in automap causes major graphical issues in automap/main/movie.c: more original look of scalable movies/texmap/tmapppro.S: compile-time bug with ASM/arch/ogl/ogl.c, /arch/ogl/include/ogl_init.h, /2d/bitblt.c, /main/menu.c, /main/game.c, /main/gamerend.c, /main/gauges.c: scalable cockpits/main/gamesave.c: FIX: d2x restores window size wrong after restart/main/gauges.c: FIX: if "you already have 20 concussion missles!" is displayed, lives and score disappeared/main/gauges.c: better alt-huds, alt-huds in cockpit/arch/ogl/ogl.c: fixed renderstats option/main/physics.c: allow asserting objet to none if player is dead - fixes some random crashes/main/credits.c: new credits code/main/gauges.c: no use of fading if alt huds and no alt hugs if missile view/arch/ogl/gr.c: FIX: gamma changes change whole screen/arch/sdl/gr.c, /arch/ogl/gr.c, /main/inferno.c: added widescreen aspect with command-line option for SDL and OGL build/main/newmenu.h: possible menu text sring length incrased to 255/arch/ogl/ogl.c, /include/ogl_init.h, /2d/bitblt.c, /main/movie.c, /main/inferno.c: added mipmap operator to ogl_bitblt_i, added if to MovieShowFrame to switch off movie mipmap if argument -nomoviesmooth given, added command-line option/arch/ogl/gr.c, /main/menu.c: removed fullok hack for fullscreen changing20060226--------/arch/ogl/include/internal.h fixing "OGL: texture list full"-bug/arch/linux/ipx_udp.c, /arch/win32/ipx_udp.c: full broadcast as default in UPD/IP games/configure, /main/vers_id.h: changes in date, version-number/arch/ogl/gr.c: setting gl_reticle as default (if you don't like it, set -gl_reticle 0)/main/gauges.c: fixed alt-hud text positions for gl_reticle/main/menu.c: removed serial connection functions (not really needed anymore)/main/game.c, /main/inferno.c: implementation of menu in gameres/arch/ogl/ogl.c, /main/movie.c: scalable movies/main/menu.c: removed vertigo say for menu_gameres/main/menu.c: load resolution after player is selected/main/game.c, /main/gamecntl.c: new keys to get shrink and grow window functions working/main/automap.c, /main/inferno.c: automap now always in gameres and eat less cpu power/main/credits.c: credits now working correctly with menu_gameres/main/scores.c: fixing frames in scoretable in menu_gameres/main/kconfig.c: fixing frames in controls-config in menu_gameres/main/menu.c: implementation of custom resolutions/main/game.c, /main/menu.c: new calls to get right fonts with new resolutions menus-menu/main/newdemo.c: smoother demo-playback/arch/sdl/digi.c, /arch/linux/Makefile.am, /arch/linux/Makefile.in: implementation for midi on linux/main/inferno.c: fixing possibility for midi-loops after game was killed20060122--------/main/menu.c: removed second resolutions menu/arch/ogl/gr.c: resolution switches now faster in windows (at least as fast as windows is able to)20060116--------/main/inferno.c, /main/gamerend.c: added -fps switch/arch/ogl/gr.c: fix for screenshot function/main/inferno.c, /main/kconfig.c: new function for optional mouselook style feature/arch/ogl/ogl.c: D2X-CVS update - make super transparent textures have alpha/main/titles.c: D2X-CVS update - for Descent 1 briefings, look for briefings no further than NUM_D1_BRIEFING_SCREENS (fix bug #2270)/main/inferno.c: new definition of config dir for linux because multiplatform release, fix for soundloops after game quit (some onboard soundcards)/arch/ogl/gr.c, /main/game.c, /main/menu.c: fix for fullscreen switching in windows/main/game.c, /main/gamecntl.c /main/gameseq.c: resolution fix after pause, secret level messages and guidebot menu/main/mission.h: fix to hold up to 5000 addon levels/main/game.c: made nicefps standard. better gameplay, lesser cpu usage, a little pause in linux for resolution change at new game/main/gamerend.c: fix for guided missle crosshair/main/menu.c: resolutions up to 1600x1200/arch/ogl/gr.c, /arch/ogl/sdlgl.c: fix for ingame screenshots/arch/include/key.h, /main/game.c: windows fix for PRINTSCREEN key -> is now ALT+P/main/credits.c: fix for crash while credits in higher game resolutions/main/escort.c: fix for linespacing in guidebot-menu/main/inferno.c, /main/gauges.c: added new hud modes/misc/args.c: fix for crashes while using modified d2x.inivarious: code cleaning, fixes and additional includes for windows build, restructuration for new multiplatform release20051025--------/main/inferno.c: cleaned up the command-line help, removed inactive/defected functions/main/kconfig.c: improved turn speed on x and y if mouse is used for better/faster control/main/newmenu.c: fixed messageboxes to prevent chrases in automap, secret leves etc/main/menu.c: fix to prevent toggles menu from crashing gameREADME.TXT: removed/changed some kown issuesadded gentoo and suse 10 to working ditributionsadded Maystorm to Thanks sectionChangelog: file created20050928--------README.TXT d2x-install.sh: Added hint to create $HOME/.d2x manually20050916--------initial release/main/gamerend.c: fix for death-sequence and sdl segfault in 320xXXX/main/lighting.c: fix for dark models after loading a game