- Sep 29, 2017
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Alam Ed Arias authored
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- Sep 28, 2017
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Monster Iestyn authored
Makefile ports tweaks cleanup etc See merge request !211
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Alam Ed Arias authored
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Alam Ed Arias authored
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Alam Ed Arias authored
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Alam Ed Arias authored
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Alam Ed Arias authored
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Alam Ed Arias authored
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Alam Ed Arias authored
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Alam Ed Arias authored
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Alam Ed Arias authored
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Alam Ed Arias authored
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Alam Ed Arias authored
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- Sep 20, 2017
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Monster Iestyn authored
Fix save games for a custom mod not saving to custom home folder See merge request !209
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- Sep 18, 2017
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Monster Iestyn authored
Doing this way because I have no idea if the GP2X port was SUPPOSED to use SDL or not in the first place
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- Sep 17, 2017
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Monster Iestyn authored
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- Sep 16, 2017
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Monster Iestyn authored
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Monster Iestyn authored
Removed all support for Dreamcast, XBox, PSP, PS3, GP2X, Wii, and WinCE from files in the sdl/ folder. If you wanted these ports, use the SDL 1.2 code in sdl12 Also removed GP2X setup from sdl/MakeNIX.cfg, use sdl12 for that too
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- Sep 15, 2017
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Monster Iestyn authored
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Monster Iestyn authored
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Monster Iestyn authored
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- Sep 14, 2017
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Monster Iestyn authored
I think it was originally included for defining the "USEASM" macro, but USEASM isn't used by m_fixed.h/c code anymore
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Monster Iestyn authored
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Monster Iestyn authored
Fixed sdl12/Makefile.cfg and sdl12/(port)/Makefile.cfg and related to refer to sdl12/ subfolders, not sdl/ subfolders
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Monster Iestyn authored
Added a SDL12=1 flag to all ports whose interface code still lives in the sdl12 folder (and is unsupported by SDL 2.0 officially anyway) This basically causes the makefile to use the sdl12 folder instead of the main sdl folder
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- Sep 09, 2017
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Monster Iestyn authored
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- Sep 04, 2017
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Monster Iestyn authored
SDL2: Relative mouse mode See merge request !206
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- Aug 22, 2017
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Monster Iestyn authored
Also, don't post an ev_mouse event_t if not in relative mouse mode, so the camera doesn't jerk when the mouse enters the window
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- Aug 21, 2017
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Monster Iestyn authored
Also did some cleanup and moving around, as well as adding comments
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- Aug 19, 2017
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Monster Iestyn authored
Turns out the issue was with fullscreen! All I have to do is factor in the resolution/real window size ratio apparently (which was already done before) Also changed movemousex/y to INT32
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Monster Iestyn authored
This fixes SDL2_RelMouse's weaker sensitivity for me on Windows (but apparently not for others??)
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- Aug 07, 2017
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Turns out we don't need to use SDL_SetWindowTitle on its own, since SDL_CreateWindow already deals with the window title anyway. So I've disabled everything related to Impl_SetWindowName for now Also what were you thinking Fury?!? window shouldn't be NULL for SDL_SetWindowTitle, you backwards person you
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Alam Ed Arias authored
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Alam Ed Arias authored
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- Jul 09, 2017
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Monster Iestyn authored
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- Jul 07, 2017
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Monster Iestyn authored
Pwease no kicky Don't kick Tails! Also, a movement for the WRITESINT8 to prevent modification to buf if the function bails early. This can go into Master, right? It only matters for the host, and it's explicitly only having a major effect outside of netgames. See merge request !201
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Monster Iestyn authored
*Add CONS_Printf messages for !netgame checks *Arg count is checked first regardless of netgame status for both kick and ban, < 2 is checked instead of == 1 just in case these weren't called from console for some stupid reason? *Moved Command_Kick's buffer vars to within the code that actually does kicking stuff
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Monster Iestyn authored
Single Player/Coop tally screen fixes * The TIME/SCORE part of the HUD now doesn't move from the position it was before the tally screen started in non-green resolutions. The example screenshots of this bug and the fix for it below are all taken in 640x480: How it should be:  How it displays in 2.1.19:  How it displays in an exe with the fix:  * The time display at the tally screen no longer limits the minute number to between 0 and 59. How a time > 60 mins displays normally just before finishing the level:  How it displays afterwards (it's supposed to be 61:19 but it's wrapped to 1:19 instead):  See merge request !202
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- Jul 05, 2017
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Monster Iestyn authored
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Monster Iestyn authored
The normal HUD display while playing a level doesn't do this, only the tally screen does it for some reason
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