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Branch: experimental
Commits on Jan 12, 2019
  1. Upgrade Ogg and Vorbis frameworks from SDL2_mixer v. 2.0.4

    aurhat committed Dec 27, 2018
Commits on May 4, 2018
  1. Upgrade SDL2_image library to 2.0.3 version

    aurhat committed May 4, 2018
    Note: SDL2_image.lib, zconf.h, zlib.h, have no changes.
Commits on Feb 10, 2018
  1. temporary win10 hotfix changes

    ac-stef authored and aurhat committed Nov 25, 2017
    Some changes to allow the current experimental branch to be used for a
    hotfix release for win10 users.
    The latest win10-update broke compatibility with SDL1.2 - and apparently
    MS is not going to fix it. This hotfix allows win10 users to use our
    experimental SDL2-based client.
    It is quite incompatible with the release - but it's good enough
    to be played in pubs.
    Coopedit will not work and quite a few custom maps won't work properly.
    This is due to lots of changes in the map file format and does not mean,
    that those custom maps can not be played in future game releases - they
    just need to be reworked. See akimbo2 to check out the reworked maps, btw.
    The old official maps and most conservative custom maps should be fine.
    Due to some physics changes, players of the hotfix client will have some
    advantages and some disadvantages compared to the regular clients, so DO
    By default, if an incompatible map is loaded in multiplayer, the client
    will disconnect automatically. This can be disabled (disconnectonmaperror),
    but will probably get you marked as cheater, because on incompatible maps,
    model clipping may not work properly. Just stick to compatible maps...
  2. Update Ogg and Vorbis frameworks

    aurhat committed Nov 10, 2017
    Taken from SDL2_mixer v.2.0.2
  3. Update Xcode project

    aurhat committed Aug 14, 2017
  4. fully automatic keymap generation

    ac-stef authored and aurhat committed Jul 4, 2017
    If a key is not listed in keymap.cfg but SDL provides a good enough name
    for the corresponding scancode, a keymap entry is generated automatically.
    If a key can't be found when adding a bind, it is checked, if SDL can
    resolve the key name. The resolved keybind is then used to recreate the
    keymap entry - and the bind can succeed.
    Some SDL names for scancodes may not be usable as keymap names: if the
    name contains (, ), $ or ", it will be rejected. Also, SDL does not
    provide names for all scancodes. Scancode names provided by SDL can be
    platform-dependant, therefore recreating the bind may fail on a different
    However, the feature should work fine with most nonstandard keys - and the
    information written to clientlog can be used to amend keymap.cfg
  5. use both keycodes and scancodes of keypress events

    ac-stef authored and aurhat committed Jun 25, 2017
    If a keycode can not be found on the list from keymap.cfg a second search
    is done for the scancode. This should be helpful to assign
    layout-dependent keys with rare keycodes.
    Also: use a hash table for the keys (instead of a list).
    Add two new scan codes for dead keys on german layouts: LEFTOF1 and
  6. Update Xcode project to SDL2

    aurhat committed Dec 25, 2016
    Used original 64-bit frameworks: SDL2 v.2.0.5, SDL2_image v.2.0.1,
    and from SDL2_mixer v.2.0.1: Ogg v.1.3.1 and Vorbis v.1.3.3.
    For potential custom compiling AC for 32-bit Mac there will be needed
    self-compiled 32-bit frameworks.
    Launcher has to be compiled as 32-bit, otherwise it won't start
  7. more SDL2-related backports from sauer

    ac-stef authored and aurhat committed Dec 7, 2016
    * use keyrepeat and textinput switch code from sauer (on windows, opening
      a console with "t" also produced a "t" as text otherwise)
    * screenw and screenh are now cubescript-variables that always reflect
      the actual resolution of the screen or the window
    DOCREF screenw screenh
  8. remove most platform dependent exceptions for SDL2 code

    ac-stef authored and aurhat committed Dec 4, 2016
    * switch travis to trusty
    * new parameter fullscreendesktop: uses desktop resolution for fullscreen
    * "colorbits" removed, since it's no longer supported
    * scr_w/scr_h no longer necessarily reflect the true display resolution
      (with fullscreendesktop = 1 and fullscreen = 1, scr_w and scr_h are
    * desktopw and desktoph are now guaranteed to have nonzero values
    * fallback to old mouse behaviour when SDL_SetRelativeMouseMode fails
    * require a click into the window to grab the mouse
    * scr_w/scr_h default to desktop resolution on first run
    thx sauerbraten :)
    DOCREF fullscreendesktop colorbits
  9. Upgrade VS project to SDL2

    aurhat committed Nov 23, 2016
    Used SDL2 v. 2.0.5 and SDL2_image v. 2.0.1
  10. fix/finish SDL2 port

    ac-stef authored and aurhat committed Nov 23, 2016
    * implement gamma
    * menu keys fixed
    * add support for horizontal mousewheel and some more mouse buttons
    * fix keyrepeat
    * fix window resizing
    * fix compiler warnings
    * use SDL to access clipboard
    * remove X11-dependency
    * some surplus SDL headers removed
    * fix setdesktopres
    * fix vsync
    * improve fullscreentoggle on linux
    * remove togglegrab
  11. Ported AC to SDL2

    ujmm authored and aurhat committed Nov 23, 2016
Commits on Jan 27, 2018
  1. Fix unquoted semicolons

    aurhat committed Jan 27, 2018
    Thanks Robtics
  2. Fix crash in client compiled in CB 17.12 on Windows

    aurhat committed Jan 27, 2018
    It happened for -O3 compiler flag.
Commits on Dec 12, 2017
  1. Improve installer for Windows

    aurhat committed Dec 12, 2017
Commits on Nov 29, 2017
  1. always use scissor on reflections

    lsalzman committed Nov 29, 2017
  2. clear color and depth of reflection at same time

    lsalzman committed Nov 29, 2017
  3. Restored old default value for reflectclip

    ujmm authored and aurhat committed Nov 29, 2017
  4. Fixed HUD components appearing in water reflection

    ujmm authored and aurhat committed Nov 29, 2017
    Clear the region on which the world is rendered (vertically flipped)
    to create the reflection texture - otherwise regions not painted over
    still contain data from the previous frame, including some HUD elements
    in the bottom-left corner of the screen.
Commits on Nov 25, 2017
  1. Update scripts for preparing Windows installer

    aurhat committed Nov 25, 2017
    Also cleanup
Commits on Nov 24, 2017
  1. Update docs

    aurhat committed Nov 24, 2017
    Compatible with the tree in for #49dacb0 commit.
Commits on Nov 22, 2017
  1. fix zipmod

    ac-stef committed Nov 22, 2017
    avoid tripping asserts in VC
Commits on Nov 19, 2017
  1. Define working directory in VS project

    aurhat committed Nov 19, 2017
Commits on Nov 18, 2017
  1. Cleanup

    aurhat committed Nov 12, 2017
    Thanks DADSGETNDOWN for the report for maps/mapmodel configs.
Commits on Oct 15, 2017
  1. Fix animation during quicknadethrow attack

    aurhat committed Oct 15, 2017
    1. Before animation of the moving hand for throwing the grenade was cut,
    now it's complete, like for normal grenade throw. To do that the code for
    switching to previous weapon has changed location. selectweapon() isn't
    used there, because if player has more grenades than 1, then after a throw
    for a moment a grenade appeared in a hand, and just later previous weapon.
    2. The changed code in quicknadethrow() prevents from shooting using right
    mouse button, after starting to shoot quickly after grenade throw
    (especially when player has more grenades than 1).
    3. Also fixed resetting the "quicknade" variable.
  2. Remove involuntary shooting when switching weapons

    aurhat committed Oct 15, 2017
    It happened in case of automatic weapons.
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