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Branch: master
Commits on Sep 18, 2019
  1. Fix TypeError in `default_opengles`, `default_sdl2`

    vLKp committed Sep 18, 2019
    Commit 452d58a switched from passing a list of strings as the
    right-hand side of `in` to passing a parenthesized string.  The new form
    causes a TypeError if the left hand side is None:
    
    ```
    >>> None in ('1', '2')
    False
    >>> None in ('1')
    Traceback (most recent call last):
      File "<stdin>", line 1, in <module>
    TypeError: 'in <string>' requires string as left operand, not NoneType
    ```
    
    Add a trailing comma to turn the right hand side back into a list of
    strings, as it was before the Raspberry Pi commit.
    
    Fixes: 452d58a ("Update Raspberry Pi Mesa build for Buster & Pi 4B")
Commits on Sep 14, 2019
  1. Update Arch PKGBUILD

    vLKp committed Sep 14, 2019
    - Quote variables.
    - Use https:// where possible.
    - Combine mkdir calls.
    - Fix broken links to GOG game pages.
Commits on Sep 5, 2019
  1. Fix SConf for Windows/SDL2

    vLKp committed Sep 5, 2019
    On all platforms, libSDL redefined `main` in a way that interfered with
    SConf tests.  On some platforms, but not on Linux, libSDL2 does not
    redefine `main`.  Based on a remark in the SDL2 migration guide, and the
    apparent success (on Linux) after removing the `#undef`, I removed use
    of `#undef` when building for SDL2.  As privately reported by zico,
    libSDL2 on Windows still redefines `main`, so it still needs an explicit
    `#undef` to let the SConf tests build correctly.  For platforms where
    `#undef` is not needed, it is harmless.  Add this `#undef`
    unconditionally, and update the inline comment.
    
    Fixes: f491059 ("Enable building with SDL2")
    Reported-by: zicodxx <private>
Commits on Sep 1, 2019
  1. Merge branch 'Daivuk:axis_buttons' into master

    vLKp committed Sep 1, 2019
    Requested-by: Daivuk <#452>
  2. Do not charge player for failed primary weapon shots

    vLKp committed Sep 1, 2019
    Defer decreasing energy/vulcan until the object is confirmed to be
    created.  This avoids charging the player for a shot that cannot be
    created due to object exhaustion.
    
    Defer updating Next_laser_fire_time, so that a player can immediately
    try firing again.
  3. Do not charge player for failed secondary weapon shots

    vLKp committed Sep 1, 2019
    Defer decreasing energy (for flares) or secondary weapon count (for
    secondaries) until the object is confirmed to be created.  This avoids
    charging the player for a shot that cannot be created due to object
    exhaustion.
  4. Write back Final_boss_countdown_time on every update

    vLKp committed Sep 1, 2019
    Otherwise, unless FrameTime exceeds Final_boss_countdown_time in a
    single frame, the time never advances and the level never ends.
    
    Fixes: 215252b ("Fold Final_boss_is_dead into Final_boss_countdown_time")
  5. Make del+shift+b do fatal damage to every robot it explodes

    vLKp committed Sep 1, 2019
    Run through more of the normal death logic for the robots, instead of
    simply deleting them from existence.
Commits on Aug 31, 2019
  1. Fix crash loading endlevel data with no exit side

    vLKp committed Aug 31, 2019
    Reported-by: ziplantil <#450>
Commits on Aug 29, 2019
  1. Import RPM spec file

    vLKp committed Aug 29, 2019
  2. Set player name in Players[] at single-player game load

    vLKp committed Aug 29, 2019
    The prior commit fixed the problem of a blank pilot name for new games,
    but loading an existing save game uses a different path and still did
    not set the player's callsign.  Set it on load, too.
    
    Fixes: 0c7de10 ("Track chosen pilot name outside Players[]")
Commits on Aug 25, 2019
  1. Set player name in Players[] at single-player game start

    vLKp committed Aug 25, 2019
    Single player games relied on the quirk that the pilot's name was always
    kept in Players[], even outside a game.  Commit 0c7de10 removed
    that quirk, which had the unintended consequence that single player
    games are now played by the anonymous pilot.  Set the player's callsign
    during game setup so that the high score entry can be attributed
    correctly.
    
    Fixes: 0c7de10 ("Track chosen pilot name outside Players[]")
    Reported-by: Neurochild247 <#443>
    Bisected-by: zicodxx <#443 (comment)>
  2. Align capitalization of Data directory in instructions with the code

    vLKp committed Aug 25, 2019
    Commit e6169f1 switched from searching `Data/` to searching
    `data/`.  For users on case-insensitive filesystems, this is a no-op and
    the instructions that reference the `Data` directory continue to work.
    For users on case-sensitive filesystems, the change broke accessing the
    data directory, and caused the instructions to mislead.  Given the age
    of the commit, fixing the capitalization now will likely cause more
    problems than it solves.  Instead, fix the capitalization of the
    instructions, so that users who follow the documentation get a working
    setup.
    
    Reported-by: krux02 <#447>
    Fixes: e6169f1 ("Add 'Data' subdir as a searchpath, so D2X will find descent.pig and to simplify a lot of file opening/checking/closing code")
  3. Refactor song loading

    vLKp committed Aug 25, 2019
    Use an RAII object to manage allocations and keep the length and pointer
    together.
Commits on Aug 24, 2019
  1. Hide lives-remaining count during demo playback

    vLKp committed Aug 24, 2019
    The demo system does not track this, so hide it instead of showing
    incorrect information.
  2. Add enumerated_iterator::operator==

    vLKp committed Aug 24, 2019
    Defining _GLIBCXX_DEBUG introduces a dependency on this method.
    Implement it so that _GLIBCXX_DEBUG can be used.
  3. Avoid reducing player's highest-level when replaying a non-MRU level

    vLKp committed Aug 24, 2019
    If the level was not the most recently played, a save is forced so that
    it can be marked as most recently played.  However, the logic to force
    the save also forced an update of the highest-level field, even if that
    reduced it.
    
    - Rename the parameter to clarify its meaning.
    - Add comments explaining the logic to force the save.
    - Only update the highest-level field when the update would increase the saved value
Commits on Aug 21, 2019
  1. Tighten checks on killer_obj type

    vLKp committed Aug 21, 2019
    Do not assume that a type other than OBJ_ROBOT will be OBJ_WEAPON.
    Check explicitly for OBJ_WEAPON.
    
    Reported-by: Johnsondr80 <#437>
  2. Test that guided missile's parent is still a player

    vLKp committed Aug 21, 2019
    If a guided missile is in flight, and its owning player dies, the
    player's type is changed to OBJ_GHOST.  The damage that killed the
    player should have put the guided missile into autonomous mode, so for
    this purpose, return that the missile is not actively guided.
    
    Reported-by: Johnsondr80 <#437>
Commits on Aug 18, 2019
  1. Recompute automap subcanvas on window size change

    vLKp committed Aug 18, 2019
    The subcanvas is positioned based on the dimensions of the containing
    window, so it must be repositioned if the outer window is resized.
    
    Reported-by: vLKp <#394>
    Fixes: f491059 ("Enable building with SDL2")
Commits on Aug 15, 2019
  1. Move exit_segnum to d_player_unique_endlevel_state

    vLKp committed Aug 15, 2019
    exit_segnum is set during load_endlevel_data, which currently runs too
    early for this to depend on the exit used, and thus to be player-unique.
    That data should be loaded at need, when the level ends, rather than
    during level setup.  This can be addressed later, when support for
    multiple exits is improved.
  2. Move transition_segnum to d_player_unique_endlevel_state

    vLKp committed Aug 15, 2019
    transition_segnum is a function of how the player exited the mine, since
    there could be multiple exit tunnels, although current code appears not
    to handle that well in other places.  Therefore, it needs to be
    per-player data, not part of the level data, where it would not depend
    on the player exiting.
  3. Compact HandleDeathInput

    vLKp committed Aug 15, 2019
  4. Restrict reactor-sleep logic to D2 levels

    vLKp committed Aug 15, 2019
    This code was not in D1, so running it when emulating D1 on the D2
    engine is incorrect.
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