staphen
09411784d2
Fix value of items bought from Wirt's shop
1 year ago
Sophie Alberti
21b12f7632
improve gamepad stash control, fix #7019
1 year ago
Gleb Mazovetskiy
164ebb46bd
Big-endian networking fixes
1 year ago
Gleb Mazovetskiy
940ce3fb64
Test paths fixes
...
1. Load assets from the bundle on Mac.
2. In timedemo_test, load MPQs before overriding pref path,
so that they can also be loaded from the user/system location.
3. Fix various double directory separators ("build//assets" etc).
1 year ago
Gleb Mazovetskiy
f798556169
Work around broken event pushing on Tiger
...
Pushing events from a background thread on Tiger + SDL1
does not appear to do anything at all.
I don't know if the issue is limited to Tiger,
so apply the workaround on all macOS when using SDL1.
1 year ago
Gleb Mazovetskiy
b68f59d002
OSX: Fix base/pref/config paths on Tiger
1 year ago
Eric Robinson
8d1fb2bd63
Move Game Mode to own category
1 year ago
staphen
f20c6bf74a
Check missile source type to determine death reason
1 year ago
staphen
6215de6e76
Compute monster toHit on the fly
1 year ago
staphen
e81121a458
Divorce town seed from game seed
1 year ago
staphen
d8811ebc13
Do not apply item validation to Single Player games
1 year ago
staphen
9427513489
Revert changes to price validation logic in cfac786
1 year ago
Gleb Mazovetskiy
36e0abfc35
Fix -Wunused-const-variable in controller_buttons
1 year ago
Gleb Mazovetskiy
836bd4b3e6
Fix -Wnarrowing in DrawInfoBox
1 year ago
Eric Robinson
f1d48d7124
Debug: Insivible ( #7543 )
1 year ago
Eric Robinson
1b522fe260
Fix divide-by-zero crash in `getAnimationProgress()` ( #7532 )
1 year ago
Gleb Mazovetskiy
31c28e719a
Avoid `strnlen`
...
`strnlen` is not available on some platforms, such as macOS 10.4.
1 year ago
Gleb Mazovetskiy
a838078341
macOS 10.4: Guard non-existing APIs
...
Based on @AJenbo's patch.
1 year ago
Eric Robinson
cfac786daf
Make invalid items unusable ( #7506 )
1 year ago
Andrew James
1412e25eff
Allow for item drop rates up to 255 ( #7533 )
1 year ago
Eric Robinson
228aa7e210
Revise Teleport Target ( #7531 )
...
* Revise teleport target
---------
Co-authored-by: Stephen C. Wills <staphen@gmail.com>
1 year ago
staphen
09ba7532ea
At shutdown, free surfaces and textures allocated for virtual gamepad graphics
1 year ago
Gleb Mazovetskiy
66b0f43731
Add a threshold for skipping the loading screen
1 year ago
Gleb Mazovetskiy
7b0558146e
Async load: Handle errors
1 year ago
Gleb Mazovetskiy
f15fbcf61a
Async loading
...
Does the loading on a separate thread, so we're
now loading while fading in and while updating
the progress bar.
1 year ago
Gleb Mazovetskiy
f7a93f4cd3
Improve `dev.display.path()`
...
1. Do not draw foliage with the pause trn.
2. Display the number of steps.
3. If the tile is not walkable (allowed for destination tile), display
the number of steps in yellow.
1 year ago
Gleb Mazovetskiy
e692acb049
Pathfinding: Rename functions
...
Rename functions to better reflect what they do.
1 year ago
staphen
bfd289db88
Clear unique item flags in LoadGameLevel()
1 year ago
Gleb Mazovetskiy
d8dde8d2b1
ini.cpp: Fix empty \r\n line parsing
1 year ago
Gleb Mazovetskiy
1892f6aa4e
ini: Write \r\n instead of \n
1 year ago
Gleb Mazovetskiy
b170192975
Avoid std::from/to_chars for float
...
Appears to be unimplemented on several platforms
1 year ago
Gleb Mazovetskiy
0680cbc314
ini: work around C++20 string_view constructor
...
Some platforms do not have the C++20
`string_view(begin, end)` constructor.
1 year ago
Gleb Mazovetskiy
b8ab6d2faa
Migrate from SimpleIni to our own implementation
...
Our implementation has a more modern interface and only
supports the features that we care about.
It always outputs `\n` as newlines and does not output BOM.
The modern interface eliminates awkward `c_str()/data()` conversions.
This implementation preserves comments and the file order of sections
and keys. New keys are written in insertion order.
We now also support modifying and adding default comments,
which may be a useful thing to do for the especially tricky
ini options (this PR doesn't add any but adds the ability to do so).
Sadly, this increases the RG99 binary size by 24 KiB.
I'm guessing this is because the map implementation generates
quite a bit of code.
Note that while it might seem that using `std::string` for every key and
value would do a lot of allocations, most of these strings are
small and thus benefit from Small String Optimization (= no allocations).
1 year ago
staphen
6318c557de
Wake up the whole pack of Gargoyles when disturbed
1 year ago
Stephen C. Wills
6b988fcfdb
Fix clang-format violation ( #7500 )
1 year ago
Peppersawce
bd1881957b
Update paths.cpp
1 year ago
Peppersawce
da0418d654
Define Haiku assets path
1 year ago
Andrew James
5758e561fd
allow auto-equipping two-handed weapons with both hands occupied
...
specifically where the larger item is in the right hand, this would fail previously in certain circumstances.
1 year ago
Andrew James
1b32872db2
Shuffle items around when auto-equipping so less inv space is required
1 year ago
Andrew James
a8ca96452a
Only use holditem if we're actually picking the item to hand
1 year ago
Andrew James
b19f2e80ce
Move anonymous namespace functions to the top of the file
1 year ago
Andrew James
c7abf2f778
Extract logic from CheckInvCut/AutoPlaceItemInInventory ( #7494 )
...
* Remove unnecessary namespace
* Extract FindSlotUnderCursor
* Split logic for finding a space in the inventory to dedicated functions
1 year ago
staphen
fade1d0b22
Fix error in Lua require() function
1 year ago
Gleb Mazovetskiy
197827acc9
Update Source/utils/surface_to_clx.cpp
...
Well spotted!
Co-authored-by: Stephen C. Wills <swills@gridprotectionalliance.org>
1 year ago
Gleb Mazovetskiy
aa751ff538
Reduce CLX header size from 10 to 6
...
We remain compatible with the 10-byte header size,
and actually now support any header size.
1 year ago
Sten Feldman
95c79ecd61
🇪🇪 ET Translation patch ( #7479 )
...
- First iteration of Estonian translations
- Added to Eesti to Options as well as included the strings to the Asset file.
1 year ago
Gleb Mazovetskiy
dbfa2feb48
SDL1: Avoid redundant palette update
...
When the display surface is 8-bit, skips a redundant call to `SDL_SetPalette`.
1 year ago
staphen
e1a08d369e
Do not assume 10-byte header for CL2 data
1 year ago
staphen
3caa80f453
Fix double to float conversion warnings in virtual gamepad logic
1 year ago
Eric Robinson
181247924b
Cleanup LoadGameLevel() ( #7467 )
1 year ago