arcas
6502a3ca4d
Adding resources for translation ( #1973 )
5 years ago
Stefan Mielke
30bfe45781
One pixel was not being calculated on the X axis when trying to find for an inventory slot to put the item.
5 years ago
obligaron
1385e47518
Fix UnitTests in DEBUG (Accessed not initialized ItemAnimations)
5 years ago
obligaron
76103eeb7f
Replace C++ RUN_TEST define with gbQuietMode
5 years ago
obligaron
6fb1b0fed9
Seperate main(...) for binary and tests
5 years ago
Anders Jenbo
18aa04fa4f
♻️ Use common text rendering for store menus
5 years ago
qndel
610d5319bd
swap if in drawing inventory items ( #1968 )
5 years ago
qndel
89c40eaa7b
inventory items rendering cleanup ( #1938 )
5 years ago
Gleb Mazovetskiy
8ac9047b4f
🧹 Clean up CEL outline clipping
...
A simpler structure based on the CL2 implementation.
5 years ago
staphen
b580b635eb
Optimize blended transparency calculations at the end of Poisoned Water Supply.
5 years ago
Anders Jenbo
6c8b116f6c
🐛 Evaluate item names the same as the original
5 years ago
Anders Jenbo
7667880de4
🐛 Implement letter spacing in new font rendering
...
Fixes #1950
5 years ago
Gleb Mazovetskiy
4cd1fd9b72
🐞 Fix controller modifier hints
...
Fixes a regression introduced in #1897
Reverts the layout calculation changes from that PR and simply adapts
the previous code to the `DrawString` API
5 years ago
Gleb Mazovetskiy
cb9da2cadc
🎉 SDL1: An option to render directly to video mem
...
Now that we no longer have a buffer border, we can render directly to
the video memory if the output surface is 8-bit and double buffering is
enabled.
Also adds a flag to force this even when double buffering is disabled,
because some systems emulate 8-bit mode with something else, so the
output is always buffered.
This required a tweak to the cursor to make sure that we clear it after
`SDL_Flip`.
5 years ago
Anders Jenbo
d0ee8f90cf
🐛 Fix run in town
5 years ago
Anders Jenbo
a095bc0bf7
♻️ Migrate more code away from miniwin
5 years ago
Gleb Mazovetskiy
29a488738e
🔥 Mark core CL2 and CEL functions as inline hot
5 years ago
Anders Jenbo
ad2085ab7b
💚 Fix bad merge.
5 years ago
Gleb Mazovetskiy
f624b9788c
🔥 Mark `dun_render` functions as `hot`
5 years ago
Gleb Mazovetskiy
4d10642b3d
🧹 Add and use a DVL_ALWAYS_INLINE macro
...
Also moves attribute macros out of miniwin into a new header.
5 years ago
Anders Jenbo
ca65550a5a
Clean up packing/unpacking players
5 years ago
Anders Jenbo
bec0ceec4a
♻️ Add points
5 years ago
Anders Jenbo
0c2042fa52
♻️ Player by reference
...
Update Source/items.cpp
Update Source/lighting.cpp
Update Source/pack.cpp
asd
ads
as
5 years ago
obligaron
7ed009ecb7
Remove PlayerStruct.actionFrame and enable ADL for Walking/Run ( #1939 )
...
- Remove (unused) actionFrame for PM_DEATH
- Remove actionFrame for PM_SPELL
- Remove actionFrame for PM_WALK
- Remove actionFrame
5 years ago
staphen
ecd2e682bc
Check bBlendedTransparancy before calling GenerateBlendedLookupTable() at the end of Poisoned Water Supply quest.
5 years ago
Gleb Mazovetskiy
e53a79259d
🐞 CL2 outline: Fix left clip
5 years ago
Anders Jenbo
68e73c0dfe
🐛 Fix infopanel text color
5 years ago
Stephen C. Wills
081a077f6f
Custom message box for 3DS ( #1932 )
5 years ago
Gleb Mazovetskiy
1c2650b235
GPERF: Option to dump heap profile of the 1st game iteration
...
If `GPERF` and `GPERF_HEAP_FIRST_GAME_ITERATION` are set,
start tracking allocation in `main` and save the heap state of the first game iteration.
5 years ago
Gleb Mazovetskiy
537e056111
🐞 CL2 outline: Skip color index 0
...
Fixes a regression introduced in #1934
5 years ago
Gleb Mazovetskiy
fb27ee3907
💨 dun_render.cpp: Faster RenderLine
...
Turns RenderLine line branches into template parameters, allowing the
compiler to eliminate the branches and also fully inline it.
Example FPS change
* In dungeon: 1450 -> 1530
* In town: 1655 -> 1700
Also splits RenderLine into 3 functions
Easier to read and also gives more useful profiling.
Apparently the most time is spent in `RenderLineOpaque`.
Also, mark them `inline` because that apparently hints GCC to inline
the function (in a later refactoring we can introduce attribute
always_inline instead where supported).
5 years ago
Anders Jenbo
8eb9c930fe
🚨 Fix remaning GCC warnings ( #1929 )
5 years ago
Gleb Mazovetskiy
1181cc68ac
🎉 Remove buffer padding
...
The padding is no longer needed
5 years ago
Gleb Mazovetskiy
64ad9aeacf
🎉 cl2_render.cpp: Clip the outline
5 years ago
Vladimir Olteanu
4ff0221a8d
Fix https://github.com/diasurgical/devilutionX/issues/1928
5 years ago
Anders Jenbo
e3c0c0a216
Fix some compiler warnings
5 years ago
Anders Jenbo
ad97ebe980
🔥 Remove redundant code from towners.cpp
...
This changes one bavious. Previously walking away from the dead guy
would interupt the "Your death shall be reveanged", the interuption
seamed un natural and the code didn't seam to have been specifically
made for this case (TownCtrlMsg).
Fix several edge cases in quests where the incorrect state could be reached
5 years ago
Anders Jenbo
69e7f9527a
♻️ Draw character panel text using DrawString
5 years ago
Anders Jenbo
e665a0c4b0
♻️ Draw info box text using DrawString
5 years ago
obligaron
cc542fab2e
Convert ReadOnlyTest to FOpen
5 years ago
obligaron
258c6993c7
Revert "Convert ReadOnlyTest to fileStream"
...
This reverts commit ddde5e41a3 .
5 years ago
Gleb Mazovetskiy
99dc016ec1
🧹 cel_render: Move internal functions to anon ns
5 years ago
Gleb Mazovetskiy
617bde7cc6
`ReadOnlyTest`: Use `RemoveFile` instead of `remove`
5 years ago
Gleb Mazovetskiy
6a27b37d62
Windows: Handle Unicode paths in language.cpp
5 years ago
Gleb Mazovetskiy
a3423cbc92
🧹 Move Storm code out of file_util
5 years ago
obligaron
58becefada
Define UNICODE/_UNICODE for StormLib and use SFileOpenArchive with wchar_t (TCHAR) on Windows
5 years ago
obligaron
2932da8950
CreateFileStream - Use ToWideChar on Windows
5 years ago
obligaron
ddde5e41a3
Convert ReadOnlyTest to fileStream
5 years ago
obligaron
60bfd5db34
Move SFileOpenArchive calls to new helper SFileOpenArchiveDiablo
5 years ago
obligaron
f70582ef87
log.hpp: Fix app_fatal local definition
5 years ago