Anders Jenbo
bb76b5fbcd
Bump NDK version ( #5115 )
4 years ago
Gleb Mazovetskiy
337336de6b
OpenDingux rg350: Actually disable LTO ( #5116 )
...
Follow-up to #5088
4 years ago
ephphatha
35bf79b007
Use Monster& in PrintDebugMonster
4 years ago
Cesar Canassa
75756c518f
♻️ Send the monster reference to the monster AI functions ( #5113 )
4 years ago
Cesar Canassa
07ff79cbdc
♻️ MonsterAttackPlayer receives monster and player as references ( #5111 )
4 years ago
DakkJaniels
163ea36fa6
Convert ZT gamename to lower case ( #5110 )
4 years ago
Gleb Mazovetskiy
b21ebffaf2
Clean up player graphic loading
4 years ago
ephphatha
975eb3674b
Add helper to check if a monster belongs to a player
...
Co-authored-by: Anders Jenbo <anders@jenbo.dk>
4 years ago
Anders Jenbo
046f826931
[gamepad/touch] Fix targeting berserked
4 years ago
Andrew James
24c57bf6c6
Simplify MonsterOperateDoor ( #5100 )
4 years ago
Cesar Canassa
0ce0f5b7b4
♻️ Remove _misource access from AddSpecArrow
4 years ago
Cesar Canassa
f5af1fa49c
♻️ Remove _misource access from AddRuneExplosion
4 years ago
Cesar Canassa
71edcbed12
♻️ Remove _misource access from AddWarp
4 years ago
Cesar Canassa
f12e636abb
♻️ Remove monsterId from AiPlanPath
4 years ago
Cesar Canassa
800d1665be
♻️ Remove monsterId from RandomWalk2
4 years ago
Cesar Canassa
c58e8b0353
♻️ pass monster by reference on MonsterHitMonster
...
- Sending the monster by reference instead of id
- Changed the golem check to be equal to StartDeathFromMonster
- Changed the parameters order so that the attacker comes first
4 years ago
Cesar Canassa
020ce5eb2b
♻️ Automatically dereference sourcePlayer on AddFlash
4 years ago
Cesar Canassa
98023a822e
♻️ Automatically dereference sourceX on MI_Arrow
4 years ago
Cesar Canassa
582e2b4e12
♻️ Automatically dereference sourceX on MI_Firebolt
4 years ago
Cesar Canassa
c79b15df1a
♻️ Remove monsterId from StartDeathFromMonster ( #5072 )
4 years ago
Gleb Mazovetskiy
509e9726ce
OpenDingux: Fix lepus GitHub Action
...
Updates to ubuntu-22.04 because ubuntu-latest (20.04) fails with:
> version `GLIBC_2.33' not found (required by /opt/lepus-toolchain/bin/mipsel-lepus-linux-musl-gcc.br_real)
4 years ago
Gleb Mazovetskiy
d68de7b0bc
OpenDingux rg350: Disable LTO
...
Thanks to @pcercuei we've learned that currently enabling LTO breaks
the rg350 build.
Disable it for now.
4 years ago
Brocky
1d7f20c9ec
Added build steps for new platform Miyoo Mini ( #5057 )
4 years ago
ephphatha
4a8f375011
Use position for operate object network commands
...
Only one remaining use of Object::getId for caching the target of a command requiring the player to path to an object.
4 years ago
ephphatha
50d292f8c6
Take references in operate door functions
4 years ago
Cesar Canassa
2b19cae569
♻️ Remove _misource access from AddBerserk
4 years ago
Andrew James
9a09b07c4d
Cleanup Object/Quest triggers which activate quests ( #5081 )
4 years ago
Andrew James
fb2fae12e7
use correct attribute -_- ( #5084 )
4 years ago
Andrew James
b56907672f
Add Bitset2d::count() and use it when counting set Dungeonmask tiles ( #5083 )
...
Added comments and renamed other functions to give context why this is different to the use in drlg_l1
4 years ago
Mathew
c2918204bd
Polish translation quality update ( #4611 )
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* Update pl.po
Co-authored-by: qndel <stefan551@o2.pl>
Co-authored-by: Anders Jenbo <anders@jenbo.dk>
4 years ago
Andrew James
2786a65e7b
Tidy up ActivateSkeleton and take monster by reference ( #5080 )
...
* Take reference in OperateSarcophagus
* Use monster reference instead of pointer in ActivateSkeleton
* Clean up ActivateSkeleton
4 years ago
Cesar Canassa
82caea1ca4
♻️ Remove monsterId from RoundWalk
4 years ago
Cesar Canassa
a0cd65e082
♻️ Remove monsterId from M_SyncStartKill
4 years ago
Cesar Canassa
fcdab7f56f
✅ Add test for RotateBlockedMissile ( #5069 )
4 years ago
Gleb Mazovetskiy
1cdd76b617
Remove PCX rendering code
...
We no longer render PCX
4 years ago
Gleb Mazovetskiy
0cd035ef61
Load PCX as CL2
...
Similar to #5059 , which converted CEL to CL2 at load time,
we now do the same for PCX.
Some size stats: https://gist.github.com/glebm/067bf1ec73f9d14514932cfe237e4e8e
Notably, fonts RAM usage is decreased by ~35%.
4 years ago
Andrew James
a075e5fe05
Take Object by reference in OperateContainer methods ( #5079 )
4 years ago
Cesar Canassa
c6561596b5
♻️ Remove monsterId from CheckReflect ( #5071 )
4 years ago
Cesar Canassa
f4fd4b1644
♻️ Remove monsterId from AiPlanWalk ( #5073 )
4 years ago
ephphatha
6097a8a90a
Deduplicate operate object command handlers
4 years ago
ephphatha
de83d9440e
Use position for break object network messages
4 years ago
ephphatha
4d730b5e5d
Take object reference in DeltaSyncObject
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Delta object records are only laid out in the same order as object instances by convention, document this relationship and use the explicit offset instead of "network id"
4 years ago
Andrew James
986650afc8
Take Object by reference when operating quest objects ( #5066 )
4 years ago
ephphatha
9e76cd4ab7
Use object pointer for pcursobj
4 years ago
ephphatha
0c08980c71
Combine Telekinesis with other object network commands
4 years ago
ephphatha
3a7fd8da2d
Only send and consume object location for location based messages
...
Co-authored-by: Anders Jenbo <anders@jenbo.dk>
4 years ago
Gleb Mazovetskiy
43a5d91074
Remove CEL rendering code
...
We no longer render CEL
4 years ago
Gleb Mazovetskiy
8ca71272b8
Load all CEL as CL2
...
Convert CEL files to CL2 at load time. CL2 format is more efficient and is about as fast to render.
CEL vs CL2 sizes, on dLvl 5: https://gist.github.com/glebm/9bbdd76962abcd4fd2405ecd3379af97
Memory:
* Peak memory (while loading): -300 KiB
* Memory in-game (dLvl5): -700 KiB
* RG99 binary size: -15 KiB (1333096 -> 1317192)
Performance on rg99:
* On average, -1 FPS in town.
* Same FPS in dungeon (20 FPS on dLvl 1).
4 years ago
Gleb Mazovetskiy
c9dd83bd12
Xbox nxdk: Add documentation
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Also renames `NXDK` to `nxdk` where applicable.
4 years ago
Gleb Mazovetskiy
bbd89eda21
Xbox NXDK: Switch to upstream NXDK
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Everything that DevilutionX needs has been merged 🎉
4 years ago