openhub.net
Black Duck Software, Inc.
Open Hub
Follow @
OH
Sign In
Join Now
Projects
People
Organizations
Tools
Blog
BDSA
Projects
People
Projects
Organizations
Forums
D
DXX-Rebirth Project
Settings
|
Report Duplicate
3
I Use This!
×
Login Required
Log in to Open Hub
Remember Me
High Activity
Commits
: Listings
Analyzed
about 8 hours
ago. based on code collected
about 10 hours
ago.
Jun 15, 2024 — Jun 15, 2025
Showing page 383 of 451
Search / Filter on:
Commit Message
Contributor
Files Modified
Lines Added
Lines Removed
Code Location
Date
Added swapping for 64Bit sized integers in case we want to store/read them some day (i.e. new Savegame version storing object instead of object_rw)
zicodxx
More...
over 14 years ago
_POLYOBJ_H definition was not terminated at end of file causing compiling to fail with WORDS_NEED_ALIGNMENT define
zicodxx
More...
over 14 years ago
Fixed small issue parsing killreactor command in Multiplayer
zicodxx
More...
over 14 years ago
Handling Controlcen countdown Descent2-way to make code more similar but more importantly to avoid issues in Multiplayer levels which do not even have a Controlcen type Station causing the game get stuck in an infinite loop; Fixed small issue parsing killreactor command in Multiplayer
zicodxx
More...
over 14 years ago
Added timer_update() to stop/start/reset_time() functions so resumed last_timer_value will be precise; Added new FPS counter which actually does count the frames rendered per second and is less irritating; Added timer_dleay2 call to console to not stress CPU too much; Imporoved placement for show_time(), multi messages, marker messages and orb counts
zicodxx
More...
over 14 years ago
Added timer_update() to stop/start/reset_time() functions so resumed last_timer_value will be precise; Added new FPS counter which actually does count the frames rendered per second and is less irritating; Added timer_dleay2 call to console to not stress CPU too much; Imporoved placement for show_time(), multi messages
zicodxx
More...
over 14 years ago
Protection for negative array index in find_seg_side was accidentially checking for vv1 != -1 - fixed that
zicodxx
More...
over 14 years ago
Protection for negative array index in find_seg_side was accidentially checking for vv1 != -1 - fixed that
zicodxx
More...
over 14 years ago
Added a simple random function for the Jukebox; Removed one small printf I once added for debugging
zicodxx
More...
over 14 years ago
Added a simple random function for the Jukebox; Removed one small printf I once added for debugging
zicodxx
More...
over 14 years ago
Additional commit for last revision - didn't selected all files properly
zicodxx
More...
over 14 years ago
Additional commit for last revision - didn't selected all files properly
zicodxx
More...
over 14 years ago
Retired most of the Assembler code except the generic i386 scanline renderer; Removed all leftovers of Direct3D implementation; On the way make a some code more similar between D1X-Rebirth and D2X-Rebirth
zicodxx
More...
over 14 years ago
Retired most of the Assembler code except the generic i386 scanline renderer; Removed all leftovers of Direct3D implementation; On the way make a some code more similar between D1X-Rebirth and D2X-Rebirth
zicodxx
More...
over 14 years ago
On NETGAMES list Bounty mode was not shown since MODE_NAMES define was not adjusted - so in the end introduced GMNames and GMNamesShrt Arrays in multi.c for globally displaying full or short Multiplayer game mode names
zicodxx
More...
over 14 years ago
On NETGAMES list Bounty mode was not shown since MODE_NAMES define was not adjusted - so in the end introduced GMNames and GMNamesShrt Arrays in multi.c for globally displaying full or short Multiplayer game mode names
zicodxx
More...
over 14 years ago
Fix for showing bounty target in kill list - was not actually checking if player_num == Bounty_target; When Bounty_target player leaves game host must select a new target so the game can proceed
zicodxx
More...
over 14 years ago
Fix for showing bounty target in kill list - was not actually checking if player_num == Bounty_target; When Bounty_target player leaves game host must select a new target so the game can proceed; Made Bounty sound play a bit louder
zicodxx
More...
over 14 years ago
Introducing new BOUNTY Multiplayer game mode by Matt -1360- Vandermeulen <
[email protected]
>
zicodxx
More...
over 14 years ago
Introducing new BOUNTY Multiplayer game mode by Matt -1360- Vandermeulen <
[email protected]
>; Fit show_HUD_names code to be more similar to D2X - names display still client-decided tho
zicodxx
More...
over 14 years ago
Instead of calling object/extras sending every frame, use a delay of 100ms between packet send to not overload the network stack
zicodxx
More...
over 14 years ago
Instead of calling object/extras sending every frame, use a delay of 100ms between packet send to not overload the network stack
zicodxx
More...
over 14 years ago
Correction for rev1009: Do not need to delete object Dead_player_camera since it's a new level with new objects to begin with
zicodxx
More...
over 14 years ago
Correction for rev1009: Do not need to delete object Dead_player_camera since it's a new level with new objects to begin with
zicodxx
More...
over 14 years ago
In net_udp_send_objects() player_num byte was not considered for mode 1 resulting on incorrect object count for this mode
zicodxx
More...
over 14 years ago
In net_udp_send_objects() player_num byte was not considered for mode 1 resulting on incorrect object count for this mode
zicodxx
More...
over 14 years ago
Allowing loading a savestate while being in death sequence and resetting Dead_player_camera correctly in init_player_stats_level() so forther death sequences won't screw up
zicodxx
More...
over 14 years ago
Allowing loading a savestate while being in death sequence and resetting Dead_player_camera correctly in init_player_stats_level() so forther death sequences won't screw up
zicodxx
More...
over 14 years ago
Fixed small bug in net_udp_list_join_poll() which was introduced when I reorganized the events for making console render global
zicodxx
More...
over 14 years ago
Fixing memory corruptions produced by the scanline renderer; Dynamically allocate y_pointers to free scanline renderer from resolution limits
zicodxx
More...
over 14 years ago
←
1
2
…
379
380
381
382
383
384
385
386
387
…
450
451
→
This site uses cookies to give you the best possible experience. By using the site, you consent to our use of cookies. For more information, please see our
Privacy Policy
Agree