3
I Use This!
High Activity

Commits : Listings

Analyzed about 8 hours ago. based on code collected about 10 hours ago.
Jun 15, 2024 — Jun 15, 2025
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) More... over 14 years ago
_POLYOBJ_H definition was not terminated at end of file causing compiling to fail with WORDS_NEED_ALIGNMENT define More... over 14 years ago
Fixed small issue parsing killreactor command in Multiplayer 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 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 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 More... over 14 years ago
Protection for negative array index in find_seg_side was accidentially checking for vv1 != -1 - fixed that More... over 14 years ago
Protection for negative array index in find_seg_side was accidentially checking for vv1 != -1 - fixed that More... over 14 years ago
Added a simple random function for the Jukebox; Removed one small printf I once added for debugging More... over 14 years ago
Added a simple random function for the Jukebox; Removed one small printf I once added for debugging More... over 14 years ago
Additional commit for last revision - didn't selected all files properly More... over 14 years ago
Additional commit for last revision - didn't selected all files properly 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 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 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 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 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 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 More... over 14 years ago
Introducing new BOUNTY Multiplayer game mode by Matt -1360- Vandermeulen <[email protected]> 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 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 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 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 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 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 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 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 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 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 More... over 14 years ago
Fixing memory corruptions produced by the scanline renderer; Dynamically allocate y_pointers to free scanline renderer from resolution limits More... over 14 years ago