fgsfds
6708bf2aa6
Merge branch 'port' of https://github.com/fgsfdsfgs/perfect_dark into port-net
2024-05-13 15:27:06 +02:00
fgsfds
62a55a3d6e
port: don't force libc++, fix system.c on clang16+
2024-05-13 15:24:45 +02:00
fgsfds
12cf9df01b
port: allow overriding CC and CXX
2024-05-13 12:55:29 +02:00
fgsfds
c16aa70a66
Merge branch 'port' of https://github.com/fgsfdsfgs/perfect_dark into port-net
2024-05-13 12:20:12 +02:00
fgsfds
c5c1ef1d4e
port: ask for high performance GPU on windows
2024-05-13 12:19:34 +02:00
fgsfds
f3c1242858
port: more detail texture adjustment
2024-05-13 12:15:42 +02:00
fgsfds
60c30e9b67
Merge branch 'port' of https://github.com/fgsfdsfgs/perfect_dark into port-net
2024-05-13 01:15:50 +02:00
fgsfds
ef3d53b9f7
port: make detail textures less intense
2024-05-13 01:15:30 +02:00
fgsfds
bc01ff558f
Merge branch 'port' of https://github.com/fgsfdsfgs/perfect_dark into port-net
2024-05-13 00:30:42 +02:00
fgsfds
1d040b1ccc
port: hackfix detail textures
...
this might have broken something else
2024-05-13 00:30:21 +02:00
fgsfds
9755f3ab41
port: even more gfx_pc cleanup
2024-05-13 00:28:19 +02:00
fgsfds
f86746364f
port: no need to explicitly disable player collision when tracing light glares
2024-05-12 17:12:37 +02:00
fgsfds
536c766793
port: more gfx_pc cleanup
2024-05-12 17:09:50 +02:00
fgsfds
dca1e1752b
port: remove remnants of masked/blended texture support
2024-05-12 16:48:33 +02:00
fgsfds
8c844874e7
Merge branch 'port' of https://github.com/fgsfdsfgs/perfect_dark into port-net
2024-05-12 16:32:16 +02:00
fgsfds
ce6424117e
port: re-disable glare calculation in multiplayer
...
they don't render anyway
2024-05-12 16:31:45 +02:00
fgsfds
15c0327592
port: better light glare hit detection
2024-05-12 16:22:34 +02:00
fgsfds
2e18ffdad9
update branch name in build instructions
2024-05-11 15:58:56 +02:00
fgsfds
b2ea9aa5f2
Merge branch 'port' of https://github.com/fgsfdsfgs/perfect_dark into port-net
2024-05-11 15:57:20 +02:00
fgsfds
13003121ea
Update README.md
2024-05-11 15:54:52 +02:00
fgsfds
ba56947457
clarify build instructions a bit
2024-05-11 15:53:34 +02:00
fgsfds
b9a51e4a62
Merge branch 'port' of https://github.com/fgsfdsfgs/perfect_dark into port-net
2024-05-11 14:14:15 +02:00
fgsfds
27faaecda2
gcc14 fixes
2024-05-11 14:13:51 +02:00
fgsfds
a0f8550034
Merge pull request #422 from PaulGrandperrin/patch-1
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Makefile.port: fix dependencies for parallel compilation
2024-04-25 17:33:29 +02:00
Paul Grandperrin
73dc52cfd6
Makefile.port: fix dependencies for parallel compilation
2024-04-25 12:49:36 +02:00
fgsfds
b4f7f467c0
Merge pull request #406 from jonaeru/port-perfectdarkness
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Give Night Vision at respawn in Perfect Darkness Combat
2024-03-17 13:38:42 +01:00
fgsfds
894ccfabf3
Merge pull request #408 from jonaeru/port-fix-xrayscanner
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Fix X-Ray Scanner model in Combat Simulator
2024-03-17 13:38:01 +01:00
Jonaeru
ec8310e4a1
port: fix X-Ray Scanner model in Combat Simulator
2024-03-17 15:42:53 +09:00
Jonaeru
80faefbaf6
port: give Night Vision at respawn in Perfect Darkness Combat
2024-03-17 15:12:26 +09:00
fgsfds
b72d7f54e1
Merge branch 'port' of https://github.com/fgsfdsfgs/perfect_dark into port-net
2024-03-09 22:38:35 +01:00
fgsfds
c9f880e427
port: fix #224 , allow combat knife in jpn
2024-03-09 22:38:11 +01:00
fgsfds
d8b21f78e0
Merge branch 'port' of https://github.com/fgsfdsfgs/perfect_dark into port-net
2024-03-09 17:45:41 +01:00
fgsfds
92a9ac43fc
port: fix linux build
2024-03-09 17:45:27 +01:00
fgsfds
0d0de5b0d4
Merge branch 'port' of https://github.com/fgsfdsfgs/perfect_dark into port-net
2024-03-09 17:43:11 +01:00
fgsfds
4baae8de0b
port: add extra sleep calls to busy loops; separate sleep into system.c
2024-03-09 17:39:41 +01:00
fgsfds
d11b5705a2
port: add missing configRegisterUInt decl
2024-03-09 17:03:06 +01:00
fgsfds
7667d37ff0
Merge pull request #388 from iamgreaser/gm/net/counterop-4player
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port-net: Extend counter-op mode to 4 players
2024-03-09 16:58:31 +01:00
fgsfds
cf7c4d4239
Merge branch 'port' of https://github.com/fgsfdsfgs/perfect_dark into port-net
2024-02-13 01:17:45 +01:00
fgsfds
839143550f
port: fix potential crash in handInflictMeleeDamage
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pointers can be little endian, so there might be a problem
2024-02-13 01:16:57 +01:00
GreaseMonkey
adcf56ed34
Handle cases for Counter-Op where certain local players can be missing; Don't support 2.x controls for Counter-Op
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I'm not sure if this happens in practice in the port itself, but with a bit of temporary hackery one can force certain players to be absent.
This handles that case cleanly.
2024-02-11 13:25:35 +13:00
fgsfds
5e65e84210
Merge branch 'port' of https://github.com/fgsfdsfgs/perfect_dark into port-net
2024-02-11 00:59:18 +01:00
fgsfds
fe0d9b3cfd
port: fix blur shader on some older cards
2024-02-10 16:56:54 +01:00
fgsfds
935cd1faa9
port: gl: dump shader source when compilation fails
2024-02-10 14:07:20 +01:00
GreaseMonkey
63a9a26908
set_chr_team(CHR_ANTI, *) now sets all counter-op player teams
...
The easiest-to-test effect of this is that counter-op players will no longer attempt to auto-aim against one another (p2 vs any other).
Maps where this was necessary: Villa, Chicago, Rescue, Air Base, Air Force One
(Other maps stick to the default of `TEAM_ENEMY`, and so this doesn't really affect it.)
2024-02-10 14:17:22 +13:00
GreaseMonkey
f4530633d6
Replace "Counter-Operative" player selection with "Main Player" + extend to 4 entries
2024-02-10 11:20:01 +13:00
GreaseMonkey
94e244a236
Report correct ending success/failure when any counter-op player aborts
2024-02-09 16:15:09 +13:00
GreaseMonkey
92d3a9f564
Add macros for counter-op player determination; Handle some missing checks
2024-02-09 13:44:04 +13:00
GreaseMonkey
44a67e60e8
net: Use LOCALPLAYERCOUNT() for UI size determination
2024-02-09 09:10:33 +13:00
GreaseMonkey
634eecb35d
Use vertical-split versions of menus in 3+-player main missions
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These work fine in the 2x2 split arrangement.
2024-02-09 08:40:02 +13:00
GreaseMonkey
a0db91a0c9
Preliminary 4-player counter-op mode
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Here's some things that will be needed off the top of my head:
- Handling the half-screen-width case for the pause menus
- Changing the player select menu to select the not-counter-op player instead, then extending that to 4 players
- Thorough testing of each level for any weird counter-op-specific features
2024-02-09 08:40:02 +13:00