* support up to 8 pages of savegames
* add sounds to page changes
* force redraw status bar after load/save menus
* check for MBF savegames with index > 8
* fix forgotten detail
* reset quick save slot when the page is changed
* implement crosshair
* fix int->boolean
* check for CROSSH patch
* lumpnum can be 0
* complete crosshair implementation
* some fixes to the crosshair implementation
* fix patch half width and height
* fix highlight aim angle and range for weapons without ammo
* update crosshair properties in the ticker function
* only draw if patch is set
* some more minor fixes
* add a fourth big crosshair
courtesy of @rfomin
Co-authored-by: Roman Fomin <rfomin@gmail.com>
* first smaller changes to README.md
* Add licenses for win32/*
* thinned out and completed
* no know issues, savegame backward compatibility is a feature
* trim build instructions
* fix SIGFPE for weapons without a maxammo value (fixes#407)
* blue color for ammo values higher than max threshold w/o backpack
(fixes#406)
Thanks @hackneyed-one.
We are now 666 commit ahead of WinMBF! \m/
* play non-MIDI music with SDL for all music backends
* fallback to SDL by default
* implement Fluidsynth music backend
* fix mus_chorus
* set samplerate
* use Fluidsynth's player functions for pause/resume
* little cleanup
* fix initialization of SDL music backend, cleanup
* add missing static
* fix the -nosfx parameter, cosmetic changes
* remove obsolete header files from CMakeLists.txt
* add missing static
* fix some MSVC warnings
* use midiStreamPause function
* reuse IsMid and IsMus functions
* better support of C89 standart
* VC6 fixes
* __pragma attribute works for _MSC_VER > 1400
* use intptr_t for char*
* C89 has no designated initializers
* correct _MSC_VER versions
* fix check
* add stdint.h for old MSVC versions
Taken from https://github.com/mattn/gntp-send/blob/master/include/msinttypes/stdint.h
* add stdint.h to miniz.h
* make packaging work without Python
* fix window_position initialization
* replace PACKED_STRUCT with i_packed_start.h i_packed_end.h
Thus, we do not use variadic macros from C99.
* undo cmake install changes
* fix icon for VC6
* remove DESCRIPTION and HOMEPAGE_URL from project()
* remove i_packed_start.h and i_packed_end.h
* whitespace fixes
* rename PACKEDPREFIX->PACKED_PREFIX and PACKEDATTR->PACKED_SUFFIX
* MINGW check doesn't work this early
* add check for minimum cmake version for MINGW targets
* check for Win32 and either MSVC or cross-buildind
I think this covers all the cases that we officially, i.e. per
README.md, support:
* Build for Windows
* Native
* MSVC
- Download libraries
* MinGW
- Do not download libraries
* Cross-build
- Download libraries
* Build for anything else
- Do not download libraries
* check more explicitly, do not rely on variables getting carried over
* test cross building in our CI rule
* fix format string for mingw-w64
* attempt to improve/generalize CI rule
* another attempt at fixing format string silliness
* last attempt to fix format string on all archs
* apply scalefactor from command line only once during initialization
On subsequent calls of I_InitGraphicsMode(), e.g. when changing hires
or widescreen in-game, determine (coarse, integer) scalefactor from
current ratio of window and framebuffer size. Resize window only if
new size is going to be wider than previous size. Force resizing of
window if scalefactor was set on command line.
* fix window getting resized only if width increases
* rendered height does not necessarily match window height
* on Windows first search for SDL2 libraries, then download from libsdl.org
* add mingw dependecies
* get runtime dependencies for SDL_Mixer and libmodplug on MinGW
* search for SDL2 libs first, install libfluidsynth if found on MinGW
* use target filename
* don't install DLLs to target file dir
* fix typo
* search for DLLs names using dlltool
* little cleanup
* add atexit() sequence priorization
Mostly taken from DSDA-Doom, thanks @kraflab.
* make absolutely sure Z_Close (destroys zone memory) is called after everything else