* switch travis to trusty
* new parameter fullscreendesktop: uses desktop resolution for fullscreen
* "colorbits" removed, since it's no longer supported
* scr_w/scr_h no longer necessarily reflect the true display resolution
(with fullscreendesktop = 1 and fullscreen = 1, scr_w and scr_h are
ignored)
* desktopw and desktoph are now guaranteed to have nonzero values
* fallback to old mouse behaviour when SDL_SetRelativeMouseMode fails
* require a click into the window to grab the mouse
* scr_w/scr_h default to desktop resolution on first run
thx sauerbraten :)
DOCREF fullscreendesktop colorbits
Clear the region on which the world is rendered (vertically flipped)
to create the reflection texture - otherwise regions not painted over
still contain data from the previous frame, including some HUD elements
in the bottom-left corner of the screen.
1. Before animation of the moving hand for throwing the grenade was cut,
now it's complete, like for normal grenade throw. To do that the code for
switching to previous weapon has changed location. selectweapon() isn't
used there, because if player has more grenades than 1, then after a throw
for a moment a grenade appeared in a hand, and just later previous weapon.
2. The changed code in quicknadethrow() prevents from shooting using right
mouse button, after starting to shoot quickly after grenade throw
(especially when player has more grenades than 1).
3. Also fixed resetting the "quicknade" variable.
It fixes the problem that activated grenade disappeared during switching
the weapons, when player tried to throw grenade when time for grenade
cooking was almost finished.
For example that fixes grenade attack animation, when in demo mode player
is spectated from 1st-person position. Till now there were visible
2 incomplete movements of the hand for throwing - first after activating
a grenade, second during throwing. Now there is visible one complete
movement, like in multiplayer.
the same mousewheel direction now always moves an entity away from or
towards the player
entproperty
if 100 is added to the attribute index parameter, the sign of the
increment value is changed
editaxis
returns a value for the main axis of player orientation (X:11, Y:12,
Z:13) and adds 100 if the player is looking in the negative
direction of the axis
DOCREF entproperty editaxis
greyed out menu items are a) grey and b) can't be operated
menuitemgreyedout 0|1
menu items added after this command are greyed out (1) or not (0)
DOCREF menuitemgreyedout
almost 3000 lines of "errors" contained one actual memleak, one actually
unused variable and three actual ambiguous code parts
from cppcheck website: "The goal is to detect only real errors in the
code (i.e. have zero false positives)." :)
thx for finding five problems in our code
new tool: list media sources
new stage: check vantage points
new: add single map from menu
new: option to abort maps on stage errors
fixed: make sure, player is alive (to be able to enter edit mode) during
conversions
- copyent and pasteent now also work with the menu list of copied ents
- pressing editmeta while using pasteent opens the menu
- new switch command (not unlike the old one)
- make expandselection and shrinkselection work with multiple selections
DOCREF switch copyent pasteent
newent7 type attr1 attr2 attr3 attr4 attr5 attr6 attr7
Works like newent, but can set all seven attributes directly.
Does not automatically put the camera yaw angle into mapmodel and flag
entities.
fixed selectionwalk so that the first parameter can be ""
DOCREF newent7
- always allow read-only edittextureslot, editmapmodelslot and
editmapsoundslot
- allow setvantagepoint when editing offline or spectating offline
- new var editing_sp: 1 during edit mode in singleplayer (offline)
- additional menus for read-only access to map config slots
- new bonus edit scripts: selectmiddle and unclipentclippedmodels
DOCREF edittextureslot editmapmodelslot editmapsoundslot setvantagepoint
DOCREF editing_sp