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Subversion-branch: /trunk/chocolate-doom
Subversion-revision: 919
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that are available through the keyboard. Justification: this is already
possible through advanced mouse drivers and programs like js2x, so there
might as well be a proper interface for it.
Subversion-branch: /trunk/chocolate-doom
Subversion-revision: 918
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Subversion-branch: /trunk/chocolate-doom
Subversion-revision: 915
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is only one module. Remove s_dummy.c.
Subversion-branch: /trunk/chocolate-doom
Subversion-revision: 914
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driver" modules, one for PC speaker and one for digital output.
Subversion-branch: /trunk/chocolate-doom
Subversion-revision: 913
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Subversion-branch: /trunk/chocolate-doom
Subversion-revision: 912
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Subversion-branch: /trunk/chocolate-doom
Subversion-revision: 911
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Subversion-branch: /trunk/chocolate-doom
Subversion-revision: 910
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Subversion-revision: 909
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Subversion-revision: 908
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(snd_samplerate)
Subversion-branch: /trunk/chocolate-doom
Subversion-revision: 906
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and joypads have many more than four buttons. Keeping the limit at four
buttons restricts the player into using the first four buttons on his
joystick/pad, which could be any arbitrary four set of buttons.
Subversion-branch: /trunk/chocolate-doom
Subversion-revision: 905
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warning caused by missing header.
Subversion-branch: /trunk/chocolate-doom
Subversion-revision: 904
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Subversion-branch: /trunk/chocolate-doom
Subversion-revision: 903
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fix.
Subversion-branch: /trunk/chocolate-doom
Subversion-revision: 902
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Subversion-branch: /trunk/chocolate-doom
Subversion-revision: 899
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Joystick ID.
Subversion-branch: /trunk/chocolate-doom
Subversion-revision: 890
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there are control pads with more than 10 buttons.
Subversion-branch: /trunk/chocolate-doom
Subversion-revision: 889
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Subversion-branch: /trunk/chocolate-doom
Subversion-revision: 887
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Subversion-branch: /trunk/chocolate-doom
Subversion-revision: 886
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Subversion-branch: /trunk/chocolate-doom
Subversion-revision: 884
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Subversion-branch: /trunk/chocolate-doom
Subversion-revision: 883
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screen.
Subversion-branch: /trunk/chocolate-doom
Subversion-revision: 882
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playing when playing netgames on Windows (text mode waiting screen
shutdown causes sound not to start up?)
Subversion-branch: /trunk/chocolate-doom
Subversion-revision: 881
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Subversion-branch: /trunk/chocolate-doom
Subversion-revision: 879
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Subversion-branch: /trunk/chocolate-doom
Subversion-revision: 877
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Subversion-branch: /trunk/chocolate-doom
Subversion-revision: 876
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net_client.c. Fix FEATURE_MULTIPLAYER conditional compile. Move some
function definitions in d_net.c into headers. Reorganise the Makefile to
split out files into sections based on features.
Subversion-branch: /trunk/chocolate-doom
Subversion-revision: 875
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Subversion-branch: /trunk/chocolate-doom
Subversion-revision: 874
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scripts.
Subversion-branch: /trunk/chocolate-doom
Subversion-revision: 873
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Subversion-branch: /trunk/chocolate-doom
Subversion-revision: 870
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Subversion-branch: /trunk/chocolate-doom
Subversion-revision: 863
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chat when vanilla_keyboard_mapping is enabled.
Subversion-branch: /trunk/chocolate-doom
Subversion-revision: 861
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Subversion-revision: 860
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Subversion-branch: /trunk/chocolate-doom
Subversion-revision: 858
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to i_swap.h.
Subversion-branch: /trunk/chocolate-doom
Subversion-revision: 857
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the output mixer device's sample rate. Simplistic (naive) resampling in
cases where SDL's routines can't do a conversion. This needs a bit more
work to filter out the high frequency artifacts at 48khz output rate.
Subversion-branch: /trunk/chocolate-doom
Subversion-revision: 856
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Vanilla Doom.
Subversion-branch: /trunk/chocolate-doom
Subversion-revision: 853
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* Add libpcsound codeblocks project
* Use libraries that are built and project dependencies inside main
chocolate-doom/setup project and remove source files.
* libraries are now built in the "lib" top level directory
* Fix some warnings
Subversion-branch: /trunk/chocolate-doom
Subversion-revision: 852
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Subversion-branch: /trunk/chocolate-doom
Subversion-revision: 849
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handling key mappings. Chocolate Doom will use the original (broken)
Doom behavior, in that keys will be unmapped. A German user will have to
type "IDMZPOS", for example. However, when actually entering text, for
savegame names and multiplayer chat, the mapped character will be used.
The reasoning here is that Vanilla users will be used to pressing the
wrong keys, but it can never be desirable to use the wrong mappings when
typing in text.
Subversion-branch: /trunk/chocolate-doom
Subversion-revision: 848
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between keys pressed and characters typed, so that, for example, when
the menu prompts "press 'y' to continue", it responds to the _character_
y being typed, not the key that is 'y' on an american keyboard being
pressed. Do the same when reading cheats.
Subversion-branch: /trunk/chocolate-doom
Subversion-revision: 847
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Fix a warning
Subversion-branch: /trunk/chocolate-doom
Subversion-revision: 845
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speaker code!
Subversion-branch: /trunk/chocolate-doom
Subversion-revision: 844
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Subversion-branch: /trunk/chocolate-doom
Subversion-revision: 842
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explicitly specified.
Subversion-branch: /trunk/chocolate-doom
Subversion-revision: 838
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Subversion-branch: /trunk/chocolate-doom
Subversion-revision: 837
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backtrace in the debugger.
Subversion-branch: /trunk/chocolate-doom
Subversion-revision: 836
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quicksave screen.
Subversion-branch: /trunk/chocolate-doom
Subversion-revision: 835
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marina.wad.
Subversion-branch: /trunk/chocolate-doom
Subversion-revision: 834
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