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  • Release_v1.18

    f1962950 · Release v1.18 ·
    Release: Release_v1.18
    BuildGDX:    
        Bilinear filtration for palette emulation mode
        Palette emulation soft shading option
        XInput gamepads support (windows only)
        Update libgdx to version 1.13.0, jinput to 2.0.10, lwjgl to 3.3.3
        Rebind "ESC" in keys configurations is fixed for menu_toggle func
        Mouse sensitive option is textfield now (instead of slider from 0 to 2)
        Set "useHighTiles" and "useModels" parameters back to true by default when new config is created (affect on skyboxes)
        Crash fix when delete all save files and trying to save new one (Index -2 out of bounds for length 0 MenuSlotList.onEnter(MenuSlotList.java:493)
        Crash fix when game has 1 demo with "randomly" playback mode (FatalError: IndexOutOfBoundsException[BuildGame]: Index -1 out of bounds for length 1)
        Crash fix in Polygdx renderer when load map with broken sectors (ru.m210projects.Build.Render.GdxRender.Tesselator.initZoids(Tesselator.java:191))
        Midi isOpen() now checks sequencer to fix exception: javax.sound.midi.MidiUnavailableException: MIDI IN receiver not available
        Software renderer set resolution check (resolutions bigger than 4096x3072 isn't supported)
        
        OSX sky rendering is fixed
        OSX resolution changing is fixed
        Changed input method algorithm (attempt to fix OSX input)
        BloodGDX:
             Fixed loading extra data in savegame files (after remove support of old dos saves)
        DukeGDX:
             Improved con addon finding (when definevolumename is not defined, but definelevelname is)
             DK / RR setMapInfo index protect
             DK / RR genspriteremaps() corrupted lookup.dat doesn't close the port now
             DK / RR sndPlayMusic with oggmusic crash fix
        TekwarGDX:
             Fixed crash: ru.m210projects.Tekwar.Teksnd.playCDtrack(Teksnd.java:183)
        WangGDX:
             Leave vehicle fix in map2
        LSPGDX:
             Show exits on automap doesn't crash the game when not in a game mode
  • Release_v1.17

    9c45ac36 · Release v1.17 ·
    Release: Release_v1.17
    Release v1.17
    
    BuildGDX:
    * Libgdx 1.12.0
    * Java code increased to version 8 (JRE 8 requered)
    * Raw Mouse Input
    * New Controller input logic
    * DragnDrop map files feature
    * Massive code cleanup and refactorring (still WIP)
    * new sound manager
    * new audio OpenAL driver 1.23
    * new console
    * new input processor
    * new file handler system (should be faster)
    * new renderer changer
    * new config file version
    * Savegame version was increased (doesn't comfortable with old BuildGDX)
    * new sprite list system (supports infinity sprites, but games still don't :))
    * Autoversion updater
    * Infinity XSPRITES for BloodGDX (betatest :))
    * New experimental game loop timer (GDX / Legacy)
         Legacy - is an old timer like in BuildGDX v1.16
         GDX - VSync should be working without stutters now (but the timer has problems in Shadow Warrior)