Generate a hash table for fast lump name lookups.
Add a second implementation of the zone memory system which just uses
Make memblock_t internal to z_zone.c. Adjust Z_ChangeTag #define to
Update TODO. Remove finished things (64-bit, netcode) and stuff which
Use "sizeof(line_t *)" not "4". Fixes 64-bit builds.
Remove "default sfx volume" message: this is confusing now, and isn't
Separate variables for config file volume levels and sound API internal
Smarter fullscreen setting adjustment
Auto adjust settings when running fullscreen so that we run in a
Catch failures to initialise SDL_mixer properly, and fail gracefully
Add missing SDL.h include for i_main.c - fixes play under MacOS X!
Better fix for the intermission screen crash. Don't call WI_End until
Fix crasher when starting new levels, because the intermissions code
fix DEH_UNSUPPORTED_MAPPING, add frame::codepointer as an unsupported
Check for IWADs in the same order as Vanilla Doom
Detect the presence of 'windres' properly
Fix bug with corruption of long player names. Remove tab characters.
Add fullscreen "letterbox" mode for people without a functioning 320x200
If running with -timedemo, do not generate new ticcmds through
Indicate when a message has been received from the server.
Store the reason when a connection is disconnected, and display a
Convert NET_CL_SafePuts to NET_SafePuts, and print rejection messages
Generic console message mechanism. Inform all players when recording
Give a server-side warning when recording low resolution demos.
Do not run TryRunTics until after we have started demo recording. Fix
Fix loss of precision when turning with mouse.
Add unsigned qualifiers on swapping functions, to stop problems on
Remove redundant code, shut up warnings
Rearrange client connect code; fix name resolving under windows
Detect turbo mode more accurately
Send the nomonsters flag on netgame start.
Don't melt the screen on startup
Fix problem starting games with four players
Quit with an error when unable to resolve an address
Reduce the maximum latency to stop the game pausing and shooting ahead.
Working client sync: adjust the clock to try to match the latency of other
Change data files to binary files
Remove redundant stuff relating to the old network code
Only advance the receive window if we have received ticcmds from all
Replace -client with -connect which takes a hostname/ip to connect to.
Track memory used by packet data to help detect memory leaks
Free back packets sent to the server after parsing them
Detect when clients are disconnected from the server, recover cleanly
Set ticdup from the command line with the -dup parameter.
Do not allow tics to buffer up in single player (stops the gun instantly
Fix crash when NOT recording lowres
Set maketic-gametic lag back to 1 second.
Add lowres_turn to indicate whether we generate angleturns which are
Fix bugs in resend code for server->client data
Add lowres_turn parameter to net_full_ticcmd_t structure r/w functions
Packet resends for server->client gamedata
Move tic number expansion code to common code. Parse game data packets
Increase the size of BACKUPTICS to deal with heavy lag
Full working resends for client->server comms
Request resends for missed packets
Define a new type net_full_ticcmd_t, a structure containing all ticcmds
Remove the savegame buffer entirely. Keep the old savegame size limit
Support NWT-style WAD merging (-af and -as command line parameters).
Install into the games directory, not bin (Thanks to Jon Dowland)
Allow map things of type <= 0 - these are ignored by Vanilla Doom.
Avoid conflict with stdc time function
Exit with an error when playing a demo with the wrong version, like Vanilla Doom
Fix compiler warning due to missing include
dehacked replacements for switch texture names
Allow overriding the animation texture/flat names via dehacked
Include the config header so that endianness is dealt with correctly
Fix bug when expanding large sound effects with odd sample rates
Rearrange the order of startup code to allow replacing the IWAD filename
Make the network waiting screen not thrash the CPU so much.
Allow changing the names of level lump names via dehacked.
Fix dehacked sky replacement
More dehacked text substitutions for finale text names
Allow changing of all menu graphic lumps via dehacked
Allow changing the status bar graphic lumps via dehacked
Allow changing the sky texture names via dehacked patches
Periodically request the time from clients to estimate their offset to
Dehacked string replacements for menu graphic lump names
Dehacked string replacements for intermission screen graphic lumps
Dehacked string replacements for sound and music lump names
Dehacked string replacements for startup messages, IWAD names, demo
Catch calls to DEH_String before DEH_Init is called
Add first game data sending code. Check the client version when connecting.
Remove SAVESTRINGSIZE (now defined in p_saveg.h)
Import differences from stable branch.
Move savegame header read/write code into p_saveg.c
Remove now-redundant note about structure packing.
Add functions to r/w structures to the savegame buffer, rather than