Hello all,
This month was a bit slower than usual, but as the common saying goes, doing the last 20% of things takes 80% of the time.
There is one very piece of news that I think a lot of people will find exciting: Paul started to work on both a new renderer for the project which will enable us to add HD screens to the game and an Editor API, which will make it possible to write a whole new level editor for the engine that will make Paul’s Level Editor finally obsolete. The editor itself is currently worked on by rozniak, expect details about it later.
Here are the things the contributors added to the project this month:
Paul
- Fixed laughing gas rendering on Linux/OSX. (bug #948)
- Added DDCheat for AO using the same flag as in AE.
- Disabled loading to the save screen by default.
- Started implementing a DirectX / OpenGL render, which will later be used for HD screen support.
- Started implementing an editor API.
- Fixed a bug where Sligs didn’t set off motion sensors.
- Fixed a crash that sometimes happened when Abe entered wells.
THEONLYDarkShadow
- Fixed spelling and grammar in code.
- Named fields in:
Glukkon
Scrab
Abe
Bullet
Movie
D3nwah
- Fixed bug #1058.
Mouzedrift
- Added Layer enum.
- Converted the velocity tables of Scrabs and Paramites to use fixed point values.
- Updated the description of the Hook manager in the README.
- Named fields in:
Fleech
Glukkon
Paramite
Scrab
Slig
Slog
Pryon
- Added controller support for AO.
- Refactored AO’s input handling.
- Removed unnecessary macros in the code.