* Change `use_walk_distance` to match sfall setting
It's pointless to set this to 0,1 because you don't move if the target is adjacent or yourself, so sfall changes this to "number of spaces" between player and target. We were reading the old ddraw.ini setting before, incorrectly.
Also add a small optimization to not compute path for adjacent targets
* add comment
* return true when distance is self/adjacent
Similar to HRP/Sfall, except:
Does not support non-aspect-ratio-preserving scale mode
Uses vanilla art if it fits without scaling (e.g. 640x480 or non-scaling res like 800x480). The scaled-down HR assets looks considerably worse.
* Bundle Sfall's gl_highlight.ssl
Most mods/distributions assume this is exists since it is bundled with Sfall. It's also a highly requested feature
I decided to merge this as a first-class game config instead of continuing to read mods/sfall-mods.ini. I think most people to this to be a default capability that can be toggled in-engine. Open to other thoughts on the matter. Lost of people will already have sfall-mods.ini configured, which is a reason to keep it the way it was.
* PR feedback
* Fix aiPacketRead overwriting packet_num from savegames, leading to corrupted state on subsequent loads and crash
* Mark variable as unused and add comment
* Change output sound buffer to 44.1 kHz
This allow CE to play 44.1 kHz input files without loss of precision. In particular, it plays HQ music that ships with RPU.
There is a very similar fix in Sfall
* use generic sound loading path to allow .ogg/.wav music files
* rm a few dangling references
* PR feedback
* rm references to audio file
* rm audio_file.cc/h
* restore default audio io
* PR fixes
* Implement `set_unique_id`
* save/load watermark, including compat with previous saves (would be `0`)
* metarule to set and reset unique_id
* inventory stacking rules
* HRP's edg file support (WIP)
* Update docs and fix bug
* chore: auto-format with clang-format
* EDG: proper scroll blocking based on pre-calculated rects, exactly as in HRP
* chore: auto-format with clang-format
* EDG: fix scrolling past pixel-space bounds with sub-hex map edge mod
* EDG: review fixes
* EDG: proper edge clipping matching HRP logic
* chore: auto-format with clang-format
* EDG: code review fixes and refactoring
* chore: auto-format with clang-format
* EDG: fix clamping
* EDG: show arrow cursor and block events when over clipped area
* chore: auto-format with clang-format
* EDG: option to disable
* EDG: deobfuscate code
* chore: auto-format with clang-format
* EDG: get rid of rect2 and simplify algebra
* EDG: update docs, clarify that squareRect is not implemented
* EDG: square mask support
* chore: auto-format with clang-format
* Code review fixes
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Co-authored-by: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com>
This bring CE much closer to sfall's load order, and fixes RPU install.
master_patches > critter_patches > mods_order.txt > PatchFileXX > patchXXX.dat > sfall.dat > critter_dat > f2_res_patches > f2_res_dat > master_dat
Also fixed typo in `showMessageBox`, and added a debugPrint in that function, so errors are visible in the log (LLMs otherwise find it hard to figure out what happened)
* Add "trade/loot" context menu for party members.
This was an idea I saw listed on NMA. Veterans of classic Fallout know you can trade with your companions much more easily using the steal skill, But this would be difficult for most new players to discover. This replaces the dialogue option in the long press (which is redundant since it is the default action) with the hand, which is normally used to loot from containers and corpses.
This does introduce a slight inconsistency in the default action, not being present when you long press. how almost everyone will be single-clicking to talk to NPCs.
Also, "you plant..." and "you steal..." messages when trading with companions this way. Put this behind the same flag in case someone wants the original experience.
* Full context menu
* container -> target
* PR feedback
* rebase on main
* rename function