1800 Commits
Author SHA1 Message Date
Mike Klaas 29df63dd99 [HRP] Scale movies (#478)
SDL Surface for performance and nice scaling
2026-06-03 21:16:16 -07:00
Mike Klaas 6f2693edf7 Change use_walk_distance to match sfall setting (#481)
* 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
2026-06-03 15:34:55 -07:00
Mike Klaas e51004a3d1 Ability to use indexed pngs as interface art (#454)
* Ability to load indexed pngs in game

* Switch 2-col inventory .frms to .png
2026-06-02 23:48:08 -07:00
Vlad K 9aa2ae4bbc ZIP DB archive support (#480)
* ZIP: inital support (directly in DBase)

* ZIP: log and bail on any unsupported feature

* dfile.cc compile error fix

* ZIP: minor refactoring

* ZIP: code review fixes and refactoring

* ZIP: simpler and more robust code

* Formatting

* ZIP: remove unnecessary dataOffset normalization
2026-06-02 18:30:20 +02:00
Vlad K 968534314d gameDbInit: change load order to keep master_patches at the top and to match sfall (#479) 2026-06-01 16:57:31 +02:00
Mike Klaas a38f3436f8 A few combat opcodes (#477)
* set_critter_burst_disable

* get/set/reset_critical_table

* `attack_is_aimed`
2026-05-31 16:28:00 -07:00
Mike Klaas 15c22ccdfc HRP/Sfall main menu scaling (#457)
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.
2026-05-28 19:49:29 -07:00
Mike Klaas f263075abf Bundle Sfall's gl_highlighting.ssl (#461)
* 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
2026-05-27 23:15:09 -07:00
Mike Klaas c95f91c2ff Fix returnval of critter_mod_skill (#476)
Fixes #474
2026-05-27 22:14:16 -07:00
Vlad K db86e53af2 Fix crash in opTokenize when prev is not null but not present in the source string (#473) 2026-05-27 18:40:54 +02:00
Vlad K 349af8fbb8 Fix aiPacketRead inducing crash when loading saves in certain order (#472)
* Fix aiPacketRead overwriting packet_num from savegames, leading to corrupted state on subsequent loads and crash

* Mark variable as unused and add comment
2026-05-27 10:21:45 +02:00
Mike Klaas 9423a2c289 Sfall: save/restore last savegame page/slot (#464)
* Sfall: save/restore last savegame page/slot

* ScopedConfig for RAII convenience
2026-05-26 23:38:02 -07:00
Mike Klaas dc4753cde9 Improve music/sound system to allow .ogg/.wav map music + 44.1 kHz output (#465)
* 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
2026-05-26 23:12:42 -07:00
Mike Klaas cd3adf1621 Implement set_unique_id (#466)
* 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
2026-05-26 22:38:40 -07:00
Mike Klaas d42c8456dd Custom iface tags + metarules (#463)
* custom iface tag

* add_iface_tag, set_iface_tag_text

Used by FO2Tweaks and other mods
2026-05-26 22:30:42 -07:00
Vlad K c574812f1d EDG: fix getIsoWindowSize returning (1, 1) in release builds (#471) 2026-05-26 18:46:08 +02:00
Mike Klaas 8afe4b3061 Use in-game gamma when generating screenshots (#469)
This fixes the slight darkening effect that currently exists
2026-05-26 09:23:14 -07:00
Vlad Kandgithub-actions[bot] c423d475c5 EDG support (#450)
* 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

---------

Co-authored-by: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com>
2026-05-26 07:25:40 +00:00
Mike Klaas 06d7f09728 Implement HOOK_USESKILL, HOOK_USESKILLON (#456)
* Implement HOOK_USESKILL, HOOK_USESKILLON

* make comment more accurate
2026-05-19 22:40:33 -07:00
Mike Klaas 81164465cf Load f2_res.dat after master.dat (#462)
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)
2026-05-19 22:20:13 -07:00
IronKing24 0a7834f81b Merge pull request #459 from fallout2-ce/mingw
Add Mingw build system
2026-05-17 01:15:07 +03:00
IronKing24 f76e310f10 Fix mapper compilation 2026-05-16 19:45:00 +03:00
IronKing24 303e7573ca Merge branch 'main' into mingw 2026-05-16 18:30:39 +03:00
Mike Klaas 16ae69fa5a HOOK_ENCOUNTER (#453)
* HOOK_ENCOUNTER

Pretty much 1:1 with Sfall except adding extra validation that the mapId returns belongs to an area
2026-05-13 15:09:43 -07:00
Mike Klaas 6d2d9d6ef3 Add "trade/loot" context menu for party members. (#449)
* 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
2026-05-12 23:03:43 -07:00