All notable changes to this project will be documented in this file.
- Support for CD audio added PR
- Reverse engineered BRender code replaced with now-open-sourced BRender-v1.3.2
- Replaced home-made OpenGL renderer with BRender software renderer
- PR
- First cut of network code
- Fixed multi-channel audio which worked in the original DOS code, but was broken in the original win95 code PR
- Action Replay mode added. PR
- "hires" SVGA 640x480 mode added. PR
- Pedestrians added! PR
- Vehicle damage added. PR
- Fog depth effects added. This really gives a boost to looking like the original game now. PR
- Texturing implemented, no more ghostly shades of grey for everything! PR
- Vehicle physics are implemented enough to drive around parts of the tracks PR
- 3d rendering somewhat implemented. Flat shaded, no textures, but camera, cars and track are visible in the right place!
- Actual game main loop running! Rendering, phyiscs, sound etc commented out, so all we can see is a black screen with the 2d rendering.
- Menu screens up to and including race and car selection implemented
- Fixed OpenGL crashes by moving back to single thread
- Cutscenes displayed on startup.
- Main menu renders and responds to key up and down events. Hitting "enter" on any option causes a crash
- OpenGL renderer added. Shows nothing but a black screen then exits.
- First unit tests added and hooked up to the CI build pipeline
- c skeleton compiles for the first time on OSX and Linux!
- First commit of the correct generated c skeleton. It does not compile.
- A bug fix in Watcom
exedump
finally allowed fully correct function args to be identified
- crayzkirk has been working with IDA to match up the symbols by hand from an older build to the released binary
- crayzkirk finds richer debug information by using Watcom
exedump
tool
- Carmageddon Watcom debug symbols discovered and dumped