Build 10590
GIT-
fix a bunch of improperly written checks for sprites that have been deleted or wound up outside of playable space
Show details
- Fixes
- terminx/eduke32#307
SVN handles and Git names are merged into one person.
fix a bunch of improperly written checks for sprites that have been deleted or wound up outside of playable space
fix OOB memory access when saving
fix stupid CON_QSPRINTF bug
fix screentext issue where characters with missing tiles would end up null and signify the end of the string
fix compile warnings
fix edge case where a zero-byte .dat file would be misdetected as a .grp file
the most minor of minor fixes to windowsCheckForUpdates()
fix 6220b0d988592cd7bcfc87a501fedd33cc95c211
It's actually kind of amusing that this was fucked up in just the right way for it to work anyway.
fix USE_OPENGL=0 build
fix population of startup window input device drop-down by moving their values back to the launcher configuration (eduke32.cfg)
fix error in d0e4efe55c39781654b7f3973bedf557f0c3dfd0
fix regression where trying to play an undefined sound with an index higher than the highest defined index could crash the game
maybe fix player's view pseudo-randomly returning to center
resolve issue where eduke32.log ended up in whatever the cwd was when the binary was launched
fix bug in CON EVENT_SCREEN where keypresses weren't being cleared between loop iterations, preventing animations where each keypress skips a segment without bailing out of the whole thing
change G_ReadGLFrame() to use regular memory allocation instead of pulling a block from cache1d because glReadPixels() is so slow anyway
Resolves an issue where starting the game in a low resolution and creating a savegame before switching to a higher resolution and creating another savegame could corrupt `sizeof(palette_t) * the difference in total pixel count between the resolutions` bytes of adjacent data in cache1d.
fix overlapping cl_showcoords text, enable sprite counters w/ cl_showcoords 2, add cl_showcoords 3 for the previously unreadable rendering cvar printouts
fix minor bug with visibility menu option
fix SE40 drawing oversight found when porting the current version of the effect to the editor
this is hilariously incorrect.
fix problems with the automatic view angle adjustment for playing without a mouse. This fixes #265.
fix mouse sensitivity slider values, allow a vertical sensitivity of 0
fix copy/paste error on bounds check in CON_GETPLAYER/CON_SETPLAYER
fix menu option to disable item pickup messages not saving to .cfg by adding "hud_messages" cvar
This bug appears to be rather old...
clang warning fixes
fix oversight in 76b0d9cf0852a830d1f26f87d1e1526b5c1debe7
fix GCC 12 warnings
fix DUKE3D_GLOBAL_ADDITIVE_HITRADIUS
turn most assertions left in the audio code into log messages instead
fix warning introduced by cb673c3392b91d32f6b5c72bf0582ff00462fc50
fix menu navigation with left controller stick when not in a game and no demos are playing
fix broken USE_OPENGL=0 build
don't check FX_SoundValidAndActive() in S_ChangeSoundPitch() because FX_SetPitch() ends up forcing synchronization anyway
uncomment G_AddSearchPaths() call accidentally commented out for debugging in b689f9974f32acfa6200ba354ee2e21aea10702d
fix crash at startup when running with no video output
Linux warning fixes
fix frame time counter logic typo
fix undefined behavior
prevent potential overflows of szScratch[] in minidumper
fix stupid projectile flag interaction bug between PROJECTILE_EXPLODEONTIMER and the ones that make them bounce
This allowed projectiles with both PROJECTILE_EXPLODEONTIMER and PROJECTILE_BOUNCESOFFWHATEVER flags set to run .yvel until it was negative and then bounce forever.
fix .ogg sounds defined for Duke talk sometimes not playing when used in the skill selection menu
We were hitting the FX_SoundActive() check for ud.skill_voice in G_NewGame() before the worker threads completed the decoder initialization work scheduled by the S_PlaySound() call in the MENU_SKILL case in Menu_EntryLinkActivate()--the code in G_NewGame() was proceeding to the next stage because FX_SoundActive() returned false, but our check occurred before it had a chance to return true. This also swaps the call to FX_StopAllSounds() in G_EnterLevel() out for a call to S_StopAllSounds() instead, and alters S_StopAllSounds() to set g_dukeTalk to false.
fix an error in the autoaim logic where the z coord wouldn't be adjusted for CSTAT_SPRITE_YCENTER when playing Fury in EDuke32 (retail Fury builds were not affected)
fix misleading usage of A_CheckSpriteFlags() (comparison with 0 implied the function returns the flag bits instead of `true` or `false`; it does not)
fix redundant assignment
fix copy/paste error
fix accidental use of initprintf() instead of buildprint()
fix crash trying to play negative sound indexes from mistagged switches