Build 9937
GIT-
fix crash at startup when running with no video output
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Linux warning fixes
SVN handles and Git names are merged into one person.
fix crash at startup when running with no video output
Linux warning fixes
add line accidentally left out of b689f9974f32acfa6200ba354ee2e21aea10702d
cool CON optimization
fix frame time counter logic typo
move default settings for ud.cashman, .fta_on, and .god to CONFIG_SetDefaults()
fix undefined behavior
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)
add STANDALONE_EVAL macro
add menu option to control OPL3 volume post-amplification
add mjr4077au to contributors
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
only fix16_to_int the player's angle once when throwing pipebombs or placing tripbombs
use FX_GetPosition() in S_GetSlot() to take the age of a voice into account when selecting a voice to cancel when attempting to play more than MAXSOUNDINSTANCES of a single sound simultaneously
move a debug assertion
fix crash trying to play negative sound indexes from mistagged switches
WIP controller force feedback (rumble) support
Currently hard-coded with no real customization; algorithm and range of values will certainly change but the current implementation attempts to automatically discern appropriate force feedback values based on the potential damage inflicted by projectiles the player fires, events occurring in the map such as explosions and earthquakes, and on the damage the player receives. A future commit will likely contain a way to send the force feedback impulses from CON.
fix oversight in current A_RadiusDamage() implementation that allowed a sprite to inflict radius damage on itself
fix Fury build
fix sound regression causing sound #0 (KICK_HIT) to play when doors were opened
properly handle the rejection of sound data that can't be identified by file header again
remove reset to previous projectile position from projectile bounce handling
Please report any weirdness relating to bouncing projectiles impacting surfaces.
make actors set to move vertically in CON act as if SFLAG_SMOOTHMOVE was explicitly enabled
This smooths out stuff like octabrains and flying liztroops without making them look stupid when they move on the ground.
fix a few polymer lighting bugs, add interpolation to light positions, etc
fix extra counters shown with r_showfps values greater than 1 to account for frames being rendered in places where they previously weren't
fix map console command to work correctly with coroutine setup
Adds MODE_NEWGAME to player .gm
turn G_DrawFrame() into a coroutine that can just be resumed from wherever we need to
Uses minicoro, https://github.com/edubart/minicoro
sound fixes
fix warning
jump to menu options when pressing letter keys
add scroll wheel support back into file selection menus, add PgUp/PgDn and scroll wheel support to the little submenus used for selecting screen resolution and configuring the framerate limit etc
reformat information displayed within the save and load menus, add episode name and player health
add display selection to menu, tweak menu framerate limit option
I'm not very happy with the list of values for the framerate limiter. All methods of presenting these values to the end user seem to be terrible: linear slider bars are cumbersome and contain many unnecessary values, and simply presenting a field for a value to be entered into requires the end user know what they're doing. Ugh.
fix S_ChangeSoundPitch()/CON_SETACTORSOUNDPITCH
improve S_StopAllSounds() (I think)
use .playing member of sound_t as bitfield, improve freeSlotQueue std::atomic usage
fix annoying GCC 11 warning
The warning says you can silence it by surrounding sizeof(int32_t) with extra parentheses, but it doesn't work.
add predefined TILE_ANIM and TILE_VIEWSCR tokens for CON
zero player .horizRecenter and .horizSkew when zeroing return_to_center from CON
fix timing issue with logo.anm playback that could occur if an actual hard video mode change is required at startup (e.g fullscreen in a non-native resolution)
additional gamevar verification when loading savegames
move P_SetupMiscInputSettings() from game.cpp into game.h and call after loading savegames
revise d1b3b702ba776119db042e6ba4e6b06d5f909f01
I remembered
fix compatibility with savegames made before 4fdd8dc8c30a05db79fa9fde0d085c0f75210e9e and e8470bd29cb19a4b815bc2bc74e0ac0a8de2a06d
don't print extended data size and offset to console when saving and loading games in release builds
fix dumpster fire thing
fix g_highestSoundIdx range checks
replace the "played killed by pushmove()!" error logged in the console with a call to QUOTE_SQUISHED
Players don't get killed by pushmove() in error anymore.
fix OOB reachability table access (sectnum == MAXSECTORS for a sound owned by a deleted sprite)
instead of G_GameQuit(), abort() in app_crashhandler()
pressing a mouse button counts as mouse activity
only display relevant configuration options for game controller triggers
mouse/controller menu string changes
add missing MenuRangeFlags_t tokens to definitions using MAKE_MENURANGE
remove the extra flag passed to mouseLockToWindow() in GAME_onshowosd() that made it just show/hide the cursor instead of actually grabbing and ungrabbing input
Truth be told, I don't even remember why this hack was necessary. Let me know if anything breaks. Fixes terminx/eduke32#143.