Build 10535
GIT-
Avoid calling dragpoint on invalid wall indexes in SE 20 code
SVN handles and Git names are merged into one person.
Avoid calling dragpoint on invalid wall indexes in SE 20 code
Fix renderer menu option hiding logic
Prevents duplicate entries from appearing, which then crash when changed.
Fix sloped sprite shading preview in editor
Fix sloped sprites to once again take on ceiling/floor shade
update player sprite angle in P_UpdateAngles()
add .ang member for walls in CON
only update a maximum of one VIEWSCREEN tile per frame
Improves performance greatly in all renderers in scenes using more than one concurrent VIEWSCREEN sprite displaying unique cameras.
fix actors on lotag 1 sectors not being squishable
Squishing is now prevented if SE7 is present (as previously intended), or when the actor is standing on submergible TROR water.
Improvements to A_RadiusDamage()
- Add TROR-awareness in similar fashion to clipmove() and hitscan() - Continue scanning walls to damage even if MAXDAMAGESECTORS is reached - Increase MAXDAMAGESECTORS from 128 to 256
Fix sprite shadows being drawn on transparent TROR layers
Also fixes sprite shadows being drawn floating above floor slopes.
Ensure some hardcoded switch behavior maintains applicability only to wall sprites, not sloped (floor), consistent with the rest of the code
Don't call pushmove from DamageObject if sprite has invalid sectnum
Fix z interpolation problems in VM_Fall() and A_Fall()
This prevents a visual jitter effect from sprites that aren't moving, but use the "fall" command in a water sector (zombie actors, pickups, etc).
Fix pathsearchmode when using a .def which loads a GRP
Same fix as applied for Mapster32 in c7aa59b001
Fix typo in PR light offset for EXPLOSION2.
Also fixes attempts to read data for sprite no. -1 in case of no parent sprite.
add player actor floorz and ceilingz to cl_showcoords
add floorzcutoff and floorzrebound player members to control additional aspects of how the player's position reacts to traversing sectors with differing floor heights
Not recommended to use these in mods until after Ion Fury: Aftershock ships because they might still change some.
fix overlapping cl_showcoords text, enable sprite counters w/ cl_showcoords 2, add cl_showcoords 3 for the previously unreadable rendering cvar printouts