Build 10321
GIT-
Always write boardfilename to savefile, and set app title on save load.
SVN handles and Git names are merged into one person.
Always write boardfilename to savefile, and set app title on save load.
add console error spew for a couple conditions which can cause creating a savegame to fail to capture a meaningful screenshot
add player actor floorz and ceilingz to cl_showcoords
Reset pathsearchmode to the original value after getting mod dir names in the GTK startup window.
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.
add cl_kickmode cvar to select between 1.3D or 1.4+ quick kick behavior ;)
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
allow startup window in Steam big picture mode if the -setup parameter is passed
This allows the startup window to be used on Steam-based devices like the Steam Deck without switching to desktop mode.
fix problems with the automatic view angle adjustment for playing without a mouse. This fixes #265.
in 'msaveloadtext()', prevent read of 'g_skillNames[-1]', fixing issue #225.
Note: 'skill == 0' can be obtained from the command line by either * '-m': "monsters off", or * '-s0': 'ud.m_monsters_off' is *not* set
fix mouse sensitivity slider values, allow a vertical sensitivity of 0
remove explicit VM compiler checks at use time for whether a label is a keyword or not
This is already covered separately by undefined parameter checks on label use and by keyword checks on label definition.
Fix overwrite confirmation appending to save name
resolve defects in sound system
Fix a minor animation bug with SHOTGUNSHELL sprites
Found by Nuke.YKT
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
adapt commit f21082da0a4dc5aee5a56f7784fe804ed35bc990 from NetDuke32.
Interpolates conveyor belt SE floor panning.
skip bpos update for STAT_EFFECTOR sprites
turn most assertions left in the audio code into log messages instead
consider hitag of RESPAWN sprites for precache
precache indexed hightile textures, minor rework of loading screen progress bar
Introduce actor event 'EVENT_PREACTORDAMAGE'
This event is executed when an actor runs A_IncurDamage(), and is placed just before subtracting 'htextra' from 'extra' and updating the actor's owner (i.e. just before damage is applied to the actor). For useractors, this normally occurs when ifhitweapon is called. Set RETURN to a nonzero value to skip applying the damage. This will also cause the 'ifhitweapon' conditional to skip the branch. Note that doing so will not automatically reset htextra to 0.
Add global gameflag "DUKE3D_GLOBAL_ADDITIVE_HITRADIUS"
If this flag is set, all radius damage sources will apply cumulative damage instead of overriding the existing accumulated damage. Equivalent to applying PROJECTILE_HITRADIUS_ADDITIVE to all explosions.
Add projectile WORKSLIKE flag PROJECTILE_HITRADIUS_ADDITIVE
This flag alters the radiusdamage calculation such that the blast damage is added to the current htextra of the actor, rather than overwriting the current applied damage completely.
Make standalone build gamefunc names available in non-standalone builds as well
Fixes issues when launching Fury with synthesis eduke32 builds
Fix viewscreens being permanently deactivated after loading a save
Also decreases MAXUSERTILES to (MAXTILES - 256) to ensure the tilespace used by the viewscreens isn't encroached on by user tiles.
fix warning introduced by cb673c3392b91d32f6b5c72bf0582ff00462fc50
Print script name and line if gamevar/struct index error occurs
Revert 22d85479a52ea9fd066daf283b3941b934858808.
There are maps which depend on projectiles getting reflected by walls with the picnum of MIRROR.
fix menu navigation with left controller stick when not in a game and no demos are playing
limit framerate to refresh rate in menus and bonus screens
This is intended to address complaints of GPU coil whine. While these are obviously actually just complaints about the user's own hardware, we don't really need hundreds of frames per second in the menus, do we?
VM_UpdateAnim() optimization
Fix an oversight in the keybind menu that could cause a crash
Only occurred if some of the gamefuncs were disabled.
Prevent assigning both columns of keybinds to the same key
Instead it now switches the key from column 0 to 1 and vice-versa
Add console cvar 'cl_kbconfirm' to toggle the keybind confirmation dialog
Show confirmation dialog when binding a key that's already bound
This is currently restricted to the keyboard binds menu. The dialog provides three options: * Y -> Assign key and erase existing keybinds * N -> Assign key, do not erase existing keybinds * Escape -> Don't assign key
Add language option to the "Display Settings" menu
This provides menu access to the locale setting that was previously only controllable through the "locale" console command. Languages can be defined through the "localization" DEF token, and custom Unicode character tiles through the "tilefont" DEF token. Additionally: - Selected locale is saved inside the eduke32 config file. - Default language is set to "en" on launch, i.e. English.
Fix successful "loadgrp" DEF command logging as ERROR instead of INFO
List SF2 before ALSA in the menu, matching the order in soundcardnames