Build 9150
GIT-
Fix frozen players floating in mid-air
SVN handles and Git names are merged into one person.
Fix frozen players floating in mid-air
fix player still being able to look around while frozen
fix GREENSLIME issue introduced by 6335a9a2e515329a159b03ba0c8a32136dc6ac42
add some labels for the different GREENSLIME states
add player .somethingonplayer check to GREENSLIME, and reset the player's .somethingonplayer to -1 if the player is dead
fix longstanding bug with unfrozen GREENSLIME
This fixes some undefined behavior that occurred as a result of reading far past the bounds of slimeFrames[].
This should fix players being able to superjump out of water
fix regression with the Devastator's ability to damage sprites in sectors other than the sector the rocket hit
Fixes terminx/eduke32#62.
fix jittery view on moving sectors
This also fixes the interpolation for gamefunc_TurnAround and stomping on enemies. Fixes terminx/eduke32#60.
fix issue with player movement not being locked when crushing shrunken enemies
Fixes terminx/eduke32#59.
fix issue where the player was unable to look or move under some circumstances after being "killed" with god mode enabled
Fixes #56.
Remove KEEPINSYNC comments referencing LUA code
Remove a few more LUNATIC-specific definitions and macro references
fix CON_INITTIMER issue where the timer callback wasn't being set again after changing the rate
EDUKE32_STANDALONE build fix
add source control version information to window title strings, and refactor all calls to wm_setapptitle() to go through G_UpdateAppTitle()
mark compiled CON_MOVE/CON_AI/CON_ACTION with a trailing value
This is so I can tell the difference between actor .t_data[] values that are actually set to something defined in CON versus bullshit arbitrary internal usage of the same variable, which I need for a future commit.
improve WT FLAMETHROWERFLAME enemy type check
I don't expect anyone to make an EDuke32-compatible WT mod where other enemies shoot FLAMETHROWERFLAME, but if they do the behavior will at least be consistent across enemy types.
optimize A_RadiusDamage()
This results in far fewer calls to getwalldist(), inside(), and cansee(), which should significantly lessen the performance hit from a large number of A_RadiusDamage() calls in areas with many small detail sectors.
remove extraneous call to videoNextPage() when handling savegames initiated from CON
amend b164d944351463696e43eba4179dbd51c8c13885 to take slopes into account
improve nextsectorneighborz() return value checks
Improves the messages printed to console when bailing out of sector effect processing due to nextsectorneighborz() returning -1. This also adds such a check to ST_21_FLOOR_DOOR, which was missing it entirely. (!!)
throw S_Update() back into the main loop to prevent audio popping
further tweak swinging door behavior
This adds a z position check to the collision check that controls the reversing swinging door behavior.
Fix breaking glass
this bit of the main loop needs to go
The logic here is incorrect when considering anything run from within G_DoMoveThings() that may directly trigger drawing.
split chunks of main loop off into Net_DedicatedServerStdin() and G_DrawFrame()
fix VS2019 16.6 build error
block horiz input while the player view is returning to center
Disable dead code in implementation of undocumented SE 128
Avoids warning: bitwise or with non-zero value always evaluates to true [-Wtautological-bitwise-compare]
use timerGetPerformanceCounter() instead of timerGetHiTicks() for CON performance profiling
move gameHandleEvents() (and therefore system event pumping) back to directly in the main loop
I'm hoping this is OK now that the issues with SDL and GetClipCursor() have been worked around.
make CON_GETFLORZOFSLOPE and CON_GETCEILZOFSLOPE TROR aware
restore previous version of VM_ASSERT macro for compilers other than MSVC