Build 10664
GIT-
Avoid crash when given an OOB voxel ID
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Avoid crash when given an OOB voxel ID
Increase mmulti.cpp's MAXPAKSIZE (size of pakbuf in bytes) to 2048.
This appeared to fix a long-standing issue, where a relatively high ping between two players (say, about 750ms) could start increasing over time due to accumulated messages not being sent sufficiently fast.
fix voxel shading in polymost
fix RELEASE=0 build with GCC 14.x
fix screentext problem introduced in 5997fee3c6b9c2bda5aa31e8a80782f3901c4be1 by folding the relevant change into the new screentext flag introduced in 03a39f4d64a9131138eeecab08003d5c6b67da1c
add failed allocation size to out of memory error just to get an idea of what's going wrong when they occur in release builds
If the texturecache.index file cannot be read, invalidate it
This fixes a problem where the texcache file could grow without limit if something managed to corrupt the texcache index.
fix bugs with 90 degree texture rotation wall cstat bit
revert cache1d to mostly Ken's version
Throws out a half-assed refactor that seems to contain a mistake somewhere that results in occasional cache1d data corruption.
additional sloped sprite clipping fixes
Revert clipupdatesector() changes from df868267 and replace with a different approach
If the sector contains a TROR bunch, then whenever clipupdatesector() would normally return 1, instead run updatesector() and return 0 instead. The old approach did not work out in all situations. In Fury, certain flying enemies could not pass some TROR layers properly, and in AMC, trying to submerge in TROR water had the player glitch out on the surface. This exact approach had previously been used in AMC without any major issues for 2 years, before the recent TROR changes.
Fix hitscan() and clipmove() by checking for invalid sectnums
Invalid sectnums could previously be added to the clipsectlist if a hitscan shot passed a tror layer.
fix regressions with clipupdatesector() from df868267
This resolves a bug in Duke3D where the player couldn't move while shrunk if a TROR sector was present on the map. It also ensures that the original clipping is used if no TROR bunch is present inside the sector in question. This should reduce the amount of backwards-compatibility problems.
Fix clipmove() problems with TROR wall geometry resulting from commit 7f00d5ce
The changes are now more conservative and only affect sprites on TROR layers.
Fix many cases in which cansee() would fail with TROR
This commit adds a failsafe which corrects the given origin and destination sectnums of the "cansee()" function, by checking if the corresponding (x,y,z) coordinates are actually contained within the given sectors. The problem with TROR in particular was that the calculation done to determine the point of intersection on the TROR layer requires the coordinates to be within the given sectnums. Else, cansee() would simply return 0, even if there was a clear line of sight. This should also implicitly fix any other cases where the coordinates of the cansee() call do not exactly match up with the given sectnums.
Fix tsprite cutoff if the sprite stretches across multiple TROR layers
The sprite is now properly copied for each sector it stretches across.
Overhaul TROR handling for hitscan() and clipmove()
- Vertically attached sectors are now added to the clipsectorlist - Entirely remove the previous TROR hack from hitscan() - Instead, hitscan() now also uses clipsectorlist, and detects whether a TROR transition floor or ceiling was hit. If so, any subsequent wall hits in the same sector are skipped. This fixes the following: - Collision and hitscan checks where a sprite stretches vertically across more than 2 TROR layers. - Hitscan shots being unable to clear sloped TROR surfaces. - A potential out-of-bounds array access in hitscan()
Add TROR-awareness to sprite clipping in hitscan()
Analogous to the previous commit, it also checks the sprites of the upper and lower TROR bunch of the sector. This handles the case where a sprite is intersecting layers, and fixes hitscan shots not hitting enemies properly in such cases.
Add TROR-awareness to sprite clipping in clipmove()
This makes it so that the sprites of the ceiling and floor bunch sectors of the sector being checked are also iterated over. This handles the case where a sprite is intersecting TROR layers, and fixes projectiles not hitting enemies properly in such cases.
Make clipupdatesector() TROR-aware with compatibility ENGINE_EDUKE32
When checking if a point (x,y,z) is contained within a sector, then if x,y is contained, but z is not, it also checks all attached TROR layers. This fixes terminx/eduke32#24
Fix voxel visibility rolloff in classic mode to match sprites
TODO: Polymost
Fix logic oversights in 6e6b82d4cc9a0434d1ff7a122ae267c3b0e7b21e
Fix assertion in get_floorspr_center with regard to sloped sprites
Skip screentextRender() if provided zoom smaller or equal zero
This fixes a division by zero crash if zoom == 0.
Fix ordering issues with rotatesprite interpolation that were causing insane jitter and pacing issues.
Bugfix polymost1Frag.glsl
Fix cstat parameter in "classicDrawVoxel()" being int8_t instead of int16_t
Also fix an error log message in engine.cpp logging the wrong variable.
Fix parameter in "polymost_drawtilescreen" being called "wallnum" instead of "tilenum"
fix warning
fix warning
fix bugged hightile skyboxes in polymer when artmapping is enabled
in "draw tsprite before mask?" check, consider tile offsets for sloped sprites.
In 'GetCornerPoints()', fix condition for when to use 'get_floorspr_points()' to include sloped sprites as well.
in mask/tsprite sorting, NIFC tweaks (round 2: +1 local, +3 functions).
- 'PolymostPrepareMasks()' - 'PolymostDrawMasks()' - 'DrawDebugSpriteOutlines()' In passing: - Declare once and reuse 'isPolymost' local - In '#if 0'-d debug code, fix an inconsistency and a call by an obsolete function name
fix Linux home directory detection issue, respect XDG_CONFIG_HOME env var
fix crash on old GPUs that don't support GL sampler objects
findfrompath() with empty filename immediately returns -1
Fixes a bug where an empty filename is interpreted as the current directory "./", which of course always exists.