Build 9595
GIT-
Fix mousewheel in menus
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Fix USE_OPENGL=0 build
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Fix unused variable warnings when assertions are disabled
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Fix mousewheel in menus
Fix USE_OPENGL=0 build
Fix unused variable warnings when assertions are disabled
Fix identical branches warnings
Fix unused variable and unused parameter warnings
Remove already stubbed last valid drawing position code
#if 0 already stubbed procedural lava texture functions
Vectorize struct variables where casts to vector types are used
Scroll through command history in the same order as original release of the game.
Simplify game's command history to remove a bunch of strcpy()s. Also fixes ASAN error.
Prevent invalid array access in drawoverheadmap()
Wrap index to sintable with NORM_ANGLE() in PlayerOnLadder() to prevent overflow.
Don't allow backspacing on an empty text input buffer
Clean up boss music code. Remove unnecessary calls and checks
Fix Wangulator crashing on launch
When loading a level from the main menu, try play a wave/redbook music track
Set correct user volume when playing non midi music tracks
Play the theme song at the user's specified volume level
Fix commandline parameter inconsistencies and errors.
Fix Lo Wang's Rap from being skipped at endgame
The song should play once before returning to the menu, so the 'loop' parameter needs to be honoured within PlaySong() too.
Save console variable settings to voidsw_cvars.cfg
Add icns icon to macOS .app bundle
Add GRP scanning for the actual original tdragon.zip
Fix regression causing the last heat seeker to be a normal missile
It was caused by the fix for crashing when firing outside the map. Also port said fix to the bunny rockets.
If a saved load is loaded at a point which is right after killing
a boss, ensure that FinishTimer and FinishAnim are appropriately updated. This commit bumps GameVersion. Additionally, the set of FinishAnim to 0 in NewLevel had to move to a different location (InitLevelGlobals2), so it doesn't override the value stored in the saved game.
Remove unused BetaVersion variable
This should hopefully be a better way of fixing the lack of
interpolation of player turning/aiming/movement, while being carried by a sector object, without SO interpolation. This is a continuation of 73a0aa394e906a65633d61f3c749c9b9b7e66aaa and bf31bc2987a3eccd31d343622327bd4ee0f9c5a1, aiming to fix a jitter in case the player is continuously getting pushed by a wall (e.g., on the boat in level 5). Basically, this moves the relevant assignments from track.cpp:MovePlayer and MovePoints to player.cpp:DoPlayerMove. Unless a call to one of these functions has been missed, pushwall and clipmove can be called from player.cpp in the following instances, which should be covered: - Via DoPlayerMove, which is the function getting the fix now. - Via DoPlayerSlide, which is called in the beginning of DoPlayerMove. - Via DoPlayerCurrent when called from DoPlayerCrawl/DoPlayerWade, followed by DoPlayerMove. - Via DoPlayerCurrent when called from DoPlayerDive, followed by DoPlayerMove if the player doesn't stop diving.
Call OSD_DisplayQueued in DemoPlayback,
so OSD commands can have an effect from here
Remove TitleLevel (probably dating back to 1995 prototype builds)
Remove DemoOverride, ScenePlayBack and SceneLevel
Write Numsprites to saved game (and update/dup nearby comment)
Don't interpolate a sector object if the corresponding lasttic value is 0
Add the macro SO_EMPTY and use it instead of
separate checks of the form sop->xmid == INT32_MAX
Remove unused DoubleInitAWE32 variable
Modify getinput to update oq16ang/oq16horiz with the same amount
of change that camq16ang/camq16horiz gets. Such an update is possible after making sure that UpdateInputs (faketimerhandler) is never called from domovethings.
Remove commented out code accessing non-existing variable
Fail gracefully from WarpToArea instead of aborting
Clear the background during cinematics
Add -j<dir> command line parameter