Build 9292
GIT-
Save console variable settings to voidsw_cvars.cfg
SVN handles and Git names are merged into one person.
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
Allow Strafe Left and Right to turn vehicles
Remove pre-release software warning
Add forgotten call to FreeGroupsCache()
Fix warning: function 'MNU_ClearFlags' is not needed and will not be emitted [-Wunneeded-internal-declaration]
Fix music volume slider
Add FOV slider
Remove unused wfe_Clock variable
This hopefully resolves issues with leaving multiplayer games
Interpolate sector objects in non-demo, single player games.
Let's see if this is breaking anything.
Reset the number of interpolations on level load
Let's replace the macro PEDANTIC_MODE with variable PedanticMode
Rename q16avel -> q16angvel and q16horz -> q16aimvel.
While it is understandable that avel and horz came from Duke3D, having both q16horiz and q16horz in the updated SW_PACKET struct can be confusing, and the alternative notation is more consistent with the original struct field names of angvel and aimvel, as well as the differing uses of the name angvel still present in player.cpp.
This is a better place for a slave which quits to set QuitFlag
Use the old interpolation path in drawscreen if player is dead
With the input tied to frame rate, disable aiming while the
player is dead, and also disable horizontal aiming while on a ladder.
Make horiz centering a bit less immediate again