Build 7977
SVN-
General
Re-introduce functionality removed in r7975, with improved timing
SVN handles and Git names are merged into one person.
Re-introduce functionality removed in r7975, with improved timing
Replace separate timer implementations in SDL and Winlayer with a shared implementation based on std::chrono
There's no way this is correct.
Name fix, I guess?
Fix remaining casts to vec2_t/vec3_t
Fix bug where "standing" on top of a sprite structure underwater would cause the player to act as if they were no longer underwater
Another attempt at improving/fixing the fps limiter
Add automapping var to Gv_RefreshPointers()
Better behaved falling actors
Change actor/player context of EVENT_SCREEN
Fix sound issue
Oops
M-M-M-MUTEX MADNESS
Remove lockclock from mapstates
Improve frame limiter logic
Run savegame events as myconnectindex instead of screenpeek
This doesn't really matter right now, but it's wrong.
Happier try_facespr_intersect()
I'm prejudiced against 30-line functions with statements nested 5 levels deep.
Fix build error
Change audiolib's SDL driver's mutex stuff to use our implementation
Tiny error message cleanup
Reverse the order video modes are sorted in
Tweak the fatal engine initialization error and game already running dialog boxes a bit
Fix linking with SDL 2.0.10
Audiolib housekeeping
Use a LUT instead of a switch to handle choosing which audiolib mixer function to use for a voice
Polymost projection changes to correct the perspective in widescreen and ultrawide resolutions.
Patch from Nuke.YKT and Fox.
Sound cleanups
New feature: combine SF_GLOBAL and SF_DTAG definesound flags to get Duke3D explosion sound behavior
Oops
Fix crashes when passing invalid variable names to a couple of debugging commands in the console
Don't attempt to draw TILE_LOADSHOT unless it's already in memory
This works around a flaw in the .ext loading logic that I don't have time to debug right now.
Fix automapping not working when looking at the textured map mode
Skip drawing invalid polygons in polymost_drawpoly()
Fix issue with sounds being expired from cache
This adds back in the engine's old automapping feature
This was removed a long time ago because Duke3D and Shadow Warrior don't use it.
Make most things in screens.cpp use I_AdvanceTrigger() instead of I_CheckAllInput()
Fix silly branching logic in engineLoadBoard()
Don't blow away wall cstat bit 14 for use as a temp flag in the editor
Patch from Nuke.YKT.
Work around an issue with far plane clipping with voxels without mipmaps in software mode
Patch from Nuke.YKT.
Apply "reset object trackers on savegame load" patch
Wahhh, I'm MSVC and I cry about applying unary negation to a boolean
Fix issue rendering TROR when the camera's z coordinate is right on the portal
Another clipping fix
Add sc_Space to I_AdvanceTrigger() and I_AdvanceTriggerClear()
Fix bad tilepacker preprocessor definition
Fix for emerging from TROR water
Revise r7838 again
Patch from Nuke.YKT to work around precision-based inaccuracy problems in Polymost TROR
Add MERGE_NODES macro for Polymost... this will be used in the following commit
Patch from Nuke.YKT to clip bunches to screen boundaries in Polymost
Patch from Nuke.YKT to fix sloped floor and ceiling textures wiggling around in Polymost
Revise r7838: one less dumbass typo
Make it easier to jump into vents
Remember to delete .esv.ext file when deleting .esv file itself
Automatic source file dependency generation for GNUmakefile
This automatically saves the dependencies used for a given object file during the first compilation, then uses the generated data for each subsequent compile to determine if the object needs to be rebuilt. Why? Because if I see one more warning about the C++ One Definition Rule, I'm going to fucking snap.
Revise r7835: instead of not testing wall sprites, we'll just ignore the side blockers
Move RCtrl keybind for gamefunc_Fire to slot 1 instead of 2
Fix issue with the autorun key when resetting controls to defaults, and give gamefunc_Last_Used_Weapon a default key binding of X