Build 9137
GIT-
fix warning
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General
Update SDL to hg-13909:7c2f418f701b
SVN handles and Git names are merged into one person.
fix warning
Update SDL to hg-13909:7c2f418f701b
update libdivide
calculate RateScale using 64-bit math
add divideu64()/divideu64_noinline()
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.
fix compiler warnings
fix build.vcxproj after merge error with ab90c721b94d2e683b909f1a49b35f6ed8af8901
add error checking to and slightly clean up engineLoadBoardV5V6()
add error checking to engineLoadBoard()
potentially improve dealing with corrupt .md2/.md3 models
I didn't test any actual corrupt models, just noticed the lack of any error checking when looking at something else.
use kread_and_test() instead of regular kread() where appropriate
Merge branch 'goodbye_lunatic' into 'master'
Remove Lunatic-related code This removes almost anything related to Lunatic, not just LunaCON. It may remove a bit more than desired, e.g., functions that can be used as possible hooks (I believe that this was one purpose of LUNATIC_EXTERN, now replaced with static anywhere). Some bits like the optional fix for software rendering of walls with non-POT tile heights remain, albeit they're still compile-time disabled. As previously written, I still know that Philipp Kutin was spending a lot of time on this.
fix CON_INITTIMER issue where the timer callback wasn't being set again after changing the rate
move REVSTR stuff to rev.h so it doesn't need to be duplicated between rev.cpp and windows_inc.h
specify 9 characters of length when generating VC_HASH
This is the default for current versions of git, but older versions used a default of 7.
fix rev.cpp so it works properly outside of builds on Windows
use HEAD instead of origin for generating VC_HASH
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()
fix winlayer wm_setapptitle() to deal with being passed a pointer to apptitle[]
move swallf[] and lookups[] allocation to videoAllocateBuffers()
Revert "Duke3d: throw S_Update() back into the main loop to prevent audio popping"
change calcFrameDelay() to no longer reduce the frame limit by 1 fps per 60Hz of refresh rate with r_maxfps -1
This worked fine with G-SYNC displays, but I guess it sucked for regular 60Hz setups for some people. This should be tested for regressions...
fix DemandFeed playback
Broken in 09dc0cc9489d33e86ddd5f1605014b63cb612139.
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.
four spaces
remove extraneous call to videoNextPage() when handling savegames initiated from CON
amend b164d944351463696e43eba4179dbd51c8c13885 to take slopes into account
call handleevents() from CONTROL_PollDevices()
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. (!!)
#if 0 out some dead code in XA and XMP support
This doesn't look like it's intended to be dead code, but nothing sets Loop.Size anywhere.
Bump libxmp-lite back to version 4.5.0
use an additional bitmap in clipupdatesector() to mark which sectors have been checked with inside()
disable annoying clipupdatesector() console warning in release builds
make a few things in clipmove() const that I must have missed the last time I worked on it
Not a particularly exciting set of changes.
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.
remove weird framejitter shit from FPS limiter because it doesn't do what I wanted it to
split chunks of main loop off into Net_DedicatedServerStdin() and G_DrawFrame()
fix VS2019 16.6 build error
fix buffer overflow crash
block horiz input while the player view is returning to center
Remove GitLab CI/CD configuration
Synthesis builds are now kicked off with a post-commit hook.
remove LIBXMP_CORE_DISABLE_IT preprocessor definition
This seems to fix memory corruption issues with .xm playback... ???
engine, audiolib: clean up most SDL_MAJOR_VERSION checks so they're relative to version 2
comment the reason SetWindowGrab exists
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.
bypass SDL_SetWindowGrab on Windows
make CON_GETFLORZOFSLOPE and CON_GETCEILZOFSLOPE TROR aware
add yax_getflorzofslope() and yax_getceilzofslope()