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Build 4452

19 aprile 2014 · 5 commit di 1 autore · SVN

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File di log originale · 20140419-4452.txt
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r4452 | helixhorned | 2014-04-19 15:42:23 -0700 (Sat, 19 Apr 2014) | 3 lines

Fix r_usenewshading 3 visibility/fog for shades >= Numshades-1 (usually 31).

BUILD_LUNATIC.
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r4451 | helixhorned | 2014-04-19 15:42:22 -0700 (Sat, 19 Apr 2014) | 5 lines

Makefile.common: pass Clang sanitizer flags in release DEBUGANYWAY builds, too.

Also,
 - add a static assertion to engine.c
 - gameexec.c: compile out an unused function in Lunatic builds
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r4450 | helixhorned | 2014-04-19 15:42:21 -0700 (Sat, 19 Apr 2014) | 4 lines

In G_SavePlayer(), save timers at beginning and restore when finished.

This makes the game not process as many ticks as have elapsed during the saving
afterwards.
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r4449 | helixhorned | 2014-04-19 15:42:20 -0700 (Sat, 19 Apr 2014) | 4 lines

Keep displaying difficulty menu for as long as the *voice* plays.

Previously, the check was for the hard-coded sound number. This made it
impossible to change difficulty selection sounds via EVENT_SOUND.
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r4448 | helixhorned | 2014-04-19 15:42:18 -0700 (Sat, 19 Apr 2014) | 4 lines

CON: add getactor[]/sprite[] member 'movflags'.

This is exactly the same as the actor[].movflags member in the Lunatic build:
http://lunatic.eduke32.com/lunatic.html#actor
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See http://svn.eduke32.com/listing.php?repname=eduke32 for more details.
Engine

Makefile.common: pass Clang sanitizer flags in release DEBUGANYWAY builds, too.

Philipp Kutin (Helixhorned) 19 apr 2014, 15:42 UTC−7 r4451

Also, - add a static assertion to engine.c - gameexec.c: compile out an unused function in Lunatic builds

In G_SavePlayer(), save timers at beginning and restore when finished.

Philipp Kutin (Helixhorned) 19 apr 2014, 15:42 UTC−7 r4450

This makes the game not process as many ticks as have elapsed during the saving afterwards.

CON

Keep displaying difficulty menu for as long as the *voice* plays.

Philipp Kutin (Helixhorned) 19 apr 2014, 15:42 UTC−7 r4449

Previously, the check was for the hard-coded sound number. This made it impossible to change difficulty selection sounds via EVENT_SOUND.