EDuke32 Changelog Archivio non ufficiale

Build 9083

6 giugno 2020 · 7 commit di 2 autori · GIT

Build per mese 62 build

File di log originale · 20200606-9083.txt
commit dc0e6cc00a71235d788cc4a5c2e1d17de85a7ae0
Author: Evan Ramos <hendricks266@gmail.com>
Date:   Sat Jun 6 15:24:01 2020 -0500

    Clean up ksqrtasm_old to avoid compiler mis-optimizations

commit 82b94a722c8e7a8b4438ebf3fbf841db6c1fa3ab
Author: Evan Ramos <hendricks266@gmail.com>
Date:   Sat Jun 6 16:29:35 2020 -0500

    wad2map: Fix error: 'filelength' was not declared in this scope

commit 64bc0cb7114bd975fdc177fdd3d3a0ea0152d718
Author: Evan Ramos <hendricks266@gmail.com>
Date:   Sat Jun 6 16:22:47 2020 -0500

    enumdisplay: Handle -Wcast-function-type warnings

commit a0a1daca9f34292d15086117d098c8eb10f9e7d6
Author: Evan Ramos <hendricks266@gmail.com>
Date:   Sat Jun 6 16:22:04 2020 -0500

    Add Build Tool target names to .gitignopre

commit 23173ae40733cf5bc4862dc0fa4a6cb057d73217
Author: NY00123 <ny00@outlook.com>
Date:   Fri Jun 5 09:45:10 2020 +0300

    Fix a possible jitter upon changing the player's action
    (e.g., beginning to jump, or landing on ground);
    Reproduced with the input being tied to framerate
    while SO interpolation is toggled on.
    
    This involves the following modifications:
    - PF2_INPUT_CAN_TURN and PF2_INPUT_CAN_AIM are now additionally set
    from various DoPlayerBegin* functions, allowing the player to continue
    turning/aiming as usual (right before the next call to domovethings),
    even in specific instances of player action changes.
    - If PF2_INPUT_CAN_TURN/PF2_INPUT_CAN_AIM was set before and
    after calling pp->DoPlayerAction from domovethings altogether,
    ensure that the player's oq16ang/oq16horiz is updated by
    making an appropriate call to DoPlayerTurn/DoPlayerHorizon. This
    is done in case a call to DoPlayerTurn/DoPlayerHorizon is missed.
    This change is not applied for a dead player, though.

commit b47b123e844ae894c7850ec2d4d1a1c7c6403e23
Author: NY00123 <ny00@outlook.com>
Date:   Wed May 27 23:17:18 2020 +0300

    sw/src/draw.cpp:drawscreen: Removing the PF_DEAD test
    in 1a3c9e3a15ba788607dfd96ebcc75a2198be6d69 was a mistake.
    The interpolation should still apply, albeit not while
    the viewing angle is changed via the player's own input.
    We should also continue interpolating in coop view.

commit 5b33797ce3ad38acc39f7a59691a465fbc773010
Author: NY00123 <ny00@outlook.com>
Date:   Wed May 27 22:47:29 2020 +0300

    SW: 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.

See https://voidpoint.io/terminx/eduke32 for more details.
Fix

Fix a possible jitter upon changing the player's action

NY00123 5 giu 2020, 09:45 UTC+3 23173ae

(e.g., beginning to jump, or landing on ground); Reproduced with the input being tied to framerate while SO interpolation is toggled on. This involves the following modifications: - PF2_INPUT_CAN_TURN and PF2_INPUT_CAN_AIM are now additionally set from various DoPlayerBegin* functions, allowing the player to continue turning/aiming as usual (right before the next call to domovethings), even in specific instances of player action changes. - If PF2_INPUT_CAN_TURN/PF2_INPUT_CAN_AIM was set before and after calling pp->DoPlayerAction from domovethings altogether, ensure that the player's oq16ang/oq16horiz is updated by making an appropriate call to DoPlayerTurn/DoPlayerHorizon. This is done in case a call to DoPlayerTurn/DoPlayerHorizon is missed. This change is not applied for a dead player, though.

sw/src/draw.cpp:drawscreen: Removing the PF_DEAD test

NY00123 27 mag 2020, 23:17 UTC+3 b47b123

in 1a3c9e3a15ba788607dfd96ebcc75a2198be6d69 was a mistake. The interpolation should still apply, albeit not while the viewing angle is changed via the player's own input. We should also continue interpolating in coop view.

SW FixEngine

This should hopefully be a better way of fixing the lack of

NY00123 27 mag 2020, 22:47 UTC+3 5b33797

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.