Build 10392
GIT-
Fix logic oversights in 6e6b82d4cc9a0434d1ff7a122ae267c3b0e7b21e
SVN handles and Git names are merged into one person.
Fix logic oversights in 6e6b82d4cc9a0434d1ff7a122ae267c3b0e7b21e
Use a tspr->clipdist bit to specify legacy voxels instead of tspr->cstat 48
Factor out tspr->clipdist accesses into local variable tsprflags
Factor out rendering tests for whether a sprite is a voxel
Ensure some hardcoded switch behavior maintains applicability only to wall sprites, not sloped (floor), consistent with the rest of the code
Enumify uses of CSTAT_SPRITE_ALIGNMENT (cosmetic cleanup)
Don't call pushmove from DamageObject if sprite has invalid sectnum
Fix OOB access
Move alpha==255 check up in dorotatesprite.
Skip screentextRender() if provided zoom smaller or equal zero
This fixes a division by zero crash if zoom == 0.
Fix ordering issues with rotatesprite interpolation that were causing insane jitter and pacing issues.
Bugfix polymost1Frag.glsl
Return from mi_log if msg is null or contains only a newline
Add buildgl_uLookAt to glbuild.h
Add USE_OPENGL guard around fullscreen_tint_gl() declaration
add a few rotatesprite flags for fine control of interpolation.
Fix z interpolation problems in VM_Fall() and A_Fall()
This prevents a visual jitter effect from sprites that aren't moving, but use the "fall" command in a water sector (zombie actors, pickups, etc).
Fix pathsearchmode when using a .def which loads a GRP
Same fix as applied for Mapster32 in c7aa59b001
Remove "pathsearchmode" backup from menuselect()
Hitting CTRL+F in Mapster32's map load menu, then exiting it with ESC would result in the next menu opening at the filesystem's root path, and not in the previously open folder.
Initialize mysock in mmulti.cpp with INVALID_SOCKET
Replace all instances of strtok() with Bstrtoken()
Because this function stores state statically, using it in a loop with NULL as argument can result in unexpected behavior when another function in the loop invokes strtok() with a different buffer as argument.
Only poll glGetGraphicsReset() once every 100ms in handleevents()
This call acted as a bottleneck, significantly reducing the framerate on E1L1 of Duke3D as the status was being polled every single time handleevents() was called.
Fix cstat parameter in "classicDrawVoxel()" being int8_t instead of int16_t
Also fix an error log message in engine.cpp logging the wrong variable.
Fix parameter in "polymost_drawtilescreen" being called "wallnum" instead of "tilenum"
Fix typo in PR light offset for EXPLOSION2.
Also fixes attempts to read data for sprite no. -1 in case of no parent sprite.
Reduce EXTRATILES from 3840 to 1792 (= 32512 - MAXTILES)
Previously, MAXTILES+EXTRATILES went above the highest possible 16 bit integer value of 32767, which is the datatype used to store tilenums.
Fix FURY=1 build removing the "obj/fury/" folder after linking.
This bug was introduced in 36af1bb2 and caused the subsequent mapster32 linking to fail. The obj dump folder now has "_dump" as suffix. For regular duke3d builds, this temp folder had the name "obj/eduke32", and hence did not conflict with the "obj/duke3d" folder.
uspriteptr_t in spriteGetSlope()/spriteGetZOfSlope()
remove unneeded assert
add player actor floorz and ceilingz to cl_showcoords
slope sprite collision improvements
fix various integer overflows in floor sprite rendering code
improve 2d mode sprite color calculation to avoid returning illegible colors
make FATAL and ERROR level log messages purposefully screw up the log formatting a little bit so they stand out more
add floorzcutoff and floorzrebound player members to control additional aspects of how the player's position reacts to traversing sectors with differing floor heights
Not recommended to use these in mods until after Ion Fury: Aftershock ships because they might still change some.
CONSTEXPR nextPow2
fix warning
alter libxmp-lite to use the engine's memory allocation routines instead of the system's
fix bugged hightile skyboxes in polymer when artmapping is enabled
bump MAXSPRITESONSCREEN to 4096, add r_maxspritesonscreen cvar, improve handling of cutoff
update ImGui to 9e30fb0ec1b44dc1b041db6bdd53b130b2a18509
in "draw tsprite before mask?" check, consider tile offsets for sloped sprites.
In 'GetCornerPoints()', fix condition for when to use 'get_floorspr_points()' to include sloped sprites as well.