Build 9009
GIT-
remove weird framejitter shit from FPS limiter because it doesn't do what I wanted it to
SVN handles and Git names are merged into one person.
remove weird framejitter shit from FPS limiter because it doesn't do what I wanted it to
Don't interpolate a non-remote sector object controlled
by the player. Make sure looking up/down is still smooth.
Disable interpolation of sector objects that
don't move as smooth as possible in multiplayer
Store sector object interpolation data in saved game
Remove the preceding sprite interpolation functions, not needed anymore
Add Sector Object interpolation menu toggle; Still having no impact.
engine, audiolib: clean up most SDL_MAJOR_VERSION checks so they're relative to version 2
comment the reason SetWindowGrab exists
bypass SDL_SetWindowGrab on Windows
add yax_getflorzofslope() and yax_getceilzofslope()
make cliptestsector() (used by clipmove(), etc) TROR aware
This is intended to help with issues where enemies get stuck in thin TROR layers.
clean up classic mode sloped sprite drawing a little
add mutex_try()
Not used anywhere yet.
allow SE_14_SUBWAY_CAR to move STAT_PLAYER sprites
Fixes #18.
disable error message printed when m32help.hlp is missing
Properly display non power of 2 floor aligned sprites in 2d mode
slash resets sprite slope
Interpolate sector objects in non-demo, single player games.
Let's see if this is breaking anything.
Interpolation fixes for SW:
draw.cpp: Fix the lack of interpolation while walking on a sector object, like the bus roof or the floor of the train in Seppuku Station. track.cpp: Make sure the player's location and angle aren't mistakenly interpolated while standing on a moving sector object as a consequence.
Update source/build/src/sdlayer.cpp, source/build/src/polymost.cpp, source/build/src/baselayer.cpp, source/build/include/baselayer.h files
build/src/sdlayer.cpp: Add new CVAR r_glfinish to make 'glFinish()' optional.
- Issues requiring glFinish() aren't really apparent on Linux, therefore not needed. - Running glFinish() can have an detrimental impact of Polymer users depending on whether they use the HRP or not.
Correctly display sloped sprites in side view mode
Fix player sprite disappearing and chat indicator using the wrong sprite when typing.
Add slope sprite check to hitscan
Fix voxels defined with definemodel
Patch from Nuke.YKT.
Revert the change of call to FAF_DrawRooms into a conditional one,
as done in r8766, since this breaks status bar output in tiled overhead map with Polymost. Do add comment about this for now.
Expand Nuke.YKT's patch from SVN r7414 to cover all 32-bit platforms.
Fixes non-deterministic white rectangles rendering bug in PCExhumed.
sw/src/draw.cpp: Don't draw rooms if textured overhead map is drawn
later. This also turns out to fix a Polymost-specific bug revealed in SVN r8711. Further remove a call to PicInView which does nothing.
Make quitting by closing the window, now done via CON_Quit,
a bit more usable in multiplayer, hiding the engine's console.
Engine compatibility update: ksqrt
Fix IF crouch jumping and unintentional automatic crouching under sprites
Patch from Nuke.YKT to fix a y-flipped voxel rendering issue in Polymost
Patch from Striker to improve sprite interpolation
Make SE_13_EXPLOSIVE call A_GetZLimits() for all statnum 0-2 sprites in sector when triggering
This fixes the fire sprites inside exploding walls not waking up after the wall explodes.
Move FPS limiter to engine and rework functionality (again)