Build 10566
GIT-
Fix build error due to changes in headers conflicting with mimalloc
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Fix build error due to changes in headers conflicting with mimalloc
Fix playback volumes of "Duke-Tag!" announcement sounds
The modified code has an unconditional call to S_PlaySound from S_PlaySound3D with no check of the flag SF_GLOBAL. This is also done with a higher priority than Duke Talk sounds now, which should similarly match DOS v1.5.
Fix RENDERTYPE=WIN build
Fix build
fix screentext problem introduced in 5997fee3c6b9c2bda5aa31e8a80782f3901c4be1 by folding the relevant change into the new screentext flag introduced in 03a39f4d64a9131138eeecab08003d5c6b67da1c
fix OOB memory access when saving
Revert "loguru: Fix possibly lossy truncation from uint64_t/long to unsigned"
This reverts commit 6badacb4864961f3019143e1e4df1d04da37d8c4. Fails to compile on GCC 9.3.0 as found in the Steam Runtime build environment.
fix stupid CON_QSPRINTF bug
add failed allocation size to out of memory error just to get an idea of what's going wrong when they occur in release builds
Fix renderer menu option hiding logic
Prevents duplicate entries from appearing, which then crash when changed.
compat.h: Remove macOS cctype shims
Fixes build on macOS 14.
Fix sloped sprite shading preview in editor
Fix sloped sprites to once again take on ceiling/floor shade
If the texturecache.index file cannot be read, invalidate it
This fixes a problem where the texcache file could grow without limit if something managed to corrupt the texcache index.
Fix -Wundef warning: check that _POSIX_C_SOURCE is defined before checking it
Fix possibly lossy truncation from uint64_t/long to unsigned
Use getthrid() on OpenBSD for fallback thread global thread id
This fixes a compiler error on that platform, because of the nearby assumption that pthread_t is an integer type, when it is in fact a pointer on OpenBSD (and macOS).
Fix minor warning about unused variable
In the final else, buff is not used, so duplicated into the branches where it is actually used.
Fix ld: warning: ignoring duplicate libraries: '-lm'
fix edge case where a zero-byte .dat file would be misdetected as a .grp file
the most minor of minor fixes to windowsCheckForUpdates()
Revert "Duke3d: replace custom HTTP version check with https://github.com/yhirose/cpp-httplib"
fix 6220b0d988592cd7bcfc87a501fedd33cc95c211
It's actually kind of amusing that this was fucked up in just the right way for it to work anyway.
fix USE_OPENGL=0 build
fix population of startup window input device drop-down by moving their values back to the launcher configuration (eduke32.cfg)
fix error in d0e4efe55c39781654b7f3973bedf557f0c3dfd0
fix regression where trying to play an undefined sound with an index higher than the highest defined index could crash the game
fix a rare input issue involving creating savegames while the CON script execution is lagging
fix Aftershock accessibility issue
maybe fix player's view pseudo-randomly returning to center
resolve issue where eduke32.log ended up in whatever the cwd was when the binary was launched
Engine/Duke3D: Several changes to TROR traversal in clipping functions
* clipmove() - No longer traverses sectors once a distance limit is exceeded, and at most traverses 64 TROR sectors at once. * hitscan() - TROR sectors added to clipsectlist after regular next sectors. Only adds TROR sectors in a single direction, and at most 64 at once. * A_RadiusDamage - only add TROR sectors if inside damage radius. Also increase MAXDAMAGESECTORS to 512, same as MAXCLIPSECTORS. Fixes glitches and error spam in maps that make heavy use of TROR.
fix bugs with 90 degree texture rotation wall cstat bit
change G_ReadGLFrame() to use regular memory allocation instead of pulling a block from cache1d because glReadPixels() is so slow anyway
Resolves an issue where starting the game in a low resolution and creating a savegame before switching to a higher resolution and creating another savegame could corrupt `sizeof(palette_t) * the difference in total pixel count between the resolutions` bytes of adjacent data in cache1d.
revert cache1d to mostly Ken's version
Throws out a half-assed refactor that seems to contain a mistake somewhere that results in occasional cache1d data corruption.
additional sloped sprite clipping fixes
Blackhole any accumulated input when clearing the input FIFO/starting a level, prevents you from being spun around the wrong way when you spawn in.
Fix CON_EXIT not working correctly in while loops
The instruction pointer wasn't being updated properly.
Fix globalsound being broken in 3D Mode
This would previously attempt invalid array access with index -1.
Revert clipupdatesector() changes from df868267 and replace with a different approach
If the sector contains a TROR bunch, then whenever clipupdatesector() would normally return 1, instead run updatesector() and return 0 instead. The old approach did not work out in all situations. In Fury, certain flying enemies could not pass some TROR layers properly, and in AMC, trying to submerge in TROR water had the player glitch out on the surface. This exact approach had previously been used in AMC without any major issues for 2 years, before the recent TROR changes.
Fix hitscan() and clipmove() by checking for invalid sectnums
Invalid sectnums could previously be added to the clipsectlist if a hitscan shot passed a tror layer.
Add detection for new DOS crash-fixed VACATION.GRP (and DUKEDC.GRP)
fix actors on lotag 1 sectors not being squishable
Squishing is now prevented if SE7 is present (as previously intended), or when the actor is standing on submergible TROR water.
fix regressions with clipupdatesector() from df868267
This resolves a bug in Duke3D where the player couldn't move while shrunk if a TROR sector was present on the map. It also ensures that the original clipping is used if no TROR bunch is present inside the sector in question. This should reduce the amount of backwards-compatibility problems.
Fix clipmove() problems with TROR wall geometry resulting from commit 7f00d5ce
The changes are now more conservative and only affect sprites on TROR layers.