Build 4376
SVN-
fix 'spawn' OSD command when running with -Lopts=strict.
Show details
BUILD_LUNATIC.
-
fix DBG_.testmembread after r4290.
SVN handles and Git names are merged into one person.
fix 'spawn' OSD command when running with -Lopts=strict.
BUILD_LUNATIC.
fix DBG_.testmembread after r4290.
POLYMER=0 build fix. DONT_BUILD.
Zip support bugfix from a newer kplib
fix 'getincangle'.
Fix crosshair color.
Amend r3822 ("Make deletion of an amb. sound MUSICANDSFX stop its sound again.")
We shouldn't be using its actor[].t_data[8] because that one is used by the sprite rotation-fixing system (which fixes STAT_FX sprites to the positions relative to the pivot, too). Test case source/lunatic/test/delmusicsfx.lua still passes with this modification.
Fix texcache
Fix 64-bit MSVC builds. DONT_BUILD.
Fix 32-bit MSVC builds. DONT_BUILD.
Fix warnings when building in C++11 mode, i.e. with CPLUSPLUS=1 CUSTOMOPT="--std=gnu++11".
Don't crash if for some reason your CONs don't define actors like SHOTSPARK1, which has its strength value used in hardcoded behavior.
Fix errors and warnings with LLVM/clang 3.4 Windows.
Fix building on MinGW (MinGW-w64 was OK). DONT_BUILD.
In the C code, rename sprite[].filler to 'blend'.
Also, fix a missed .filler -> g_ambiencePlaying[] rewrite in the editor. In C-CON, 'detail' is kept as alias to C-side (former) .filler / now .blend, but that name is *deprecated*.
factor out polymer_invalidateartmap(), use it in invalidatetile().
This fixes updating the viewscreen in Polymer's ART mapping mode.
Fix yellow keycards
Fix a missing reference to WEAPON_POS_LOWER
engine.c: in calc_bufplc(), cope with negative lwall[] values.
This should fix the crash encountered here: http://forums.duke4.net/topic/1348-mapster32-problems-and-bugs/page__view__findpost__p__184069 a-c.c also gets a new switch macro, DEBUG_WITH_VALGRIND.
sounds.c: do S_MusicVolume() in S_SoundStartup().
This fixes this initialization issue: http://forums.duke4.net/topic/7144-midi-volume-weirdness/
Fix compilation of C++ build, but not starting up yet.
BUILD_LUNATIC.
Get rid of neartag* global variables. LunaCON: fix 'operate'.
Reincarnate RTS sound functionality together with cleaning up related code.
- Make Win+F* also make play and RTS sound, since modern OS's window managers like to eat Alt-F*. (Some Win+F* may be inaccessible too, but together all 10 should hopefully be covered.) - Fix an issue where keys other than F1-F10 were considered as starting an RTS sound and crashing EDuke32 in the process
Fix USE_OPENGL=0 build... again. DONT_BUILD.
Fix respawn operation with monsters off, rewriting G_OperateRespawns().
BUILD_LUNATIC.
Eliminate a memory leak when changing resolutions with SDL_Renderer 8-bit mode.
Fix "the issue where if you hold down a key and enter the console then release it that the key remains held down until you hit it again outside the console".
Introduce support for PlayStation CD-XA audio, a simple ADPCM format.
It's functional, but due to the odd 37.8 KHz nature of the format, I will need to add a resampler to the audiolib to prevent the aliasing artifacts that occur at present. I also hear clicks/pops every so often, but I do not know if a resampler would fix these as well or if they are a separate problem. Note that you cannot directly use the four XA files on the Total Meltdown disc because they each contain eight songs. They would need to be split using a utility I wrote that is outside the scope of this SVN.
Fix a harmless C++ warning. (malloc casting, for those interested)
EDuke32 has me so accustomed to straight C... using a template and pass-by-reference makes my day.
Per-map ART tiles: don't back up or restore reserved tiles.
This prevents a crash and maybe other badnesses when e.g. loading a map with ART tiles, doing something that allocates a reserved tile (such as looking into a viewscreen), then loading another map where the tilesiz* of TILE_VIEWSCR is restored to 0.
fix one error message, make -h/--help display usage.
Actually, right now, any first arg starting with '-' will show the usage.
Fix the startup window freeze under SDL2+Windows when a Yes/No box was supposed to be displayed.
Fix a case where the bonus screen would immediately end with an input press because all code between iterations of the bonus screen would execute in less than 1/120th of a second, not leaving any time for totalclock to increment.
EDuke32. Where our code runs so fast, it breaks old code.
Fix the display of the multiplayer results screen.