Build 3655
SVN-
General
Fix changing the max refresh rate in EDuke32 (it was already working correctly in Mapster32).
SVN handles and Git names are merged into one person.
Fix changing the max refresh rate in EDuke32 (it was already working correctly in Mapster32).
a.m32: Don't reposition head light if in void space, fixing crash.
access to show2dsector[], fix some permit-negative bound checks.
Factor out displaying episode ending cutscenes into G_BonusCutscenes().
Also, - retire IFWITHIN() macro, preferring expanding it - fix _endofgame() in control.lua
fix rotatesprite coordinate check, gen. events to chain at beginning.
Fix savegamevar/readgamevar breakage from r3579
Fix handling of SE31 pointing upward. A bug was introduced in r2607.
Fix ART offset and face sprite flipping interaction.
Fix ART offset and sprite flipping interaction.
Fix activated MUSICANDSFX wrongly being looped, introduced in r3631.
Fix playing ambient sounds at max volume for split sec on entering their range.
This is done by always calling FX_PlayAuto3D() to play such sounds. It now additionally takes a third argument 'loophow', permissible values being FX_ONESHOT and FX_LOOP.
Return early from A_IncurDamage() if actor[].picnum ("htpicnum" in CON) is < 0.
With this change, it is impossible for negative values to be used as array indices inside this function, and I believe that it is also impossible that they escape to somewhere they might be used as such. For Lunatic, allow setting actor[].picnum to negative values and in the translator, add (commented out) code to warn whenever it is set to a constant negative value. Also, fix a _sound call in _addphealth in control.lua.
make the crash log file named eduke32_or_mapster32.crash.log.
Don't output an empty SelectedGRP entry into the cfg, fixing bare EDuke32 build.
Fix a multi-line comment in cache1d.c.
Fix loading of a user's previous "SelectedGRP" file.
Fix shrunk player fist animation speed as requested on the forums. I didn't test this against the DOS version but it seems about right according to my memory. Let me know if it's still wrong and you care that much about it.
MSVC build fixes. The change to Makefile.deps is slightly questionable but it's not really an issue.
Fix a case in minitext_() overlooked by r3608.
(This should fix the inventory item box in the statusbar.)
fix assertion failure with overlong walls in rintersect().
don't wrongly report PANIC corruption with MAXSPRITES sprites present.
actor usertypes from CON, set SFLAGs as 2nd gameactor() arg in Lua.
In passing, fix a couple of omissions: gameactor() being passed nil's in the middle, more than one moveflag to CON *actor.
make some variables local, fix some bugs found using listglobals.sh.
fix weapondata_t read access, Lua->CON line mapping for if* commands.
cancel logo on EVENT_LOGO error, fix CON mulscale and writable gv.
premap.c: fix oob access of tagbitmap[] with formerly negative lo-/hitags.
Also, allocate that array dynamically instead of on the stack.
sdlayer.c: fix incompatible-pointer-type warning.
Fix Mapster32. It runs now.
Prevent the middle chaingun muzzleflash from animating its position when the player is frozen.
The unmodified behavior is completely wrong and I don't see how any mod could ever use it.
weapons.con.sample: Fix three C to CON porting bugs. Thanks to Fox for the reports.
(Modders who used an older version: Take a look at the SVN diff, the fixes can easily be applied by hand.)
Classic screen tilting: fix it by passing bit 1024 to rotatesprite().
This now should look correct for both settings of r_usenewaspect.
properly protect weapondata_t members, fix Lua->CON line mapping.
Also, make -Werror-bad-getactorvar disabled by default.
Fix Lunatic build on Windows.
- Make _buildargv[_buildargc] NULL. - With SDL layer, pass argv and argc directly and get rid of _build* ones. - Add tilesiz* to dynsymlists.