Build 3049
SVN-
make 'corruptcheck_noalreadyrefd' a separate OSD command.
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Instead of having 'noalreadyrefd' as a 'corruptcheck' subcommand. This way, TAB completion can be had.
SVN handles and Git names are merged into one person.
make 'corruptcheck_noalreadyrefd' a separate OSD command.
Instead of having 'noalreadyrefd' as a 'corruptcheck' subcommand. This way, TAB completion can be had.
Fix a.masm changes so MSVC builds work again. The relevant functionality seems to work (non-power of 2 textures drawn without error), even with CLASSIC_NONPOW2_YSIZE_WALLS defined in engine.c, but I'm not familiar with any corner or edge cases that need to be watched out for with this.
Note: CLASSIC_NONPOW2_YSIZE_WALLS is still not enabled in svn.
engine.c: add compilation switches for non-pow2 ysize functions, disable for now.
Previously, we used them in our builds for sprites, but MSVC builds don't have the ASM ported to MASM, and thus the workaround of ignoring the linking errors was not safe.
Revert "Abyss crash prevention code", but make the overflow explicit.
Disable spot lights on ATI cards, fixing the recent crashes with Catalyst 12.8.
Fix compilation on Debian 6.0 (Squeeze).
Revert r2223's removing of bit 1 making it to setbrightness(), now a noop.
Hendricks found a bug caused by that commit, so this one enables exprimentation with setbrightness() bit 1 behavior.
Fix aspect determination from showview in fullscreen mode.
This makes the splitscreen mod not have a ridiculous view distortion. Such scenes will have no correction for non-square pixels, though.
Fix three (probably harmless) maybe-uninitialized warnings.
Possible fix for saving the "Fav priority" autoswitch setting.
__fastcall int32_t getangle -> int32_t fastcall getangle. Might fix MSVC build.
New OSD cmd: demo <demonum or demofile>, starting one instantly from the menu.
Also, correct some comments made in the demo source made earlier. Oops.
Fix entering the game from within a demo, but don't enable it.
Use Bstrncpyz in 1 place; fix displaying err msg if write-opening savegame fails
Fix crash when recording demo, stooping it, going to title screen, and exiting.
A macro MAYBE_FCLOSE_AND_NULL(fileptr) is introduced in compat.h that does what it says.
Fix "shooting" tripbombs from non-players such as the SE shooter.
Well, this never worked anyway, but invoking demons flying out of your nose is never a good idea.
The Build tools no longer link with SDL or SDL_mixer because they don't need to.
Disable questionable lines from Makefile.common that were causing my build system to deep crash.
for c&p-ing map portions w/o TROR, fix wrongly resetting wall lotag/extra
for copy-pasting map portions without TROR, fix wrongly resetting xpanning.
This is really an artifact of overloading the sector fields for different uses. For copy-pasting TROR'd portions, the bug still persists.
Fix stack corruption when demo was attempted to be written with non-empty mod dir.
In G_DisplayRest, be sure to always un-apply a previously applied tint.
This fixes the screen keeping the bluish tint even after shattering a frozen player in the splitscreen mod.
Fix two "may be used uninitialized" warnings (they can't, as far as I can see).
Fake multi: fix display of item percentage and on/off states.
Restucture dorotspr_handle_bit2().
This also fixes the OSD with aspects < 4/3. I broke that, too.
In places where fullscreen tiles are drawn (logo etc.), use clearallviews().
This really fixes clearing the borders to the left and right with widescreen and hud_bgstretch=0. Also, it seems to fix glitches when the "screen size" is small (ud.screen_size is large).
player.c: fix a check of md_tilehasmodel return value against >0 (should be >=0)
In polymost_dorotatesprite, don't set [xy]dimen to [xy]dim temporarily.
This fixes stuff like the HUD chaingun with widescreen and small "screen sizes" (in-game viewport). It also makes rotatesprite behave more like classic overall. I have no idea why it was there in the first place.
OpenBSD build fix from Brad Smith (plus a couple of irrelevant changes to the same file from my local tree)
Fix mirrors in Polymost.
sounds.c: Factor out duplicate code into S_CalcDistAndAng().
The two instances in S_PlaySound3D() and S_Update() were slightly different as far as sequencing is concerned. However, I think making it the same has only benefits and may fix some popping sounds when starting to play a sound and updating it with a different distance value on the second buffer fill.
Fix tile CAMERA1+4 being not changed to a CAMERA1 on spawn.
Fix slimers not disappearing on dnmonsters cheat, display 2nd 'on' state.