Build 3087
SVN-
General
Oops! Fix MinGW build issue caused by ripping out nedmalloc
SVN handles and Git names are merged into one person.
Oops! Fix MinGW build issue caused by ripping out nedmalloc
A potential fix for MUSICANDSFX problems after loading a savegame. I was never able to reproduce the issue myself, but something like this seems like a good idea anyway. Thoughts?
Remove some outdated/incorrect code that was causing some issues when multiple copies of a single sound were playing and just one of them needed to be stopped.
Fix setting r_pr_maxlightpasses from .cfg at startup
Add cvar "cl_runmode" to control ud.runkey_mode. This should fix the "allow walk while running" preference not saving.
Fix the bug I caused with custom projectiles :p
Fix issue with explosion sound cutoff in E1L2. This implements functionality to stop playback and free up the voice of a currently playing sound of the same ID when there are already MAXSOUNDINSTANCES (currently 8) of the same sound playing, determined by distance/volume and which sound is oldest.
Initial determination is based purely on distance/volume, and if two qualifying sounds have the same distance/volume the one which started playback first is the one that gets the axe. Feedback from other developers welcome.
fix up Makefiles, split dynsymlists.
The Makefile now has separate {GAME,EDITOR}LDFLAGS, so the correct dynamic symbol list can be specified.
Minor cleanups in actors.c, mostly relating to custom projectiles and the like. A bug causing custom projectiles to knock the player back twice as far as the hard-coded ones was also fixed. There should be no other functional changes for the end user.
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.