Build 9887
GIT-
fix TROR regression caused by 421b54a8abb51e91cc539ec3a323e8581e2e05f7
SVN handles and Git names are merged into one person.
fix TROR regression caused by 421b54a8abb51e91cc539ec3a323e8581e2e05f7
Fix an error with the bonus tile, and extend EVENT_GETBONUSTILE
Within EVENT_GETBONUSTILE, you can now set ud.return[0] to ud.return[4] to change each frame of the bonus screen animation separately.
fix building against SDL older than 2.0.9
fix an error in the autoaim logic where the z coord wouldn't be adjusted for CSTAT_SPRITE_YCENTER when playing Fury in EDuke32 (retail Fury builds were not affected)
fix misleading usage of A_CheckSpriteFlags() (comparison with 0 implied the function returns the flag bits instead of `true` or `false`; it does not)
fix redundant assignment
fix use of value before validation in polymer_updatewall()
fix copy/paste error in screentextRender()
For some reason, this error didn't propagate into screentextGetSize().
fix copy/paste error
Only attempt to switch subweapon if we actually have the weapon
This fixes a bug in World Tour where trying to switch to the flamethrower while the current weapon is the freezer, and you have flamethrower ammo but not the actual weapon itself, then this instead locks the weapon key, preventing you from switching back to the freezer from other weapons. This bug also affected the Shrinker, but only if CON code changes the 'gotweapon 11' value to 0 after the player obtains the weapon.
Remove the 'previousboardfilename' mapart hack
This was a bandaid that prevented repeatedly loading the same mapart when loading savegames. This meant having to constantly update the buffer whenever clearing mapart, which is undesirable. Fixes mapart not reloading after quitting to title, or ending an episode and then loading a savegame.
fix crash trying to play negative sound indexes from mistagged switches
fix more stupid errors in b6740a7b32d352e6d71a5be0bc118f381599933e
Prevent segfaults when no sounds are defined.
fix dumbass GL state oversights
fix stupid copy/paste error in b6740a7b32d352e6d71a5be0bc118f381599933e
fix oversight in current A_RadiusDamage() implementation that allowed a sprite to inflict radius damage on itself
fix animvpx
fix Fury build
Fix regression causing KV6 voxels to render black.
Fix crash with jumping to menu options with letter keys
fix sound regression causing sound #0 (KICK_HIT) to play when doors were opened
fix integer overflow in wall sprite x coordinate calculations
Revert "Duke3d: ACTIVATOR/MASTERSWITCH parity for SE2, SE3, SE18, SE21, SE31, SE32, and SE36"
oops, this still needs to be called here for Polymer to work in the editor
fix warning
Fix some whitespace that ended up with tabs in it
Add linear sampler object, fixes forcefilter DEF token in polymost.
Stuttering fix
fix integer overflow of globalzd in floor sprite rendering code
This commit also simplifies previous x/y panning fix
fix integer overflow of x/y panning in floor sprite rendering code
Prevent savemapstate during gamemodes EOL, RESTART and DEMO
This prevents accidentally overwriting the wrong map slot.
Revert "Windows: update SDL to bfd2f8993f173535efe436f8e60827cc44351bea"
fix a few polymer lighting bugs, add interpolation to light positions, etc
improve GL state management, add support for GL sampler objects, add libtess2 and implement in polymer in place of the GLU tesselator, drop dependency on libGLU, improve GL debug output (in debug builds), fix various GL resource leaks
This should prevent a few more state changes, and address issues arising from rendermode changes wiping our state but not any of our accounting data for said state. Because libtess2 seems to be abandoned and because there were a few issues I needed to fix anyway, I went ahead and made a custom single-file header-only version for improved performance.
fix extra counters shown with r_showfps values greater than 1 to account for frames being rendered in places where they previously weren't
fix screen return-to-center when triggering save checkpoints, hopefully for good this time. :p
fix map console command to work correctly with coroutine setup
Adds MODE_NEWGAME to player .gm