Revision r7872
Make most things in screens.cpp use I_AdvanceTrigger() instead of I_CheckAllInput()
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Make most things in screens.cpp use I_AdvanceTrigger() instead of I_CheckAllInput()
Fix silly branching logic in engineLoadBoard()
Don't blow away wall cstat bit 14 for use as a temp flag in the editor Patch from Nuke.YKT.
Work around an issue with far plane clipping with voxels without mipmaps in software mode Patch from Nuke.YKT.
Emulate slope overflow in Polymost in order to match the rest of the engine's slope algorithms Patch from Nuke.YKT.
Hopefully work around more Polymost polygon leakages Patch from Nuke.YKT.
Cache the distrecip[] table Patch from Nuke.YKT.
"Another dumb polymost optimization. Probably worth few fps in heavy scenes" Patch from Nuke.YKT
Make ksgn() return int instead of int32_t
if 0 out our klabs() function and just define it as abs() The compiler generates much better code for this now.
Untabify a couple of headers
I'm not aware of any particular issues this change fixes, but I definitely don't intend this hack to ever affect anything while the player is on the ground
------------------------------------------------------------------------ r7873 | terminx | 2019-07-31 23:50:56 -0700 (Wed, 31 Jul 2019) | 3 lines This adds back in the engine's old automapping feature This was removed a long time ago because Duke3D and Shadow Warrior don't use it. ------------------------------------------------------------------------ r7872 | terminx | 2019-07-31 23:50:50 -0700 (Wed, 31 Jul 2019) | 1 line Make most things in screens.cpp use I_AdvanceTrigger() instead of I_CheckAllInput() ------------------------------------------------------------------------ r7871 | terminx | 2019-07-31 23:50:46 -0700 (Wed, 31 Jul 2019) | 1 line Fix silly branching logic in engineLoadBoard() ------------------------------------------------------------------------ r7870 | terminx | 2019-07-31 23:50:42 -0700 (Wed, 31 Jul 2019) | 3 lines Don't blow away wall cstat bit 14 for use as a temp flag in the editor Patch from Nuke.YKT. ------------------------------------------------------------------------ r7869 | terminx | 2019-07-31 23:50:37 -0700 (Wed, 31 Jul 2019) | 3 lines Work around an issue with far plane clipping with voxels without mipmaps in software mode Patch from Nuke.YKT. ------------------------------------------------------------------------ r7868 | terminx | 2019-07-31 23:50:33 -0700 (Wed, 31 Jul 2019) | 3 lines Emulate slope overflow in Polymost in order to match the rest of the engine's slope algorithms Patch from Nuke.YKT. ------------------------------------------------------------------------ r7867 | terminx | 2019-07-31 23:50:29 -0700 (Wed, 31 Jul 2019) | 3 lines Hopefully work around more Polymost polygon leakages Patch from Nuke.YKT. ------------------------------------------------------------------------ r7866 | terminx | 2019-07-31 23:50:26 -0700 (Wed, 31 Jul 2019) | 3 lines Cache the distrecip[] table Patch from Nuke.YKT. ------------------------------------------------------------------------ r7865 | terminx | 2019-07-31 23:50:21 -0700 (Wed, 31 Jul 2019) | 3 lines "Another dumb polymost optimization. Probably worth few fps in heavy scenes" Patch from Nuke.YKT ------------------------------------------------------------------------ r7864 | terminx | 2019-07-31 23:50:17 -0700 (Wed, 31 Jul 2019) | 1 line Make ksgn() return int instead of int32_t ------------------------------------------------------------------------ r7863 | terminx | 2019-07-31 23:50:13 -0700 (Wed, 31 Jul 2019) | 3 lines if 0 out our klabs() function and just define it as abs() The compiler generates much better code for this now. ------------------------------------------------------------------------ r7862 | terminx | 2019-07-31 23:50:09 -0700 (Wed, 31 Jul 2019) | 1 line Untabify a couple of headers ------------------------------------------------------------------------ r7861 | terminx | 2019-07-31 23:50:04 -0700 (Wed, 31 Jul 2019) | 1 line I'm not aware of any particular issues this change fixes, but I definitely don't intend this hack to ever affect anything while the player is on the ground ------------------------------------------------------------------------ See http://svn.eduke32.com/listing.php?repname=eduke32 for more details.