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2019.10.21.Log1711.txt

📄SVN 📅2019-10-21 💾2,1 KB 6 Entry parsate BUILD FIX

Revision r8246

Use stat() instead of fopen() to detect existing files when saving screenshots

Revision r8245

This helps the player not fall off of the edges of certain types of moving sectors as easily

Revision r8244

Don't activate gamefunc_Toggle_Crouch if cheat_phase is non-zero

Revision r8243

This fixes most issues with the player clipping through the walls of rotating sectors

Revision r8242

Prefer assignment of .vec2 union inside vec3_t instead of explicitly assigning .x and .y members

Revision r8241

Band-aid fix for Duke3d E4L4 map "corruption"

The map isn't necessarily "corrupt", but it has a large water sector with half a dozen different SE7 teleporter sprites in it, of which all but one have destination SE7 sprites that are constantly moving while the matching SE7 in the large sector stays in place. When you teleport, the game code picks one. It doesn't always pick the one that matches.

Yeah, OK, it never picks the one that matches.

The area is a total clusterfuck.
Contenuto Raw
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r8247 | terminx | 2019-10-21 04:27:47 -0700 (Mon, 21 Oct 2019) | 1 line

I swear, the amount of trivial differences between toolchain setups drives me up the wall sometimes
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r8246 | terminx | 2019-10-21 04:27:27 -0700 (Mon, 21 Oct 2019) | 1 line

Use stat() instead of fopen() to detect existing files when saving screenshots
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r8245 | terminx | 2019-10-20 10:55:35 -0700 (Sun, 20 Oct 2019) | 1 line

This helps the player not fall off of the edges of certain types of moving sectors as easily
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r8244 | terminx | 2019-10-20 10:55:32 -0700 (Sun, 20 Oct 2019) | 1 line

Don't activate gamefunc_Toggle_Crouch if cheat_phase is non-zero
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r8243 | terminx | 2019-10-20 10:55:28 -0700 (Sun, 20 Oct 2019) | 1 line

This fixes most issues with the player clipping through the walls of rotating sectors
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r8242 | terminx | 2019-10-20 10:55:24 -0700 (Sun, 20 Oct 2019) | 1 line

Prefer assignment of .vec2 union inside vec3_t instead of explicitly assigning .x and .y members
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r8241 | terminx | 2019-10-20 10:55:20 -0700 (Sun, 20 Oct 2019) | 7 lines

Band-aid fix for Duke3d E4L4 map "corruption"

The map isn't necessarily "corrupt", but it has a large water sector with half a dozen different SE7 teleporter sprites in it, of which all but one have destination SE7 sprites that are constantly moving while the matching SE7 in the large sector stays in place. When you teleport, the game code picks one. It doesn't always pick the one that matches.

Yeah, OK, it never picks the one that matches.

The area is a total clusterfuck.
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