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2023.08.31.Log2072.txt
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commit 8300b705c8fe34d7312ad3ea2c29171464a4aa72
Author: Dino Bollinger <dino.bollinger@gmail.com>
Date: Thu Aug 31 15:37:56 2023 +0200
Engine: Account for floor and ceiling slopes in renderAddTsprite
commit 29570f281fcee2bee7e1e9616102f6604ce3a6f4
Author: Dino Bollinger <dino.bollinger@gmail.com>
Date: Thu Aug 31 15:00:24 2023 +0200
Engine: Fix tsprite cutoff if the sprite stretches across multiple TROR layers
The sprite is now properly copied for each sector it stretches across.
commit 7f00d5cee043437c0a472e8dff91d6118785ef27
Author: Dino Bollinger <dino.bollinger@gmail.com>
Date: Thu Aug 31 14:57:19 2023 +0200
Engine: Overhaul TROR handling for hitscan() and clipmove()
- Vertically attached sectors are now added to the clipsectorlist
- Entirely remove the previous TROR hack from hitscan()
- Instead, hitscan() now also uses clipsectorlist, and detects
whether a TROR transition floor or ceiling was hit. If so,
any subsequent wall hits in the same sector are skipped.
This fixes the following:
- Collision and hitscan checks where a sprite stretches vertically
across more than 2 TROR layers.
- Hitscan shots being unable to clear sloped TROR surfaces.
- A potential out-of-bounds array access in hitscan()
commit 98e4404ea0cc551381a0bda8fd6feb151bb5963c
Author: Dino Bollinger <dino.bollinger@gmail.com>
Date: Wed Aug 30 22:42:48 2023 +0200
Engine: Add TROR-awareness to sprite clipping in hitscan()
Analogous to the previous commit, it also checks the sprites
of the upper and lower TROR bunch of the sector.
This handles the case where a sprite is intersecting layers, and
fixes hitscan shots not hitting enemies properly in such cases.
commit 97ff45d8617a1577aa62060eac3e4172b0efa5d4
Author: Dino Bollinger <dino.bollinger@gmail.com>
Date: Wed Aug 30 21:56:51 2023 +0200
Engine: Add TROR-awareness to sprite clipping in clipmove()
This makes it so that the sprites of the ceiling and floor bunch
sectors of the sector being checked are also iterated over.
This handles the case where a sprite is intersecting TROR layers,
and fixes projectiles not hitting enemies properly in such cases.
commit df86826709d735af53a0e7139ae3315d10991ff0
Author: Dino Bollinger <dino.bollinger@gmail.com>
Date: Wed Aug 16 22:41:11 2023 +0200
Engine: Make clipupdatesector() TROR-aware with compatibility ENGINE_EDUKE32
When checking if a point (x,y,z) is contained within a sector, then if
x,y is contained, but z is not, it also checks all attached TROR layers.
This fixes terminx/eduke32#24
commit 9070cd2bff6d4547f0765fc483ffd4f923e24383
Author: Dino Bollinger <dino.bollinger@gmail.com>
Date: Sun Sep 3 05:28:51 2023 -0700
Fix build failure and warnings if YAX_ENABLE is undefined
commit 5bf09b878b2840071db2d779bb9a2921686b20b9
Author: Dino Bollinger <dino.bollinger@gmail.com>
Date: Sun Sep 3 10:43:13 2023 +0200
SW: Fix build error that originated from commit 003320f1
commit d890364d76e1553ae7d8b5b2fbef5e333c6d6123
Author: Dino Bollinger <dino.bollinger@gmail.com>
Date: Sat Sep 2 01:07:15 2023 +0200
Engine: Disable Loguru's unsafe signal handler
With this enabled, a interrupt signal would lead to an infinite loop.
commit 003320f18551ad78bfc18414e30136ddf3d7e9db
Author: Dino Bollinger <dino.bollinger@gmail.com>
Date: Fri Sep 1 23:25:31 2023 +0200
Engine: Fix mapart tiles not reloading properly on map change in Polymost
This only occurred between two maps that had mapart defined each.
Fixes terminx/eduke32#220
commit a994380a6ba9b6e52a041fd77cc733375e814464
Author: Dino Bollinger <dino.bollinger@gmail.com>
Date: Fri Sep 1 23:07:17 2023 +0200
Mapster32: Allow decreasing sprite repeat down to size of 1x1 in 3D mode
Note: this was already possible by manually editing the repeat.
commit 92ab31e5d5f111ffbe2b4fae274eada3792b4e18
Author: Dino Bollinger <dino.bollinger@gmail.com>
Date: Fri Sep 1 23:01:01 2023 +0200
Mapster32: Don't lock up the editor while testing a map
commit 996a2c94e488258f12c94b99e6472b4e09daf39a
Author: Dino Bollinger <dino.bollinger@gmail.com>
Date: Fri Sep 1 22:51:30 2023 +0200
Engine: Add new tsprite flag TSPR_FLAGS_NO_GLOW (32, hex: 0x20)
Prevents the game from showing the glowmap defined for the sprite.
Applied to sprite shadows in Duke3D.
commit de4296998c49eba7f3152e4268619bbf6bbe5d1f
Author: nukeykt <alexeytf2@gmail.com>
Date: Fri Sep 1 01:51:11 2023 +0900
engine: fix wall aligned sprite lwall calculation overflow
See https://voidpoint.io/terminx/eduke32 for more details.