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2023.09.05.Log2081.txt
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commit a2a6009a54e94d648aa8e26d0b5f6ff2d8b8fbfb
Author: Dino Bollinger <dino.bollinger@gmail.com>
Date: Tue Sep 5 17:36:03 2023 +0200
Mapster32: Fix globalsound being broken in 3D Mode
This would previously attempt invalid array access with index -1.
commit bf731b261086f362e0c9717c215567db7e94a62e
Author: Dino Bollinger <dino.bollinger@gmail.com>
Date: Tue Sep 5 22:09:42 2023 +0200
Engine: Revert clipupdatesector() changes from df868267 and replace with a different approach
If the sector contains a TROR bunch, then whenever clipupdatesector()
would normally return 1, instead run updatesector() and return 0 instead.
The old approach did not work out in all situations. In Fury, certain
flying enemies could not pass some TROR layers properly, and in AMC,
trying to submerge in TROR water had the player glitch out on the surface.
This exact approach had previously been used in AMC without any major
issues for 2 years, before the recent TROR changes.
commit 423a059e98d1511e9f829d81503f926266a8f768
Author: Dino Bollinger <dino.bollinger@gmail.com>
Date: Tue Sep 5 19:33:16 2023 +0200
Engine: Rework the cansee() changes from 86e5fe7f to only affect TROR transitions
The problem with the previous version was that it didn't take
overlapping geometry into account.
This should be a more conservative approach that doesn't affect
non-TROR uses of the cansee() function.
commit 33c18eb7eeb03f6ff12764d779a5de8abfb27e70
Author: Dino Bollinger <dino.bollinger@gmail.com>
Date: Tue Sep 5 17:30:05 2023 +0200
Duke3D: Add same sectnum checks as in hitscan() to A_RadiusDamage()
commit fa83f83c576eeb50368e6ccdc4617d9267dfbb97
Author: Dino Bollinger <dino.bollinger@gmail.com>
Date: Tue Sep 5 17:28:01 2023 +0200
Engine: Fix hitscan() and clipmove() by checking for invalid sectnums
Invalid sectnums could previously be added to the clipsectlist if
a hitscan shot passed a tror layer.
See https://voidpoint.io/terminx/eduke32 for more details.