March 2020
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Make SE_13_EXPLOSIVE call A_GetZLimits() for all statnum 0-2 sprites in sector when triggering
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This fixes the fire sprites inside exploding walls not waking up after the wall explodes.
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Experimental swinging door changes
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This makes swinging doors reverse direction instead of stopping in place and later resuming when obstructed.
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Fix a bug with swinging doors
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This fixes a bug with swinging doors where multiple swinging doors linked together could become out of sync with each other if you block one door from moving and activate the second door again while the first is still blocked.
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Fix off-by-one error in various CON text truncation warnings
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Add missing diagnostic information for getactor/setactor
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Internally, there are several different permutations of the opcodes that implement CON_GETACTOR and CON_SETACTOR. This maps the internal opcodes back to the external keywords that generated them and makes sure they all have the script line number attached to them for use in diagnostic warning and error messages.
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Fix tripbomb laser
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Experimental feature to switch the Windows power plan to "high performance" while the game is running, and switch back upon exit
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During testing, CPU frequency scaling reducing the clock speed to sub-1GHz speeds was found to be a cause of frame time inconsistencies/stuttering. This attempts to work around that. This is disabled by default but can be enabled with win_performancemode 1.
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Move FPS limiter to engine and rework functionality (again)
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Replace MERGE_NODES macro with vsmerge() function
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Replace DRAWPOLY_MATH_BULLSHIT macro with lambda expression
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useShaderProgram() -> polymost_useShaderProgram()
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Skip glActiveTexture() and glUseProgram() when possible
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Get rid of Polymost projection matrix caching
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Clean up OpenGL extension detection a little bit
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This moves the extension detection into baselayer.cpp and unifies the implementation used by sdlayer.cpp and winlayer.cpp.
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Merge fix16.cpp and fix16_str.cpp
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Tweaks to engine compatibility stuff
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Boost SDL thread priority
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SDL 2.0.12
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Fix VS project
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sw/src/game.cpp: Fix crash following an abort of InitGame while
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processing multiplayer params or waiting for players. It's been decided that Control won't call TerminateGame in this case, one implication being that voidsw.cfg is not updated.
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Do limit Master/Slave support to 2-players sessions.
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Thanks to LittleTijn for testing and inspecting.
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mmulti.cpp: Resurrect P2P multiplayer with 3+ players from SVN r129
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sw/src/game.cpp: Update processing of multiplayer-related arguments,
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mostly from JFSW commits 7a95dee807c735de6588372e268af7a5c7cdc533 and 6137b48d6d432c34d94d08fea527b89539cc3adb. In particular, this makes Master/Slave usable for 2-player sessions, with SW's networking code behaving as if these were actually Peer-2-Peer sessions. Thanks to JonoF for his work on the support.
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sw/src/draw.cpp:ResizeView: Make map zooming less dependent
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on the frame rate
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sw/src/menus.cpp: Remove nonexisting MNU_ClearDialog function prototype
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sw/src/weapon.cpp: Comment out unused MissileSeek and ComboMissileSeek
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params, but leave them for documentation. Note that currently, the only use of ComboMissileSeek is in the saveable_weapon_code array.
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Comment out function parameters accessed only in commented out code
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Mark function parameters as unused in cases we can't easily change
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the functions' signatures (often due to being used as callbacks/hooks)
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Take care of unused parameters in sw/src/menus.cpp:MNU_DoMenu.
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Note that the passed type is always ct_mainmenu.
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Remove a bunch of unused function parameters
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sw/src/weapon.cpp: Remove conditional set of unused variable hsp
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in InitMineShrap, as well as unused variable sp in TestDontStick
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sw/src/weapon.cpp: Insert unused SHRAP structs into #if 0 blocks
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startgtk (Duke3D, SW, Build Editor): Use nullptr instead
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of NULL for ending arguments list in gtk function calls. Fixes "missing sentinel in function call" warning with a specific GCC version.
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sw/src/player.cpp: Remove unused globals related to mouse status
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sw/src/player.cpp: A bit more complicated cases of unused vars
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Handle cases in which the result of an expression
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with (possible) side-effects is written to an unused var.
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sw/src/inv.cpp: Move unused global pal arrays to #if 0 block
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Comment out unused vars, which would become
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used if previously commented out code was uncommented (including a few instances of uninitialized var reads).
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Remove a ton of unused vars
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Let's force _WIN32_WINNT to 0x0600 in mmulti.cpp for now, even if
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already defined earlier. Don't redefine WIN32_LEAN_AND_MEAN, though.
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mmulti.cpp: Fix __USE_GNU redefinition warning
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mmulti.cpp: Remove unused variables. Additionally,
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define simlagcnt and simlagfif only if SIMLAG > 1.
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Add O_BINARY to buildvfs_open_read
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Fix two sources of null text drawing
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Add null pointer checks to G_ScreenText*
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sw/src/network.cpp:getpackets: Fix trimming of message in
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packet of type PACKET_TYPE_MESSAGE. This reverts a tiny portion of JFShadowWarrior commit 6b01a4703d55ae3e131d8c11903ff2dcd78c15d8.
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sw/src/network.*: Sync the player's MouseAimingOn field. This is required for the slope tilting check in player.cpp:PlayerAutoLook, introduced in JFBuild commit 1915f408962b4d9c814f64affda634d28582e25e and updated in commit ef9aea53aced8fd90c701d0c8a9a927a23dd0a40.
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Make the gtkbuild_msgbox/gtkbuild_ynbox dialog disappear after response
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build/src/sdlayer.cpp: Fix crash following
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video mode change in USE_OPENGL=0 build.
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kenbuild/src/game.cpp: Expose restartvid, vidmode and map OSD commands
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in USE_OPENGL=0 builds, and further make setrendermode usable.