January 2020
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Fix Ion Fury autodetection issue
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Calculate game loop timing using fractional ticks
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This should be ifndef NETCODE_DISABLE
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This is pretty useless at this point
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Rename EDUKE32_SIMPLE_MENU to EDUKE32_RETAIL_MENU
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This fixes things like shrunk player behavior at the expense of the return of issues like the player automatically stepping up onto sprite architecture.
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Extremely minor audiolib driver_sdl cleanups
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fix NPOT tile rendering when hightile option is disabled
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Take CRANE sprites into account before applying mouse input
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Fix issue where the skill selection voice sometimes blocked playback of the E1L1 map entry voice
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Remove useless G_MoveLoop() function
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ClockTicks maintenance
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Hackish fix for spline interpolation crash in libxmp-lite
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Rename G_CheckPlayerInSector() to G_GetPlayerInSector()
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Ion Fury compatibility improvements
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Fix issue where radius damage wasn't able to hit/damage sectors, walls, and sprites it should have been able to
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Remove in_mousedeadzone and supporting code
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When I originally added this "feature", nobody asked for it, and I don't think the imaginary use case I had for it back then is really applicable. If anyone has a use case for this that isn't imaginary, I'm willing to revert this change.
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Fix video mode setup menu issue where the desktop resolution is displayed instead of the current setting when entering the menu for the first time
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Get rid of the globals used when implementing the framerate based input polling
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Use the saturating versions of the fix16 functions for player input
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Disable EDUKE32_PREDICT_TRUE and EDUKE32_PREDICT_FALSE for now
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Improve player view recentering
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Tie player input to the frame rate instead of the game tickrate
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This voodoo bullshit entirely eliminates any and all player viewport input latency.
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Ultra minor cleanup of CONTROL_KeyboardFunctionPressed() and CONTROL_ClearKeyboardFunction()
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Fix CONTROL_KeyboardFunctionPressed() and CONTROL_ClearAssignments()...
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Change the interaction between S_Callback() and S_Cleanup() and can the mutex again, hopefully once and for all
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No longer call S_Cleanup() from gameTimerHandler()
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Bail out of A_MoveSpriteClipdist() early if passed no velocity
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Macro safety
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This vsync behavior might work better
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Don't push sprites away from other clip objects when their clip areas overlap if the velocity passed to clipmove() is 0
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This workaround should fix issues with stationary sprites moving around at map load when their clip area is overlapping solid walls.
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Add "maxhealth" console command to set the player's maximum health
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Fix forward movement with the mouse when mouse aiming is disabled
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This was missed back when input between the x and y axes was normalized to use the same scale.
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Disable the SHIFT-F5 music changing thing in EDUKE32_STANDALONE builds and if running Ion Fury
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Factor conditions for locking player movement out into new P_CheckLockedMovement() function
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Use increments of 0.1 for the mouse sensitivity slider in the menu
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The range of the slider is now 0.1-10.0.
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Use ClockTicks class for the timer values saved and restored when creating a savegame
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Remove in_mousesmoothing and supporting code
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Only call S_Update() after processing all tics, and not once per call to G_MoveLoop()
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game.h: fix calc_smoothratio_demo() to take into account differences between timerGetClockRate() and TICRATE when calculating the refresh frequency to interpolate between
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Bump PSKYOFF_MAX to 16
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Give the Xcode project a sorely needed update
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Apple .app bundle stuff
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Eliminate duplicate build_icon.ico
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music_external.cpp: Only include winbits.h #ifdef _WIN32
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actors.cpp: Address -Wsometimes-uninitialized warnings
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Fix -Wunused-parameter warnings
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Fix -Wheader-guard warning
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Fix FindDistance3D calls to not z>>4 at the call site
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This is handled by the function itself now. Fixes the distance issue with the ceiling fan.
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Draw the crosshair actually centered
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Thanks to Striker for the tip.