June 2019
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Patch from Nuke.YKT to add support for the cstat flip bits to voxels in both software and Polymost
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Replace DO_TILE_ANIM() macro with tileUpdatePicnum() function
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Use default argument values of -1 for the sprite and player indexes passed to VM_OnEvent()
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Templatized linked list functions
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Use remove_pointer_t instead of regular std::remove_pointer and add a definition for it for CXX11 builds
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Add SLOPTABLESIZ preprocessor definition
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Patch from Nuke.YKT to increase the size of sloptable[]
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EDuke32-specific libdivide customizations
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Update libdivide from git
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Patch from Nuke.YKT to improve the appearance of slopes in software mode
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Patch from Nuke.YKT to implement q16 angle and horiz in software mode
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Patch from Fox:
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Polymost visibility: compensate for the classic mode "truncating" the lookup shades by moving the fog ramp by the equivalent of 1/2 shade Fix some issues with negative shade in GL fog.
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Use #if DEBUGGINGAIDS>=2 for the assertions in the structure trackers
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Don't force APLAYER to have the default action when shown through a viewscreen in EDUKE32_STANDALONE builds
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Cosmetic change
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Get rid of DYNALLOC_ARRAYS
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It's garbage and the "functionality" it provided is something that will be able to be achieved in a better way in a future commit.
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Remove FIXMATH_NO_64BIT
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This codebase doesn't work on any platforms where int64_t isn't even a type.
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It looks like this works in MSVC
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Added Xfree() function to accompany the Xmalloc() family of functions and change all uses of Bfree() to Xfree()
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This was necessary because everything is already allocated with the Xmalloc() functions, but a future commit will make blocks allocated with those functions no longer compatible with the system implementation of free(), which Bfree() wraps.
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Set asksave in fixrepeats() in the editor
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Update miniz from 2.0.8 to 2.1.0--not much of a change
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Fix bug with sprite heights and autoaim targeting
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Fix integer overflows in rintersect() and optimize a bit of the logic
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Some of the variable initialization ordering may look counterintuitive at first, but it's intended to avoid read-after-write memory access penalties.
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Minor pragmas.h cleanups
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Remove ifdef'd out Gv_DivVar() generation with VM_GAMEVAR_OPERATOR macro because LIBDIVIDE_ALWAYS is going away
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"Fix" editor clipping bug allowing movement into null space
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This doesn't so much fix the issue as band-aid over it--it appears to be an OG BUILD bug that has happened since long before I ever began improving the clipping, I don't know what causes it, and I don't want to fuck everything up trying to fix it right now.
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Replace manual casts of sprite and wall pointers to vec2/3_t with use of the anonymous union
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Fix alpha blending bug when switching from Polymost to software mode
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Rename STRUCT_TRACKERS_ENABLED preprocessor definition to USE_STRUCT_TRACKERS
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This may also fix a minor performance regression introduced in Polymer sometime after we switched to building as C++, caused by confusion between STRUCT_TRACKERS_ENABLED and UNTRACKED_STRUCTS. UNTRACKED_STRUCTS is now named UNTRACT_STRUCTS__ to dissuade use outside of buildtypes.h.
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Rename vec2s_t to vec2_16_t
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Add anonymous union between separate coordinate variables and vec2/3_t in basic map structs
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Add missing ifdef
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This benchmarks as just the tiniest bit faster on my machine
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Simplify map structure tracker overloads
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Due to less branching, this is actually faster than trying to be clever.
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EDUKE32_STANDALONE crap
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Fix macOS -Wdeprecated-declarations warnings
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Add support for E0LXY to game defs music token
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Fix OOB access in polymost_spriteHasTranslucency
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Fix OOB access in clipmove
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Fix use-after-frees in Vorbis, FLAC, XA decoding
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Clean up samples handling
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polymost.cpp: fix issue where GL_ALPHA_TEST could be enabled in certain instances when executing polymost_drawrooms() and better handle when we are drawing without a texture in polymost_drawpoly()
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Add GL debugging event annotations for Polymost functions
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!
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Restore file loading
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Revert "Improve file loading"
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- Reverts
- bfc6b75
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Allow CON-specified actions to override hardcoded tsprpicnum behavior of PLAYERONWATER, CAMERA1, and RAT
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Move S_Update() out of game loop and into Net_GetPackets()
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This improves, but doesn't fix, the issue with sound popping when the player angle changes.
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"horizon offset should not be affected by projection hack"
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Gamevar system maintenance
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This removes some of the error handling for gamevar reads and writes and trades it for simpler code and a small-but-benchmarkable performance increase.