March 2019
-
General
Fix "findnearactor" family of CON functions
-
General
Fix r_polygonmode cvar
-
General
Clean up polymost.cpp includes
-
General
Remove r_usetileshades--GLOBAL_NO_GL_TILESHADES flag for DN64 not affected
Show details
This also locks the texture filtering options in the menu behind ifdef guards until they're fixed.
-
General
Minor cleanup of some Polymost shader program support functions
-
General
"This adds masked texture rendering support for slopes in classic renderer"
-
General
Move some clipping related stuff out of engine.cpp and into clip.cpp
-
General
Allow lowering fov to 60 from the console
-
General
Polymost sky Z buffer hack from Nuke.YKT
-
General
Limit Polymost tile sheet size to 8192 when building with MSVC
-
General
Polymost NPOT texture patch from Nuke.YKT
-
General
Patch from Nuke.YKT to use the shade tables for distance shading in Polymost
Show details
This makes the shading in Polymost more or less 1:1 with classic mode.
-
General
Polymost relative texture alignment patch from Nuke
Show details
This "fixes" relative texture alignment for floors and ceilings in Polymost to match classic mode. "Fix" is in quotes because this actually means the alignment is less correct in terms of proper scaling than before, but more correct in terms of accuracy to classic mode.
-
General
ifdef EDUKE32_STANDALONE something for hardcoded Duke projectiles
-
General
Improve collision for projectiles
Show details
This does a few things: -projectiles now use clipmovex() instead of clipmove() (this is like CON_CLIPMOVENOSLIDE) -the z distances passed to clipmove() are now calculated from the sprite's size instead of being hard-coded -projectiles now move as if they had SFLAG_NOCLIP applied for the first tic after spawning
-
General
Fix Polymost HOM
-
General
Use correct type in range-based loop
-
General
Remove a couple of blocks in A_MoveSpriteClipdist() from standalone builds and call setsprite() unconditionally before doing any movement
-
General
Allow passing a null pointer to spriteheightofsptr() for the height return value
-
General
This fixes a bug in clipmove() where clipping against sprites above you was wrong
Show details
Because this is a check for sprites above the sprite being moved and not a check for sprites below, the height of the sprite should not be taken into account at all here and the base of the sprite should be used instead.
-
General
Calculate texture coordinates as double since we're storing them that way anyway
Show details
This isn't really intended to fix any specific issue, but to shut up Visual Studio whining about arithmetic overflows.
-
General
Rename "player speech" menu option in standalone builds
-
General
Patch from Nuke.YKT to work around a Polymost glitch with slopes
-
General
Another Polymost TROR patch from Nuke.YKT
Show details
This one should bring Polymost TROR into parity with classic mode.
-
General
Formatting
-
General
clipmove() improvements
Show details
This fixes an issue with clipmove() caused by sectors behind walls which were candidates for clipping not being added to the list of sectors that definitely clip the player, forcing the function to fall back to a slow, sector-by-sector brute force approach. This brute force approach has also been removed in favor of something more efficient.
-
General
Bump MAXCLIPNUM to 2048
-
General
Revert r7388 because it just wasn't working out
-
General
Fix some GL ES compilation issues in polymost.cpp
-
General
Add buildvfs_fopen_write_text
Show details
Long-term we will need to replace all uses of "\n" in string literals printed to disk.
-
General
Add CLEAR and KP_CLEAR to the SDL key translation table as synonyms for KP_5
-
General
Polymost TROR patch from Nuke.YKT--nice!
-
General
It looks like this is OK to remove now!
-
General
Patch from Nuke.YKT to clip Polymost spans to screen borders
-
General
Add Nuke.YKT to thanks section in credits and move pogokeen to active developers
Show details
This also cleans up the code for MENU_CREDITS4 so that it's significantly easier to alter in the future if needed.
-
General
This seems to help with some polygon drawing issues in Polymost for now
-
General
Fix compilation with winlayer
Show details
There are still a bunch of warnings, but fixing warnings in deprecated code that only one guy uses anymore isn't an efficient use of time.
-
General
Well, that didn't take long :D
-
General
Add vfs.cpp and vfs.h to the VS projects
-
General
I forgot to remove this comment in r7376
-
General
As if you couldn't already tell from Ion Maiden, I like shitty one liners
-
General
Rename "INCOMPLETE_STRUCT_ACCESS" to CON_DISCRETE_VAR_ACCESS as it was neither incomplete nor anything to do with access to structs
Show details
However, it's remaining disabled because even with the new dispatch method it still doesn't improve performance any.
-
General
Fix saving to %APPDATA% on Windows...
-
General
Fix compilation error in texcache
-
General
A curious Polymost optimization from Nuke.YKT
Show details
This bails out of drawing any domost spans that seem to be entirely outside of the range of the screen coordinates. Since this seems so obvious, I have to wonder if Polymost is supposed to be doing this elsewhere already...
-
General
-
General
Am I missing something here?
-
General
Remove reference pointing to vm.pPlayer because it seems incompatible with the new dispatch method
-
General
This might not be needed anymore after the previous commit
-
General
Work around floating point precision issues in Polymost causing problems when rendering certain geometry from particular angles