Build 8681
SVN-
General
Add O_BINARY to buildvfs_open_read
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Fix two sources of null text drawing
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General
Add null pointer checks to G_ScreenText*
SVN handles and Git names are merged into one person.
Add O_BINARY to buildvfs_open_read
Fix two sources of null text drawing
Add null pointer checks to G_ScreenText*
sw/src/network.cpp:getpackets: Fix trimming of message in
packet of type PACKET_TYPE_MESSAGE. This reverts a tiny portion of JFShadowWarrior commit 6b01a4703d55ae3e131d8c11903ff2dcd78c15d8.
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.
Make the gtkbuild_msgbox/gtkbuild_ynbox dialog disappear after response
build/src/sdlayer.cpp: Fix crash following
video mode change in USE_OPENGL=0 build.
kenbuild/src/game.cpp: Expose restartvid, vidmode and map OSD commands
in USE_OPENGL=0 builds, and further make setrendermode usable.
Fix USE_OPENGL=0 build
kenbuild/src/game.cpp: Set console key default to `
kenbuild/src/game.cpp: Import mirror fix for SW from SVN r8588.
Import mmulti.c from JFBuild commit 6308de2d1664fbd4e81c7e3f9c1a436db1e2a686 with minor changes
Import mmulti.h from JFBuild commit c651d35c56eae07488a9cef421fbe33ae9dc9f9a,
with minor changes.
Refresh status bar after showing tiled overhead map in GL mode
Move minitext_lowercase calculation to a new G_InitText() in text.cpp
Big refactor to take an array of tilenums (or control codes) instead of a C string
Remove TEXT_LINEWRAP
Move TEXT_{INTERNAL,TILE}{SPACE,LINE} handling off the critical path
Eliminate GetSubString, including its heap allocation
polymost.cpp: In gloadtile_art_indexed(), reallocate a texture when the tile changes dimensions even if it is shrinking
Macros for a couple hardcoded values
This lets the player jump into the vents in DUKEDC3.MAP
Since this is Duke3D, I'm sure this change breaks something else.
Re-enable ignoring 256 units of curb when clipping against ceilings
This fixes getting stuck on tiny lips created by sloppy slopes in the undersized vents in DUKEDC3.MAP.
Bump clang-format ColumnLimit to 165
Rename ZOFFSET1 to ACTOR_FLOOR_OFFSET and use ACTOR_MAXFALLINGZVEL in several places where it should have been used
Activate engine compatibility
Backport engine compatibility variable from NBlood/Rednukem/PCExhumed
Don't restart the music when loading a save playing the same track
Add handleevents to end credits
From JFSW commit 0c651743f8371fade0231e9c3206ca25e6ae5269
Fix potential blank 3DR logo
From JFSW commit 18d1c68893693e68d0ce7d41bd1eacbec5655d4f
Fix stupid typo that broke conveyor belts
Improve player input locking logic
This fixes the issue with mouse input and viewscreens.
Print HRESULT error message when DwmGetCompositionTimingInfo() fails (wtf?)
Fix hilarious bug where holding the strafe modifier and pressing turn left/right moved the player in the wrong direction
Revert "Hackish fix for spline interpolation crash in libxmp-lite"
Add -nosteam command line parameter
Call communityapiInit() from the game's app_main() instead of baselayer_init()
Add r_maxfps -1, an automatic setting that limits the framerate to the refresh rate -1 for each increment over 60Hz the refresh rate is
E.g 60Hz > 59 fps 120Hz > 118 fps 144Hz > 141 fps 165Hz > 162 fps This also changes G_FPSLimit() back to a more simplistic calculation, because what was there didn't quite seem to make sense.
Custom driver-independent VSync implementation for Windows
Add new game banner
Scale the banner, with antialiasing, instead of centering it
Overwrite startup window with Duke's
Update dpiAwareness settings in manifests
SW, KenBuild: Update names in Windows manifests
Fix the wrong aspect ratios of map grids for Ken-Build and SW,
as well as the wrong aspect ratio in 3D for Ken-Build.
Fix OPL music playback with snd_numchannels == 1
Fix read of uninitialized EMIDI_IncludeTrack value in _MIDI_ResetTracks
Fix Ion Fury autodetection issue
Calculate game loop timing using fractional ticks
This should be ifndef NETCODE_DISABLE
This is pretty useless at this point
Rename EDUKE32_SIMPLE_MENU to EDUKE32_RETAIL_MENU
This fixes things like shrunk player behavior at the expense of the return of issues like the player automatically stepping up onto sprite architecture.
game.h: fix calc_smoothratio_demo() to take into account differences between timerGetClockRate() and TICRATE when calculating the refresh frequency to interpolate between
Bump PSKYOFF_MAX to 16
Give the Xcode project a sorely needed update
Apple .app bundle stuff
Eliminate duplicate build_icon.ico
music_external.cpp: Only include winbits.h #ifdef _WIN32