Build 10652
GIT-
fix adlib additive mode
SVN handles and Git names are merged into one person.
fix adlib additive mode
Fix null pointer dereferences in case of showing inventory bar right before player kill
Comment out definition and declaration of unused function _ErrMsg
Use TerminateWithMsg in _Assert
Use TerminateWithMsg in JS_DrawMirrors
Use TerminateWithMsg in JS_PlockError as well
There are unfortunate duplications of the shared string, but such occurrences don't seem to be that common so far.
Increase mmulti.cpp's MAXPAKSIZE (size of pakbuf in bytes) to 2048.
This appeared to fix a long-standing issue, where a relatively high ping between two players (say, about 750ms) could start increasing over time due to accumulated messages not being sent sufficiently fast.
Log a warning from mmulti.cpp:dosendpackets in case output pakbuf lacks space for all data.
Do so with a given threshold, i.e., turn off the warning until there are 16 consecutive calls to dosendpackets in which pakbuf has enough space for all data to send.
Improve prediction of interpolated bob_z value
The addition of the "bob_z" field to the PREDICT struct might be unnecessary, technically speaking, but it probably won't hurt to ensure values are synced.
Fixed player movement prediction, now actually based on predicted angle
Fix switch to double Uzi for multiplayer games upon pick-up of second Uzi
Simplify HandleWeaponAutoSwitch usage to go through the DamageData array
Fix multiplayer sync errors with the weapon auto-switching toggle
This also permanently enables weapon auto-switching for PedanticMode. The idea here is that outside of pedantic mode, within multiplayer games, a new bit or more of the inspected player's Flags2 field will be set for the weapon. Afterwards, only for player no. myconnectindex, the function getinput will set loc->bits as if a matching key was pressed for selecting the weapon. loc->bits should be properly synced. Note that each player's structure, including Flags2, is reset within InitNewGame, but not from InitLevel as far as I may tell.
Fix voxels introducing glitched sprites in ROR sectors
Update credits
Add detection for GOG version of WWII GI
Increase MAXVOXELS to 2048
Fix bug with unit art loading
Add userdef quote_yoffset
Allows adjustable Y-offset for in-game quotes from CON. Input expects higher precision coordinates similar to rotatesprite16.
flush colmatch cache if input data is changed
fix timing issue in input code after rate is changed
Fix lighting preview when multiple SEs are in a sector
Adds a failsafe for when multiple SE12, SE3 or SE4 are in a single sector by only accounting for the first one (Lowest sprite #ID) This prevents the lighting preview from causing permanent shade changes to a map as it can only store the original map state for one SE sprite per sector.
Add EVENT_OPERATEACTIVATORS
EVENT_OPERATEACTIVATORS is run against each STAT_ACTIVATOR with a matching lotag when a typical Duke3D button/touchplate is triggered. Current sprite will be stored in THISACTOR and setting RETURN -1 will skip the normal processing of any remaining activator logic. This does not work with Masterswitches as they use a completely different logic instead.
Fix selection bug affecting sector pal
Fix `includeoptional` in Mapster32's sound parser
Implement `includeoptional` in Mapster32's CON parsing
Clean up rusted EDUKE32_GLES so that it at least builds
Add GL_KHR_debug
Add gles2=3.0
Update to 0.1.36
Avoid unused parameter warning during release builds
Add "includeoptional" CON token, that doesn't error out if the included file is absent.