Novembre 2021
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Add parameter to mdgetskinmap enabling fallback to other skins if one for the current pal isn't found.
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Add ud member "folsvel" and allow strafing in map follow mode
Mostra dettagli
`userdef[].folsvel` represents the strafe velocity.
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Fix regression causing KV6 voxels to render black.
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Fix crash with jumping to menu options with letter keys
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allow r_pr_shadowdetail 6 (8192x8192)
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add mus_tryformats cvar and menu option to control loading OGG/FLAC replacements for MIDI
Mostra dettagli
Based on MR !175.
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fix sound regression causing sound #0 (KICK_HIT) to play when doors were opened
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Generale
Update gamecontrollerdb.txt
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add missing buildgl_bindSamplerObject() calls
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Get forcefilter working with models when sampler objects are enabled. Factored out some related code duplication.
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add SAMPLER_NEAREST_NEAREST_CLAMP and SAMPLER_NEAREST_NEAREST_WRAP, samplers which use GL_NEAREST_MIPMAP_NEAREST for the minification filter
Mostra dettagli
It looks like mipmapping actually works with the indexed color texture shader in Polymost as-is, but it doesn't work with Polymer art mapping so we're disabling it there.
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Add actor struct members `htfloorzoffset` and `htwaterzoffset`
Mostra dettagli
Values range from -128 to 127. The former defines the distance of the actor from all floors, the latter applies additively to the hardcoded offset applied when on lotag 1 sectors. Positive values lift the actor off the ground, negative values move the actor into the floor. The default values for both struct members is 0. To achieve a net zero displacement, htfloorzoffset needs to be set to -1, and htwaterzoffset must be set to 24. Also note that internally, the offset is multiplied by 256 to receive the actual z coordinates (like `iffloordistl`).
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eliminate krecipasm in wall sprite rendering code
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fix integer overflow in wall sprite x coordinate calculations
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bind a sampler object when drawing voxels.
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Generale
Revert "Duke3d: ACTIVATOR/MASTERSWITCH parity for SE2, SE3, SE18, SE21, SE31, SE32, and SE36"
Mostra dettagli
- Annulla
- fbf4ab5 — Duke3d: ACTIVATOR/MASTERSWITCH parity for SE2, SE3, SE18, SE21, SE31, SE32, and SE36 (Build 9382)
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Generale
mimalloc 2.0.3
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throw errors when vorbis and XMP decoder initialization in a worker thread fails, validate result of worker thread decoder initialization before allowing MV_Mix() to proceed with working with the voice
Mostra dettagli
Untested beyond the obvious stuff like verifying the non-failure cases still produce non-failure results. These errors were still being handled before this commit, but it was in more of a rudimentary "do nothing and silently fail" sort of way.
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properly handle the rejection of sound data that can't be identified by file header again
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oops, this still needs to be called here for Polymer to work in the editor
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fix warning
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Generale
Fix some whitespace that ended up with tabs in it
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Add linear sampler object, fixes forcefilter DEF token in polymost.
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Stuttering fix
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fix integer overflow of globalzd in floor sprite rendering code
Mostra dettagli
This commit also simplifies previous x/y panning fix
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fix integer overflow of x/y panning in floor sprite rendering code
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Prevent savemapstate during gamemodes EOL, RESTART and DEMO
Mostra dettagli
This prevents accidentally overwriting the wrong map slot.
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Generale
Revert "Windows: update SDL to bfd2f8993f173535efe436f8e60827cc44351bea"
Mostra dettagli
- Annulla
- c1a128d — Windows: update SDL to bfd2f8993f173535efe436f8e60827cc44351bea (Build 9787)
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Increase MAXSOUNDS to 16384 to match the game-side limit
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remove reset to previous projectile position from projectile bounce handling
Mostra dettagli
Please report any weirdness relating to bouncing projectiles impacting surfaces.
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make actors set to move vertically in CON act as if SFLAG_SMOOTHMOVE was explicitly enabled
Mostra dettagli
This smooths out stuff like octabrains and flying liztroops without making them look stupid when they move on the ground.
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add amalgamated version of the vector math library found at https://github.com/glampert/vectormath
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clean up r_persistentstreambuffer so you can turn it on and off without having to restart anything
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move all the cvars in polymost.cpp so that they're at least in the same spot
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update SDL to bfd2f8993f173535efe436f8e60827cc44351bea
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fix a few polymer lighting bugs, add interpolation to light positions, etc
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improve GL state management, add support for GL sampler objects, add libtess2 and implement in polymer in place of the GLU tesselator, drop dependency on libGLU, improve GL debug output (in debug builds), fix various GL resource leaks
Mostra dettagli
This should prevent a few more state changes, and address issues arising from rendermode changes wiping our state but not any of our accounting data for said state. Because libtess2 seems to be abandoned and because there were a few issues I needed to fix anyway, I went ahead and made a custom single-file header-only version for improved performance.
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fix extra counters shown with r_showfps values greater than 1 to account for frames being rendered in places where they previously weren't
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detect GL_ARB_sampler_objects, drop detection of GL_ARB_vertex_buffer_object, GL_EXT_texture_edge_clamp, and GL_SGIS_texture_edge_clamp
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update to 0.1.34
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remove unfinished x86_64 port of the original x86 classic renderer
Mostra dettagli
It never worked.
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re-add EDuke32-specific patch I accidentally lost when I updated it
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fix screen return-to-center when triggering save checkpoints, hopefully for good this time. :p
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fix map console command to work correctly with coroutine setup
Mostra dettagli
Adds MODE_NEWGAME to player .gm
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turn G_DrawFrame() into a coroutine that can just be resumed from wherever we need to
Mostra dettagli
Uses minicoro, https://github.com/edubart/minicoro
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Generale
Update SDL gamecontrollerdb.txt
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update to e96614961f1a6b2a3ab01e4b21fc600c23d0ba1b
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sound fixes
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minor AdLib driver fixes
Mostra dettagli
This fixes a crash when restarting the sound system twice in a row with the OPL3 driver selected but an .ogg (or .flac or any other format) is playing instead, and makes a couple of things FORCE_INLINE in the process.
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move libasync task to VoiceNode struct, explicitly wait on task completion before attempting to service a voice with MV_BeginService()
Mostra dettagli
This fixes crashes when attempting to service an .ogg voice immediately after starting playback, before the decoder has actually finished initializing.