Giugno 2021
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update SDL to db5cd8c6 on Windows
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improve menu navigation with controller analog stick
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fix application of y axis for controllers
Mostra dettagli
This shouldn't depend on the variable turning rates imposed by having run mode enabled or not.
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don't allow SDL to change the change the playback frequency from what was requested
Mostra dettagli
This sounds good in theory, but in practice it can lead to playback rates beyond what is allowed in the menu and beyond what is supported by e.g. libxmp-lite.
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simplify menu options to reset the controller layout to default, tweak default layout
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Generale
Prevent negative bases for powf in videoSetGamma()
Mostra dettagli
Otherwise causes NaN results. Not sure if this algorithm is even doing what it's supposed to do, but this makes the color correction somewhat functional again.
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Play the theme song at the user's specified volume level
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Fix commandline parameter inconsistencies and errors.
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Fix typo in G_CheckActivatorMotion()
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fix warnings in EDUKE32_STANDALONE build
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Generale
Amend library build instructions to specify --disable-libc for SDL and remove instructions for SDL_mixer
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update SDL to e13b43ac on Windows
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move player jumping_counter check
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MASTERSWITCH counting down before activation blocks re-triggering switches
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remove STATIC prefix from the CON dynamic label preprocessor definitions because it's ugly
Mostra dettagli
This also adds bounds checking to the DYNAMICSOUNDMAP and DYNAMICTILEMAP macros, and reduces the size of the corresponding arrays to something more reasonable.
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preprocessor definitions for extbits, bump extbits up to uint32_t
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preprocessor definitions for a couple more hard-coded constants
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fix a minor refactoring error in the player falling code
Mostra dettagli
I don't think this broke anything, but I noticed it when working on the player height stuff.
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update to SDL 2af3f64e on Windows
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Generale
Update gamecontrollerdb.txt
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move crc16 functions into main engine definitions
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artdump tile range support
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fix sloped sprite drawing error
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expose gotsector[] to CON for checking to see if a particular sector was drawn during the last frame
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update gotsector[] in polymer_drawsector()
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first pass at implementing rotatesprite position interpolation for the weapons and hands and whatnot
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RS_FORCELERP overrides flags check
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basic support for rotatesprite position interpolation
Mostra dettagli
This is only really in the engine to avoid codedup across all supported games.
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fix drawing bug with highlighted sectors in 2d mode
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update SE enums
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ACTIVATOR/MASTERSWITCH parity for SE2, SE3, SE18, SE21, SE31, SE32, and SE36
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remove added distance check from sound playback
Mostra dettagli
This fixes a longstanding bug with the TELEPORTER sound. Unfortunately, I no longer remember what problem this distance check was added to address.
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change goofy picnum check I didn't like
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pal 23 MASTERSWITCH repeat activation
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force feedback support for SDL backend
Mostra dettagli
This is most of the work to support force feedback (rumble) for controllers, but it isn't hooked up to anything yet. Your controller will rumble once during game startup.
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reclaim a ridiculous amount of wasted space in the player struct
Mostra dettagli
This converts the storage for LOOGIE sprite coordinates to vec2_16_t and reduces the storage to 6 sets of coordinates, the max the game uses.
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experimental game controller tweak to level the player's view while moving
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experimental game controller tweak to weight aiming movement toward whichever axis has the highest input
Mostra dettagli
Enable with the 'in_joyweight' cvar. Values are 1-10, 0 for disabled.
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print game controller s/n to log when initializing controller
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minor formatting/cleanup
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hide buttons missing from the current controller in the controller setup menu
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game controller hotplug support
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don't show button double press options for controllers in the menu
Mostra dettagli
The support will remain internally, but these aren't useful for the vast majority of users using modern controllers, serving only to overwhelm them with options that are of limited use. This has the bonus of letting the entirety of the standard Xbox controller's buttons fit on one screen without scrolling.
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add joyHasButton() function to determine whether a controller has a particular button or not
Mostra dettagli
This is needed because not all controllers supported by SDL's game controller API support all buttons exposed by said API, leaving gaps between valid button indexes.
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reduce default joystick dead zone
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double MAXCONTROLVALUE to effectively increase the max controller axis sensitivity
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useless cleanup change to A_DoProjectileEffects()
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increase default scale/sensitivity of the x axis on the right analog stick
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fix inconsistent controller analog stick input with fluctuating framerate