Build 10420
GIT-
Properly split TROR code from commit 19fd0915 into YAX_ENABLE blocks
Mostra dettagli
And fix problems introduced by 9070cd2bff6d4547f0765fc483ffd4f923e24383.
Nickname SVN e nomi Git sono unificati per persona.
Properly split TROR code from commit 19fd0915 into YAX_ENABLE blocks
And fix problems introduced by 9070cd2bff6d4547f0765fc483ffd4f923e24383.
Fix sprite shadows being drawn on transparent TROR layers
Also fixes sprite shadows being drawn floating above floor slopes.
EVENT_PRE/POSTWEAPONSHOOT: Set ud.return[0]/userdef.return 1 to the number of the current shot we're processing in a burst
Make some actors work properly with TROR
Fix "return to center" triggering after CON_SAVE is executed
Use buildvfs_exists in OutputFileCounter::opennextfile
Account for floor and ceiling slopes in renderAddTsprite
Fix tsprite cutoff if the sprite stretches across multiple TROR layers
The sprite is now properly copied for each sector it stretches across.
Overhaul TROR handling for hitscan() and clipmove()
- Vertically attached sectors are now added to the clipsectorlist - Entirely remove the previous TROR hack from hitscan() - Instead, hitscan() now also uses clipsectorlist, and detects whether a TROR transition floor or ceiling was hit. If so, any subsequent wall hits in the same sector are skipped. This fixes the following: - Collision and hitscan checks where a sprite stretches vertically across more than 2 TROR layers. - Hitscan shots being unable to clear sloped TROR surfaces. - A potential out-of-bounds array access in hitscan()
Add TROR-awareness to sprite clipping in hitscan()
Analogous to the previous commit, it also checks the sprites of the upper and lower TROR bunch of the sector. This handles the case where a sprite is intersecting layers, and fixes hitscan shots not hitting enemies properly in such cases.
Add TROR-awareness to sprite clipping in clipmove()
This makes it so that the sprites of the ceiling and floor bunch sectors of the sector being checked are also iterated over. This handles the case where a sprite is intersecting TROR layers, and fixes projectiles not hitting enemies properly in such cases.
Completely revert attempted jitter fix from 5977025e
This caused two problems: - The change with AC_FZOFFSET caused BLOODPOOL to jitter in Duke3D - The change with water floors caused various actors to jitter in Fury More trouble than it's worth.
Fix build after big updates in ae4a71a199773d77445a47e6ea80787969b2fd97
Give EVENT_POSTWEAPONSHOOT the return value of A_Shoot.
Port EVENT_PREWEAPONSHOOT and EVENT_POSTWEAPONSHOOT from NetDuke32.
* Setting RETURN to non-zero in EVENT_PREWEAPONSHOOT cancels the shot.
Make port metadata like path loading more consistent
During the 3DR screen, handle events outside the FPS-limited section
Clean up voxflags[] a little bit
Fix voxel visibility rolloff in classic mode to match sprites
TODO: Polymost
Added Visual Studio Code configuration file
Add warning when `terminate` found outside state or event
Add warning when `break` found inside loop (and not inside `switch`)
Add terminate
Add exit and continue
Use a tspr->clipdist bit to specify legacy voxels instead of tspr->cstat 48
Factor out tspr->clipdist accesses into local variable tsprflags
Factor out rendering tests for whether a sprite is a voxel
Ensure some hardcoded switch behavior maintains applicability only to wall sprites, not sloped (floor), consistent with the rest of the code
Enumify uses of CSTAT_SPRITE_ALIGNMENT (cosmetic cleanup)
Don't call pushmove from DamageObject if sprite has invalid sectnum
Properly reset Viewscreens when loading a savegame
Previously, they would get stuck in a deactivated state while the player was still in range.
Fix keyboard function override message not showing the keys
And apply some cleanup to the code in question.
Fix weapon behavior with FIREDELAY set to 1
Defer setting kickback_pic setting to lower block. Make adjustments to prevent errant behaviour this may cause.
Fix rapid-tap chaingun glitch
Behaves like Atomic Edition now. Avoids breaking WW2GI.
Fix OOB access
Move alpha==255 check up in dorotatesprite.
Skip screentextRender() if provided zoom smaller or equal zero
This fixes a division by zero crash if zoom == 0.
Display r_maxfps == -1 as "Auto" on the display menu
Previously, this would be the default selection and say "CVAR"
Fix savegames made before floorzrebound and floorzcutoff were introduced.
These would default to 0 after loading the savegame.
Clean up integration of mimalloc into smmalloc_generic.cpp
Fix ordering issues with rotatesprite interpolation that were causing insane jitter and pacing issues.
Bugfix polymost1Frag.glsl
Return from mi_log if msg is null or contains only a newline
Add buildgl_uLookAt to glbuild.h
Add USE_OPENGL guard around fullscreen_tint_gl() declaration
add a few rotatesprite flags for fine control of interpolation.
Fix z interpolation problems in VM_Fall() and A_Fall()
This prevents a visual jitter effect from sprites that aren't moving, but use the "fall" command in a water sector (zombie actors, pickups, etc).
Use SW_AddPathAndMusic in more places
Fix name and use of XDG_CONFIG_HOME environment variable
More cleanup to come.
Search XDG paths for music
Fix pathsearchmode when using a .def which loads a GRP
Same fix as applied for Mapster32 in c7aa59b001
Remove "pathsearchmode" backup from menuselect()
Hitting CTRL+F in Mapster32's map load menu, then exiting it with ESC would result in the next menu opening at the filesystem's root path, and not in the previously open folder.
Initialize mysock in mmulti.cpp with INVALID_SOCKET
Do not free strings returned by getenv
Purge trailing whitespaces from audiolib, duke3d, sw, mact and build folder.