Build 6893
SVN-
Generale
actors.cpp: improve SE_11_SWINGING_DOOR detection and handling of players that block a door's path
Nickname SVN e nomi Git sono unificati per persona.
actors.cpp: improve SE_11_SWINGING_DOOR detection and handling of players that block a door's path
Revert r6526 and r6527. This restores the longstanding behavior of the killit command, and setting sprites' xrepeat to zero, to not actually delete sprites unless their statnum is STAT_ACTOR or STAT_MISC. Be sure to set a sprite's statnum to one of these statnums if you want it to be deleted.
This should fix the broken E1L1 sector warp in the existing release of the Duke 64 mod, and the Polymer light culling used in HHR.
Slight cosmetic cleanup
Implement graceful playback failure
Fix MIDI playback on non-Windows platforms
polymost_drawpoly(): fix issue where mirrors wouldn't update the depth buffer
G_HandleMirror(): When choosing which mirror to render, only choose from mirrors that are potentially visible.
engine.cpp/.h: clean up & fix lintersect(). Additionally, add support for finding intersections of collinear line segments.
polymost_bindPth(): Fix issue where non-indexed colour, non-hightile textures (including those with polytintflags HICTINT_USEONART or HICTINT_ALWAYSUSEART) would not render correctly while r_useindexedcolortextures is set.
Incrementing ud.executions is now done in app_main() instead of CONFIG_WriteSetup() so that it is only incremented once per execution.
Dynamic tilepacking for indexed colour textures
ud.showfps > 2 now shows Game Update time and Game Update & Draw time (along with the min & max Game Update time) for easier performance analysis
polymost_resetVertexPointers(): remove erroneous glBindBuffer call
Revert r6870
Ignore cache size setting in .cfg if the value is less than the hard-coded default
Very light sound cleanup
Add quick save and quick load to the keyboard configuration menu
Bump the default cache size to 96 MiB.
Disable S_ClearSoundLocks, preventing sounds from being marking purgable, and causing them to get prematurely evicted.
This fixes the absent sound issues in WWII GI.
WWII GI: Remove the hack/approximation for the bazooka display code because one of the general weapon system fixes made it work incorrectly, and also made a direct port of the original code work correctly. Accuracy FTW!
Fix some printf warnings.
WWII GI: Fix the chaingun replacement to always reload even if you continue holding down fire.
WWII GI: Fix the chaingun replacement to not fire in bursts of 3 per fire button press.
WWII GI: Fix mistakes in our version of the weapon display code.
WWII GI: Update the default values of the weapon gamevars to correctly match the original game.
Direct cache1d error messages to log instead of stdout
Add 'P' hotkey to change palette in tile selector, and clean up the info at the bottom of the screen a bit
second attempt at preventing extra wall points from being inserted on some walls with the batch point insert tool
in tile selector, make backspace set palette to 0
use object's current palette on tile selection screen and allow cycling object palettes from tile selection screen with - and =
use sc_XXX defines from scancodes.h instead of unlabeled hex scancodes when checking keystatus[]
Disable AllowShortLoopsOnASingleLine in clang-format
Indentation
Fix Mapster32 bug where sometimes you'd get two points instead of one when pressing enter to insert points where the lines intersect with the wall drawing tool
macOS build fix
Readability improvements for gamestructures.cpp
Use references in some gamevar stuff
Fix warning
Change mouseGrabInput()'s parameter to a bool
Replace sound callback mutex with atomic operation
Add missing file to VS project
Slight change to FX_DetectFormat(); format specifications seem to say there's no such thing as WAVE without RIFF.
Sound code tweaks
Bump clang-format ColumnLimit to 150