Luglio 2019
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Generale
This adds back in the engine's old automapping feature
Mostra dettagli
This was removed a long time ago because Duke3D and Shadow Warrior don't use it.
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Generale
Make most things in screens.cpp use I_AdvanceTrigger() instead of I_CheckAllInput()
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Generale
Fix silly branching logic in engineLoadBoard()
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Generale
Don't blow away wall cstat bit 14 for use as a temp flag in the editor
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Patch from Nuke.YKT.
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Generale
Work around an issue with far plane clipping with voxels without mipmaps in software mode
Mostra dettagli
Patch from Nuke.YKT.
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Generale
Emulate slope overflow in Polymost in order to match the rest of the engine's slope algorithms
Mostra dettagli
Patch from Nuke.YKT.
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Generale
Hopefully work around more Polymost polygon leakages
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Patch from Nuke.YKT.
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Generale
Cache the distrecip[] table
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Patch from Nuke.YKT.
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Generale
"Another dumb polymost optimization. Probably worth few fps in heavy scenes"
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Patch from Nuke.YKT
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Generale
Make ksgn() return int instead of int32_t
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Generale
if 0 out our klabs() function and just define it as abs()
Mostra dettagli
The compiler generates much better code for this now.
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Generale
Untabify a couple of headers
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Generale
I'm not aware of any particular issues this change fixes, but I definitely don't intend this hack to ever affect anything while the player is on the ground
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Generale
Apply "reset object trackers on savegame load" patch
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Generale
Wahhh, I'm MSVC and I cry about applying unary negation to a boolean
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Generale
Fix issue rendering TROR when the camera's z coordinate is right on the portal
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Generale
Another clipping fix
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Generale
Add sc_Space to I_AdvanceTrigger() and I_AdvanceTriggerClear()
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Generale
Switch fadepal() and fadepaltile() over to using I_CheckAllInput()/I_ClearAllInput() instead of checking for the spacebar exclusively
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Generale
polymost_scansector(): avoid using a culling method not designed for voxels when handling 1-sided wall aligned sprites that have voxel replacements
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Generale
Fix mixing offscreenrendering (render targets) and mirrors. Don't allow recursing beyond 1 level of mirroring through multiple levels of render targets.
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Generale
Fix rendering skyboxes to a tile by altering renderSetTarget() & renderRestoreTarget() to set & reset xdim & ydim so that G_ShowView() can render while a render target is set,
Mostra dettagli
and additionally modifying G_SetupCamTile() to call EVENT_DISPLAYROOMSCAMERATILE after calling renderSetTarget()
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Generale
tilepacker.cpp: enclose macro substituted values in parenthesis
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Generale
ext loading
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Generale
Fix bad tilepacker preprocessor definition
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Generale
Fix for emerging from TROR water
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Generale
Revise r7838 again
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Generale
Patch from Nuke.YKT to work around precision-based inaccuracy problems in Polymost TROR
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Generale
Add MERGE_NODES macro for Polymost... this will be used in the following commit
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Generale
Patch from Nuke.YKT to clip bunches to screen boundaries in Polymost
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Generale
Patch from Nuke.YKT to fix sloped floor and ceiling textures wiggling around in Polymost
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Generale
Revise r7838: one less dumbass typo
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Generale
Make it easier to jump into vents
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Generale
Remember to delete .esv.ext file when deleting .esv file itself
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Generale
Automatic source file dependency generation for GNUmakefile
Mostra dettagli
This automatically saves the dependencies used for a given object file during the first compilation, then uses the generated data for each subsequent compile to determine if the object needs to be rebuilt. Why? Because if I see one more warning about the C++ One Definition Rule, I'm going to fucking snap.
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Generale
Revise r7835: instead of not testing wall sprites, we'll just ignore the side blockers
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Generale
Move RCtrl keybind for gamefunc_Fire to slot 1 instead of 2
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Generale
Fix issue with the autorun key when resetting controls to defaults, and give gamefunc_Last_Used_Weapon a default key binding of X
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Generale
Don't check clip objects for sprites in the keepaway() loop in clipmove()
Mostra dettagli
This prevents some hilarious issues with deadly wall decorations. The "side blocker" clip lines that already exist for these sprites should already prevent the kinds of clipping issues this loop is intended to address, anyway.
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Generale
OK, this is just a bit too restrictive
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Generale
Fix clipping issue with jumping
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Generale
Fix additional clipmove() issue
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Generale
Clean up raytrace() and rename it to cliptrace()
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Generale
Allow reading vec3_whatever_t as vec2 directly
Mostra dettagli
It's a union in a struct in a union in a struct. Oh god, what have I done.
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Generale
Additional clipmove() reworks
Mostra dettagli
This fixes a LOT of clipping errors but needs thorough testing.
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Generale
Switch a few iterators in clipmove() from int to native_t
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Generale
clipmove() patch from Nuke.YKT:
Mostra dettagli
"In some edge cases posx/y might be 'inside' of neighbor sector. I've added double check for this case"
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Generale
Add divscale64()
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Generale
Minor pushmove() cleanup
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Generale
Replace check_floor_curb() with cliptestsector()