Build 9805
GIT-
bind a sampler object when drawing voxels.
Nickname SVN e nomi Git sono unificati per persona.
bind a sampler object when drawing voxels.
Revert "Duke3d: ACTIVATOR/MASTERSWITCH parity for SE2, SE3, SE18, SE21, SE31, SE32, and SE36"
mimalloc 2.0.3
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
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.
properly handle the rejection of sound data that can't be identified by file header again
oops, this still needs to be called here for Polymer to work in the editor
Stuttering fix
fix integer overflow of globalzd in floor sprite rendering code
This commit also simplifies previous x/y panning fix
fix integer overflow of x/y panning in floor sprite rendering code
Prevent savemapstate during gamemodes EOL, RESTART and DEMO
This prevents accidentally overwriting the wrong map slot.
Revert "Windows: update SDL to bfd2f8993f173535efe436f8e60827cc44351bea"
Increase MAXSOUNDS to 16384 to match the game-side limit
remove reset to previous projectile position from projectile bounce handling
Please report any weirdness relating to bouncing projectiles impacting surfaces.
make actors set to move vertically in CON act as if SFLAG_SMOOTHMOVE was explicitly enabled
This smooths out stuff like octabrains and flying liztroops without making them look stupid when they move on the ground.
add amalgamated version of the vector math library found at https://github.com/glampert/vectormath
clean up r_persistentstreambuffer so you can turn it on and off without having to restart anything
move all the cvars in polymost.cpp so that they're at least in the same spot
update SDL to bfd2f8993f173535efe436f8e60827cc44351bea
fix a few polymer lighting bugs, add interpolation to light positions, etc
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
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.
fix extra counters shown with r_showfps values greater than 1 to account for frames being rendered in places where they previously weren't
detect GL_ARB_sampler_objects, drop detection of GL_ARB_vertex_buffer_object, GL_EXT_texture_edge_clamp, and GL_SGIS_texture_edge_clamp
update to 0.1.34
remove unfinished x86_64 port of the original x86 classic renderer
It never worked.
re-add EDuke32-specific patch I accidentally lost when I updated it
fix screen return-to-center when triggering save checkpoints, hopefully for good this time. :p
fix map console command to work correctly with coroutine setup
Adds MODE_NEWGAME to player .gm
turn G_DrawFrame() into a coroutine that can just be resumed from wherever we need to
Uses minicoro, https://github.com/edubart/minicoro
Update SDL gamecontrollerdb.txt
sound fixes
minor AdLib driver fixes
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.
move libasync task to VoiceNode struct, explicitly wait on task completion before attempting to service a voice with MV_BeginService()
This fixes crashes when attempting to service an .ogg voice immediately after starting playback, before the decoder has actually finished initializing.
fix warning
Add parameter to hictinting_applypixcolor to allow disabling r/b channel swapping. Improved readability of hictinting_applypixcolor as well.
jump to menu options when pressing letter keys
move yax_updown[] reset to yax_update()
add scroll wheel support back into file selection menus, add PgUp/PgDn and scroll wheel support to the little submenus used for selecting screen resolution and configuring the framerate limit etc
don't use SDL_WINDOW_FULLSCREEN_DESKTOP and don't call SDL_SetWindowBordered in fullscreen
ignore SDL_WINDOWEVENT_MOVED and SDL_WINDOWEVENT_RESIZED in fullscreen
I'm not sure if this is going to end up being the correct thing to do here, but it's what we shipped in the Fury 2.0 binary.
Fix updatesectorz() not checking z height in fallback, and add fallback optimization to updatesectorexclude()
Make floor-aligned model z offset behaviour in Polymost consistent with Polymer.
Fix a fuckup where I accidentally removed the color swap from gloadtile_art.
Fixed a bungle in gloadtile_hi. Only apply hictinting_applypixcolor if effect != 0.
add "notrans" .def token for voxels to disable drawing with translucency in GL modes
Add the CON commands `getngcflags` and `setngcflags`
Usage: ``` getngcflags <var> <idx1> [<idx2>...] setngcflags <const/var> <idx1> [<idx2>...] ``` Gets/sets the flags for the newgamechoices entries at the specified indices. The index list is variable-sized, up to a maximum of 3. This can be used to enable/disable the MEF_Hidden and MEF_Locked state. Supersedes the userdef struct members: `m_newgamecustomopen` and `m_newgamecustomsubopen`.
Extend newgamechoices menu with a third layer of entries.
Also permit usercontent flag on subentries.
address defect in c653ba7fc09257ed3590cd2ce29d155ef6752032
fix S_ChangeSoundPitch()/CON_SETACTORSOUNDPITCH
improve S_StopAllSounds() (I think)
use .playing member of sound_t as bitfield, improve freeSlotQueue std::atomic usage
offload xmp_create_context()/xmp_load_module_from_memory() into worker thread
offload initial ov_open_callbacks() etc calls for vorbis into worker threads to avoid VM stalls when playing tons of .oggs from script
add screenshot_dir CVar. Defaults to "screenshots".
Apply tints on KV6 voxels; factor out shared code