Build 9157
GIT-
General
Initial ARM64 Windows 10 support
SVN handles and Git names are merged into one person.
Initial ARM64 Windows 10 support
Update menus.cpp
Sounds resume playback after demo pause is turned off.
Also fixed an edge case.
Fix sound disabling when rewinding and fast forwarding in a demo.
I assume that the sound toggling was originally done for helix' old profiling system built into the demo playback. Fixes terminx/eduke32#84.
Re-enable exiting main menu while demo is playing.
Prevent demo pause from making the menu unusable
However, menu animations are still disabled when pausing a demo.
Fix frozen players floating in mid-air
fix player still being able to look around while frozen
Expose newgamecustom menu and submenu index to CON (read-only).
New userdef struct members: ud.m_newgamecustom, ud.m_newgamecustomsub
Fix crash during demo playback caused by a mistake in 5132b41f
add klabs() back into ksqrtasm_old()
Fix minor memory leak in Net_Connect()
fix function signatures of ksqrtasm_old() and clip_nsqrtasm()
These functions were specified as accepting int32_t values, but wrap functions (or are wrapped by functions) that take uint32_t.
set g_loadedMapVersion in engineLoadBoardV5V6()
fix GREENSLIME issue introduced by 6335a9a2e515329a159b03ba0c8a32136dc6ac42
add some labels for the different GREENSLIME states
add player .somethingonplayer check to GREENSLIME, and reset the player's .somethingonplayer to -1 if the player is dead
fix longstanding bug with unfrozen GREENSLIME
This fixes some undefined behavior that occurred as a result of reading far past the bounds of slimeFrames[].
disable SDL's automatic relative mouse input scaling that is applied when the rendering output is scaled
Add SDL headers missed in e9d85352705ad4b22e8f3027e8fc8fa06c049b28
fix warning
Update SDL to hg-13909:7c2f418f701b
update libdivide
calculate RateScale using 64-bit math
add divideu64()/divideu64_noinline()
This should fix players being able to superjump out of water
do not change GL_ALPHA_TEST state in model rendering code
fix sprite rendering order in polymost
Fix 3D model animation depending on the number of sprites present on the map.
Fixes terminx/eduke32#64.
fix regression with the Devastator's ability to damage sprites in sectors other than the sector the rocket hit
Fixes terminx/eduke32#62.
fix jittery view on moving sectors
This also fixes the interpolation for gamefunc_TurnAround and stomping on enemies. Fixes terminx/eduke32#60.
fix issue with player movement not being locked when crushing shrunken enemies
Fixes terminx/eduke32#59.
fix issue where the player was unable to look or move under some circumstances after being "killed" with god mode enabled
Fixes #56.
fix compiler warnings
fix build.vcxproj after merge error with ab90c721b94d2e683b909f1a49b35f6ed8af8901
add error checking to and slightly clean up engineLoadBoardV5V6()
add error checking to engineLoadBoard()
potentially improve dealing with corrupt .md2/.md3 models
I didn't test any actual corrupt models, just noticed the lack of any error checking when looking at something else.
use kread_and_test() instead of regular kread() where appropriate