Build 8871
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General
Derp...
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Probably actually fixes #4. Regardless, I want to note that this is really sub-optimal.
SVN handles and Git names are merged into one person.
Derp...
Probably actually fixes #4. Regardless, I want to note that this is really sub-optimal.
Properly display non power of 2 floor aligned sprites in 2d mode
Fix G_PlaySoundWhileNoInput()
Fixes #2.
Fix crash with CONs that only define one skill
Fixes #3.
Fix really stupid error with CON_NULLOP branch detection
Fixes #4.
Fix a crash with tabledivide64()
Fixes #1.
fix stupid input scaling bug
slash resets sprite slope
Use pragma pack in sw/src/network.h instead of the locally defined
PACKED macro. This is more consistent with the current Duke3D codebase, and further fixes build with older versions of MinGW GCC, in which attribute packed is broken without specifying -mno-ms-bitfields.
Remove unused wfe_Clock variable
sw/src/game.cpp: Add missing wfe_Esc callback from
SW 1.2 after minor adjustments. Originally recreated for sw-src-and-build-addendum-20190129.7z.
Fix usage of possibly wrong address in sw/src/player.cpp:DoPlayerHorizon
mmulti.cpp: Change PAKRATE to 250 (4ms) as previously done in SVN r365,
and also as currently in use in EDuke32-OldMP.
Merge branch 'Engine_StutterFixes' into 'master'
build/src/sdlayer.cpp: Add new CVARs r_glfinish & r_finishbeforeswap.
Update source/build/src/sdlayer.cpp, source/build/src/polymost.cpp, source/build/src/baselayer.cpp, source/build/include/baselayer.h files
build/src/sdlayer.cpp: Add new CVAR r_glfinish to make 'glFinish()' optional.
- Issues requiring glFinish() aren't really apparent on Linux, therefore not needed. - Running glFinish() can have an detrimental impact of Polymer users depending on whether they use the HRP or not.
build/src/sdlayer.cpp: Add new CVAR r_finishbeforeswap.
- glFinish() after swapping stabilises stuttering issues and has minimum performance impact. - glFinish() before swapping stabilises should be better but sometimes isn't, and is needed for KMT not to tear. Offer as an option.
Add mjr4077au to the VoidSW credits
Rename q16avel -> q16angvel and q16horz -> q16aimvel.
While it is understandable that avel and horz came from Duke3D, having both q16horiz and q16horz in the updated SW_PACKET struct can be confusing, and the alternative notation is more consistent with the original struct field names of angvel and aimvel, as well as the differing uses of the name angvel still present in player.cpp.
SW (DoPlayerTurn): The 180-degrees turns should be clockwise
sw/src/player.cpp:PlayerAutoLook: Modify function to
test for PF_MOUSE_AIMING_ON only if PEDANTIC_MODE == FALSE
Revert SVN commit 8677; It wasn't sufficient in case
one of the players toggled mouse aiming in the middle of a game, and it worked even worse in Master/Slave mode. Additionally, tying input to frame rate made the problem disappear.
Correctly display sloped sprites in side view mode
Fix player sprite disappearing and chat indicator using the wrong sprite when typing.
Re-added a check in VM_Move that probably should't have been removed.
Are you kidding me? This fixes the elevator in Duke3D E2L3.
Fix stupid typo that broke the camera aiming at the enemy that killed you in Duke3D
clean up
Add slope sprite check to hitscan
Add .gitlab-ci.yml
Update the revision numbers added to builds to also contain the commit's short hash