Build 8034
SVN-
General
Ignore cstat 32768 sprites in map view
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General
Tweak weapon autoswitch menu option text
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General
Don't spawn TRANSPORTERSTAR if FURY
SVN handles and Git names are merged into one person.
Ignore cstat 32768 sprites in map view
Tweak weapon autoswitch menu option text
Don't spawn TRANSPORTERSTAR if FURY
Add r_swapcomplete cvar to control what happens after SDL_GL_SwapWindow()
0: do nothing 1: glFinish() 2: busy loop until currentVBlankInterval 3: glFlush()
Add console/log output for when the player is killed by various internal things, to aid in debugging
Use a vec3_t instead of separate vars to hold temporary position data in G_HandleMirror()
if out the in_mousebias and in_mousedeadzone cvars
Add warning message when the user has the in-game VSync option enabled
Revert r8024
Separate everything in AdvanceTrigger into a new TextSubmit except Space so it doesn't submit text fields such as savegames
Rename Silent protagonist to Protagonist speech
Move weapon switching to Control Setup
Add option to disable the game side framerate limiter back into the menu
Add toggle for always run back to the menu
Fix borderless windowed fullscreen mode
Check for "m32_usecwd" in the filesystem and activate -usecwd if found
timer.cpp: fix order of operations issue with timerUpdate()
Change skill alignment if FURY
Don't clobber E1L8 for user maps
Return to the main menu after completing a user map
Fix Y/N options with three lines
Fix the Sound and Music Volume options in a way that works for Duke too, using indentation
Disable the gamepad axes and buttons menus if opening them would cause an abort due to having no items
timer.cpp: improve cross-platform & cross-compiler issues relating to precision & period.
Handle timerlastsample such that we don't throw away time & run slow in certain cases. Ensure when calculating n, we do the double division first before multiplying for sake of floating point precision.
Amend r7987 to only clear input if actually in the menu
Update md3_vox_calcmat_common to solve a sporadic voxel flickering issue
Patch by Nuke.YKT.
Fix use of wrong macros for game controller buttons in game-side input.cpp
Revert "This should be enough for SDL controller hotplug support but I haven't tested it"
Revise r8001
This should be enough for SDL controller hotplug support but I haven't tested it
This timing stuff actually works
It doesn't help when it turns out the compiler is broken and implementing std::chrono::high_resolution_clock as something that only counts in ms instead of properly aliasing it to std::chrono::steady_clock!
Call A_GetZLimits() for sprites in the map at load time
Apply the BUILDART patch at long last.
Open the User Map menu to a folder named "usermaps" if one exists.
usercontent flag
Don't adjust analog turning because of the Run gamefunc
Amend r7993
Add userdef .gamepadactive
Use gamepad button names for Y/N prompts when most recently active
Add getgamefuncbind
Track whether keyboard or gamepad input was last received