Build 10534
GIT-
Make CON_GETGAMEFUNCBIND properly detect and return mouse binds
SVN handles and Git names are merged into one person.
Make CON_GETGAMEFUNCBIND properly detect and return mouse binds
Comment out log message in appendstate/prependstate
Only store boardfilename in the savegame if we have a usermap
Fix CON_EXIT not working correctly in while loops
The instruction pointer wasn't being updated properly.
Add same sectnum checks as in hitscan() to A_RadiusDamage()
fix actors on lotag 1 sectors not being squishable
Squishing is now prevented if SE7 is present (as previously intended), or when the actor is standing on submergible TROR water.
Improvements to A_RadiusDamage()
- Add TROR-awareness in similar fashion to clipmove() and hitscan() - Continue scanning walls to damage even if MAXDAMAGESECTORS is reached - Increase MAXDAMAGESECTORS from 128 to 256
Properly split TROR code from commit 19fd0915 into YAX_ENABLE blocks
And fix problems introduced by 9070cd2bff6d4547f0765fc483ffd4f923e24383.
Fix sprite shadows being drawn on transparent TROR layers
Also fixes sprite shadows being drawn floating above floor slopes.
Fix "return to center" triggering after CON_SAVE is executed
Completely revert attempted jitter fix from 5977025e
This caused two problems: - The change with AC_FZOFFSET caused BLOODPOOL to jitter in Duke3D - The change with water floors caused various actors to jitter in Fury More trouble than it's worth.
Properly reset Viewscreens when loading a savegame
Previously, they would get stuck in a deactivated state while the player was still in range.
Fix keyboard function override message not showing the keys
And apply some cleanup to the code in question.
Display r_maxfps == -1 as "Auto" on the display menu
Previously, this would be the default selection and say "CVAR"
Fix savegames made before floorzrebound and floorzcutoff were introduced.
These would default to 0 after loading the savegame.
Revert interpolation changes on non-water VM_Fall cases
Fix z interpolation problems in VM_Fall() and A_Fall()
This prevents a visual jitter effect from sprites that aren't moving, but use the "fall" command in a water sector (zombie actors, pickups, etc).
Fix pathsearchmode when using a .def which loads a GRP
Same fix as applied for Mapster32 in c7aa59b001
SMALLSMOKE projectile cleanup
Now no longer uses negative tilenums.
Remove unused function "A_DoGutsDir()" from actors.cpp
Always write boardfilename to savefile, and set app title on save load.