Build 10154
GIT-
resolve defects in sound system
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resolve defects in sound system
Fix a minor animation bug with SHOTGUNSHELL sprites
Found by Nuke.YKT
fix menu option to disable item pickup messages not saving to .cfg by adding "hud_messages" cvar
This bug appears to be rather old...
clang warning fixes
fix oversight in 76b0d9cf0852a830d1f26f87d1e1526b5c1debe7
fix GCC 12 warnings
adapt commit f21082da0a4dc5aee5a56f7784fe804ed35bc990 from NetDuke32.
Interpolates conveyor belt SE floor panning.
skip bpos update for STAT_EFFECTOR sprites
turn most assertions left in the audio code into log messages instead
consider hitag of RESPAWN sprites for precache
precache indexed hightile textures, minor rework of loading screen progress bar
Introduce actor event 'EVENT_PREACTORDAMAGE'
This event is executed when an actor runs A_IncurDamage(), and is placed just before subtracting 'htextra' from 'extra' and updating the actor's owner (i.e. just before damage is applied to the actor). For useractors, this normally occurs when ifhitweapon is called. Set RETURN to a nonzero value to skip applying the damage. This will also cause the 'ifhitweapon' conditional to skip the branch. Note that doing so will not automatically reset htextra to 0.
Add global gameflag "DUKE3D_GLOBAL_ADDITIVE_HITRADIUS"
If this flag is set, all radius damage sources will apply cumulative damage instead of overriding the existing accumulated damage. Equivalent to applying PROJECTILE_HITRADIUS_ADDITIVE to all explosions.
Add projectile WORKSLIKE flag PROJECTILE_HITRADIUS_ADDITIVE
This flag alters the radiusdamage calculation such that the blast damage is added to the current htextra of the actor, rather than overwriting the current applied damage completely.
Make standalone build gamefunc names available in non-standalone builds as well
Fixes issues when launching Fury with synthesis eduke32 builds
Fix viewscreens being permanently deactivated after loading a save
Also decreases MAXUSERTILES to (MAXTILES - 256) to ensure the tilespace used by the viewscreens isn't encroached on by user tiles.
fix warning introduced by cb673c3392b91d32f6b5c72bf0582ff00462fc50
Print script name and line if gamevar/struct index error occurs
Revert 22d85479a52ea9fd066daf283b3941b934858808.
There are maps which depend on projectiles getting reflected by walls with the picnum of MIRROR.
fix menu navigation with left controller stick when not in a game and no demos are playing
limit framerate to refresh rate in menus and bonus screens
This is intended to address complaints of GPU coil whine. While these are obviously actually just complaints about the user's own hardware, we don't really need hundreds of frames per second in the menus, do we?
VM_UpdateAnim() optimization
Fix an oversight in the keybind menu that could cause a crash
Only occurred if some of the gamefuncs were disabled.
Prevent assigning both columns of keybinds to the same key
Instead it now switches the key from column 0 to 1 and vice-versa
Add console cvar 'cl_kbconfirm' to toggle the keybind confirmation dialog
Show confirmation dialog when binding a key that's already bound
This is currently restricted to the keyboard binds menu. The dialog provides three options: * Y -> Assign key and erase existing keybinds * N -> Assign key, do not erase existing keybinds * Escape -> Don't assign key
Add language option to the "Display Settings" menu
This provides menu access to the locale setting that was previously only controllable through the "locale" console command. Languages can be defined through the "localization" DEF token, and custom Unicode character tiles through the "tilefont" DEF token. Additionally: - Selected locale is saved inside the eduke32 config file. - Default language is set to "en" on launch, i.e. English.
Fix successful "loadgrp" DEF command logging as ERROR instead of INFO
List SF2 before ALSA in the menu, matching the order in soundcardnames
fix broken USE_OPENGL=0 build
improve EDUKE32_PREDICT_FALSE usage in S_StopEnvSound() and S_ChangeSoundPitch()
change VM_IFELSE_MAGIC to just steal one bit from the translated bytecode instead of the whole range used for the encoded line numbers used for debugging
This has the side effect of making branches show up w/ correct line numbers in VM instruction debug dumps. Needs testing!
improve CON VM debug dump output
Replaces more or less useless offsets from script pointer with filename and line number and consolidates parameters passed to CON commands into the same line in the output.
add debug vm_preempt cvar to control CON VM preemption by frame drawing
This doesn't save to the .cfg because it's a tool for debugging and is not intended to be used as a user preference.
Restore the CON commands 'getmusicpos' and 'setmusicpos'
remove extra newline from error printed to log
remove unused userdef
app_main macOS fix (the #endif used to be followed by OSD_SetLogFile)
don't check FX_SoundValidAndActive() in S_ChangeSoundPitch() because FX_SetPitch() ends up forcing synchronization anyway
uncomment G_AddSearchPaths() call accidentally commented out for debugging in b689f9974f32acfa6200ba354ee2e21aea10702d