Build 10458
GIT-
Comment out log message in appendstate/prependstate
SVN handles and Git names are merged into one person.
Comment out log message in appendstate/prependstate
Only store boardfilename in the savegame if we have a usermap
avoid passing -1 as bunchnum to SECTORS_OF_BUNCH
tweak controlflow struct added to VM in 4eb6cbe190cf79d758a4a64b9fa10af64d4609ad
Resulting binary is smaller, but no significant performance difference either way on anything I tested the change on.
only update a maximum of one VIEWSCREEN tile per frame
Improves performance greatly in all renderers in scenes using more than one concurrent VIEWSCREEN sprite displaying unique cameras.
remove a bunch of EDUKE32_PREDICT macro usage from gameexec
allow sound data to expire out of cache1d again
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()
Add detection for new DOS crash-fixed VACATION.GRP (and DUKEDC.GRP)
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.
Make some actors work properly with TROR
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.
During the 3DR screen, handle events outside the FPS-limited section
Ensure some hardcoded switch behavior maintains applicability only to wall sprites, not sloped (floor), consistent with the rest of the code
Avoid OOB access in A_DamageWall_Internal with invalid overpicnum
Don't call pushmove from DamageObject if sprite has invalid sectnum
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.
Fix rapid-tap chaingun glitch
Behaves like Atomic Edition now. Avoids breaking WW2GI.
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
Fix typo in PR light offset for EXPLOSION2.
Also fixes attempts to read data for sprite no. -1 in case of no parent sprite.