Build 10396
GIT-
During the 3DR screen, handle events outside the FPS-limited section
SVN handles and Git names are merged into one person.
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.
Always write boardfilename to savefile, and set app title on save load.
add console error spew for a couple conditions which can cause creating a savegame to fail to capture a meaningful screenshot
add player actor floorz and ceilingz to cl_showcoords
Reset pathsearchmode to the original value after getting mod dir names in the GTK startup window.
add floorzcutoff and floorzrebound player members to control additional aspects of how the player's position reacts to traversing sectors with differing floor heights
Not recommended to use these in mods until after Ion Fury: Aftershock ships because they might still change some.
add cl_kickmode cvar to select between 1.3D or 1.4+ quick kick behavior ;)
fix overlapping cl_showcoords text, enable sprite counters w/ cl_showcoords 2, add cl_showcoords 3 for the previously unreadable rendering cvar printouts
fix minor bug with visibility menu option
fix SE40 drawing oversight found when porting the current version of the effect to the editor
allow startup window in Steam big picture mode if the -setup parameter is passed
This allows the startup window to be used on Steam-based devices like the Steam Deck without switching to desktop mode.
fix problems with the automatic view angle adjustment for playing without a mouse. This fixes #265.
in 'msaveloadtext()', prevent read of 'g_skillNames[-1]', fixing issue #225.
Note: 'skill == 0' can be obtained from the command line by either * '-m': "monsters off", or * '-s0': 'ud.m_monsters_off' is *not* set
fix mouse sensitivity slider values, allow a vertical sensitivity of 0
remove explicit VM compiler checks at use time for whether a label is a keyword or not
This is already covered separately by undefined parameter checks on label use and by keyword checks on label definition.
Fix overwrite confirmation appending to save name