Build 10528
GIT-
If the texturecache.index file cannot be read, invalidate it
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This fixes a problem where the texcache file could grow without limit if something managed to corrupt the texcache index.
SVN handles and Git names are merged into one person.
If the texturecache.index file cannot be read, invalidate it
This fixes a problem where the texcache file could grow without limit if something managed to corrupt the texcache index.
Increase YAX_MAXCLIPSECTORS from 64 to 256
Some TROR layers were blocking hitscan shots because of the low limit.
Revert clipupdatesector() changes from df868267 and replace with a different approach
If the sector contains a TROR bunch, then whenever clipupdatesector() would normally return 1, instead run updatesector() and return 0 instead. The old approach did not work out in all situations. In Fury, certain flying enemies could not pass some TROR layers properly, and in AMC, trying to submerge in TROR water had the player glitch out on the surface. This exact approach had previously been used in AMC without any major issues for 2 years, before the recent TROR changes.
Rework the cansee() changes from 86e5fe7f to only affect TROR transitions
The problem with the previous version was that it didn't take overlapping geometry into account. This should be a more conservative approach that doesn't affect non-TROR uses of the cansee() function.
Fix hitscan() and clipmove() by checking for invalid sectnums
Invalid sectnums could previously be added to the clipsectlist if a hitscan shot passed a tror layer.
fix regressions with clipupdatesector() from df868267
This resolves a bug in Duke3D where the player couldn't move while shrunk if a TROR sector was present on the map. It also ensures that the original clipping is used if no TROR bunch is present inside the sector in question. This should reduce the amount of backwards-compatibility problems.
Fix clipmove() problems with TROR wall geometry resulting from commit 7f00d5ce
The changes are now more conservative and only affect sprites on TROR layers.
Fix many cases in which cansee() would fail with TROR
This commit adds a failsafe which corrects the given origin and destination sectnums of the "cansee()" function, by checking if the corresponding (x,y,z) coordinates are actually contained within the given sectors. The problem with TROR in particular was that the calculation done to determine the point of intersection on the TROR layer requires the coordinates to be within the given sectnums. Else, cansee() would simply return 0, even if there was a clear line of sight. This should also implicitly fix any other cases where the coordinates of the cansee() call do not exactly match up with the given sectnums.
Account for floor and ceiling slopes in renderAddTsprite
Fix tsprite cutoff if the sprite stretches across multiple TROR layers
The sprite is now properly copied for each sector it stretches across.
Overhaul TROR handling for hitscan() and clipmove()
- Vertically attached sectors are now added to the clipsectorlist - Entirely remove the previous TROR hack from hitscan() - Instead, hitscan() now also uses clipsectorlist, and detects whether a TROR transition floor or ceiling was hit. If so, any subsequent wall hits in the same sector are skipped. This fixes the following: - Collision and hitscan checks where a sprite stretches vertically across more than 2 TROR layers. - Hitscan shots being unable to clear sloped TROR surfaces. - A potential out-of-bounds array access in hitscan()
Add TROR-awareness to sprite clipping in hitscan()
Analogous to the previous commit, it also checks the sprites of the upper and lower TROR bunch of the sector. This handles the case where a sprite is intersecting layers, and fixes hitscan shots not hitting enemies properly in such cases.
Add TROR-awareness to sprite clipping in clipmove()
This makes it so that the sprites of the ceiling and floor bunch sectors of the sector being checked are also iterated over. This handles the case where a sprite is intersecting TROR layers, and fixes projectiles not hitting enemies properly in such cases.
Skip screentextRender() if provided zoom smaller or equal zero
This fixes a division by zero crash if zoom == 0.
Initialize mysock in mmulti.cpp with INVALID_SOCKET
Replace all instances of strtok() with Bstrtoken()
Because this function stores state statically, using it in a loop with NULL as argument can result in unexpected behavior when another function in the loop invokes strtok() with a different buffer as argument.
Only poll glGetGraphicsReset() once every 100ms in handleevents()
This call acted as a bottleneck, significantly reducing the framerate on E1L1 of Duke3D as the status was being polled every single time handleevents() was called.
Fix cstat parameter in "classicDrawVoxel()" being int8_t instead of int16_t
Also fix an error log message in engine.cpp logging the wrong variable.
Fix parameter in "polymost_drawtilescreen" being called "wallnum" instead of "tilenum"
Reduce EXTRATILES from 3840 to 1792 (= 32512 - MAXTILES)
Previously, MAXTILES+EXTRATILES went above the highest possible 16 bit integer value of 32767, which is the datatype used to store tilenums.