Build 10534
GIT-
Make CON_GETGAMEFUNCBIND properly detect and return mouse binds
Nickname SVN e nomi Git sono unificati per persona.
Make CON_GETGAMEFUNCBIND properly detect and return mouse binds
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.
Comment out log message in appendstate/prependstate
Engine/Duke3D: Several changes to TROR traversal in clipping functions
* clipmove() - No longer traverses sectors once a distance limit is exceeded, and at most traverses 64 TROR sectors at once. * hitscan() - TROR sectors added to clipsectlist after regular next sectors. Only adds TROR sectors in a single direction, and at most 64 at once. * A_RadiusDamage - only add TROR sectors if inside damage radius. Also increase MAXDAMAGESECTORS to 512, same as MAXCLIPSECTORS. Fixes glitches and error spam in maps that make heavy use of TROR.
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.
Fix globalsound being broken in 3D Mode
This would previously attempt invalid array access with index -1.
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.
Add same sectnum checks as in hitscan() to A_RadiusDamage()
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 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.
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.
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
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.
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
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.
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.
Skip screentextRender() if provided zoom smaller or equal zero
This fixes a division by zero crash if zoom == 0.
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
Remove "pathsearchmode" backup from menuselect()
Hitting CTRL+F in Mapster32's map load menu, then exiting it with ESC would result in the next menu opening at the filesystem's root path, and not in the previously open folder.