Build 10669
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Revert "engine: lower Polymost SCISDIST to 0.1f"
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- c07a22e — engine: lower Polymost SCISDIST to 0.1f (Build 10514)
SVN handles and Git names are merged into one person.
Revert "engine: lower Polymost SCISDIST to 0.1f"
Avoid crash when given an OOB voxel ID
Silence unused variable warnings in `Bassert` macro
Fix voxels introducing glitched sprites in ROR sectors
Clean up rusted EDUKE32_GLES so that it at least builds
Update C and C++ language standard version detection
Tweak xxhash_config.h so xxhash.c needs fewer changes on update
Handle the absence of voxel and parental lock .txt files correctly
Avoids showing the user a nonsensical error message and prevents aborting in debug builds.
Bump MAXXDIM from 7680 to 10240
Implement ifmatch subtoken for voxel token
Note that due to the nature of the voxel token, this subtoken must appear *before* any tile subtokens in order to take effect.
Factor a new vox_clearid() out from vox_undefine()
Apply minor cosmetic cleanup to voxel token code
Avoid calling dragpoint on invalid wall indexes in SE 20 code
Fix renderer menu option hiding logic
Prevents duplicate entries from appearing, which then crash when changed.
Fix sloped sprite shading preview in editor
Fix sloped sprites to once again take on ceiling/floor shade
Clean up voxflags[] a little bit
Fix voxel visibility rolloff in classic mode to match sprites
TODO: Polymost
Fix logic oversights in 6e6b82d4cc9a0434d1ff7a122ae267c3b0e7b21e
Use a tspr->clipdist bit to specify legacy voxels instead of tspr->cstat 48
Factor out tspr->clipdist accesses into local variable tsprflags
Factor out rendering tests for whether a sprite is a voxel
Ensure some hardcoded switch behavior maintains applicability only to wall sprites, not sloped (floor), consistent with the rest of the code
Enumify uses of CSTAT_SPRITE_ALIGNMENT (cosmetic cleanup)
Don't call pushmove from DamageObject if sprite has invalid sectnum
Fix OOB access
Return from mi_log if msg is null or contains only a newline
Add buildgl_uLookAt to glbuild.h
Add USE_OPENGL guard around fullscreen_tint_gl() declaration
Actually make use of `sound` def token's `volume` subtoken
Followup to 072bd40ebd1a2d0833021b78e7784bab65259c61.
Factor out g_sounds[num] access in S_PlaySound and S_PlaySound3D
Parse the `sound` def token
Clean up stub parsing of game-side defs in the engine
Clarify the descriptions of conflicting renderer cvars
- r_texfilter - r_anisotropy - r_useindexedcolortextures