Build 6718
SVN-
Allow mouse axis scale to go to zero.
Nickname SVN e nomi Git sono unificati per persona.
Allow mouse axis scale to go to zero.
Fix "setvarvar: Gv_GetVarX(): invalid player ID -1" message for certain userdef accesses
Fix "too many sprites spawned" check
Move "EVENT_DISPLAYREST" after "EVENT_DISPLAYCROSSHAIR".
Patch from Fox.
1. Fix translucency in the mouse cursor.
2. In "EVENT_DISPLAYCROSSHAIR" and "EVENT_DISPLAYCURSOR", make "userdef[].return" 1 and 2 return the coordinates, and 3 the alpha ("EVENT_DISPLAYCURSOR" only). 3. New event "EVENT_DISPLAYPOINTER" Similar to "EVENT_DISPLAYCURSOR", it is used to display the pointer that controls the aiming in Wii. "RETURN" / "userdef[].return" work in the same way as "EVENT_DISPLAYCURSOR". Patch from Fox.
Fix the position of the notch when scaling the slidebar with the mouse.
Patch from Fox.
Hide the joystick menu instead of disabling it.
Disable the switching of keyboard layout on window focus gain and loss.
Clean up order of UserdefsLabels[].
Bump BYTEVERSION. Patch from Fox.
New userdef structure "return"
This works like an extension of the RETURN gamevar and it accepts multiple values. Reading or writing the value of "userdef[].return 0" is the same as reading of writing the RETURN gamevar. The following userdefs are now aliases: - m_origin_x = userdef[].return 1 - m_origin_y = userdef[].return 2 - screenarea_x1 = userdef[].return 0 - screenarea_y1 = userdef[].return 1 - screenarea_x1 = userdef[].return 2 Additionally, the API for EVENT_PLAYLEVELMUSICSLOT is hereby redefined to use return 1 and 2 (not 0) _instead of_ ud.m_*_number. Patch from Fox.
Revise the userdef code to accept multiple values.
Patch from Fox.
Use the user's desktop resolution, fullscreen, as the default, instead of 1024x768 windowed.
Invalidate TILE_SAVESHOT whenever it is overwritten, so that it updates properly in GL.
(Also remove a redundant call to the screenshot function.)
Improve text position over save/load screenshots.
Don't allow loading previous version saves.
Fix whitespace issues
Save the player's map time before EVENT_ENDLEVELSCREEN, which happens regardless of whether the hardcoded bonus screen is displayed.
Make sure ud.displaybonusscreen is set to 1 if you want this to take place. The bonus screen can still be skipped by setting RETURN to -1 in EVENT_ENDLEVELSCREEN.
Fix the interaction between starttrack and toggling music off.
Fix autoaim getting overwritten on load by whatever it was when the save was created.
Editorialize the code style a bit more.
Make some weird code easier to read.
Fix typo in collections.h. DONT_BUILD
Amend previous commit
New userdef structures: "menu_scrollbartilenum", "menu_scrollbarz", "menu_scrollcursorz"
Set "menu_scrollbartilenum" to the first tilenum of a series of 4 tiles: <tilenum> = Middle (tiled to fill the scrollbar height) <tilenum> + 1 = Top <tilenum> + 2 = Bottom <tilenum> + 3 = Cursor Default value for menu_scrollbartilenum is -1, which will display EDuke32's default scrollbar. Use "menu_scrollbarz" and "menu_scrollcursorz" to control the scale of the scrollbar. Default values are 65536. Patch from Fox.
Improve translucence of menu cursor
Some screentext fixes (that don't affect CON scripts)
Change OSD_Printf to initprintf for addlog and addlogvar
Menu stuff
Add undefinecheat.
Hide blank cheats
Add resetplayerflag 4, which always loads if possible
Fix the definetint def token, broken in r6557.
Replace bespoke CON/def module and clipmap filename array reallocing with a new class, GrowArray.
Update credits.
Keep individually specified RTS files and the rtsname cfg setting completely separate. This fixes a few issues.
Silence -Wcast-qual in glad.c.
Remove GAMEFUNC_* hardcoded labels.
Make sure we clear the keyboard buffer when beginning text input.
Fix build issues with ARM and USE_OPENGL=0. DONT_BUILD.
Menu stuff
Revert the functional changes of r4741 and r4703 relating to conveyors. This restores conveyor belts to their original v1.5 speeds at the expense of the corner cases the original commits addressed.
This can be revisited in the future to address these corner cases without breaking the original game.
Fix FPS limiter in EVENT_SCREEN.