Build 7874
SVN-
General
Fix issue with sounds being expired from cache
SVN handles and Git names are merged into one person.
Fix issue with sounds being expired from cache
This adds back in the engine's old automapping feature
This was removed a long time ago because Duke3D and Shadow Warrior don't use it.
Make most things in screens.cpp use I_AdvanceTrigger() instead of I_CheckAllInput()
Fix silly branching logic in engineLoadBoard()
Don't blow away wall cstat bit 14 for use as a temp flag in the editor
Patch from Nuke.YKT.
Work around an issue with far plane clipping with voxels without mipmaps in software mode
Patch from Nuke.YKT.
Apply "reset object trackers on savegame load" patch
Wahhh, I'm MSVC and I cry about applying unary negation to a boolean
Fix issue rendering TROR when the camera's z coordinate is right on the portal
Another clipping fix
Add sc_Space to I_AdvanceTrigger() and I_AdvanceTriggerClear()
Fix bad tilepacker preprocessor definition
Fix for emerging from TROR water
Revise r7838 again
Patch from Nuke.YKT to work around precision-based inaccuracy problems in Polymost TROR
Add MERGE_NODES macro for Polymost... this will be used in the following commit
Patch from Nuke.YKT to clip bunches to screen boundaries in Polymost
Patch from Nuke.YKT to fix sloped floor and ceiling textures wiggling around in Polymost
Revise r7838: one less dumbass typo
Make it easier to jump into vents
Remember to delete .esv.ext file when deleting .esv file itself
Automatic source file dependency generation for GNUmakefile
This automatically saves the dependencies used for a given object file during the first compilation, then uses the generated data for each subsequent compile to determine if the object needs to be rebuilt. Why? Because if I see one more warning about the C++ One Definition Rule, I'm going to fucking snap.
Revise r7835: instead of not testing wall sprites, we'll just ignore the side blockers
Move RCtrl keybind for gamefunc_Fire to slot 1 instead of 2
Fix issue with the autorun key when resetting controls to defaults, and give gamefunc_Last_Used_Weapon a default key binding of X
Don't check clip objects for sprites in the keepaway() loop in clipmove()
This prevents some hilarious issues with deadly wall decorations. The "side blocker" clip lines that already exist for these sprites should already prevent the kinds of clipping issues this loop is intended to address, anyway.
OK, this is just a bit too restrictive
Fix clipping issue with jumping
Fix additional clipmove() issue
Clean up raytrace() and rename it to cliptrace()
Allow reading vec3_whatever_t as vec2 directly
It's a union in a struct in a union in a struct. Oh god, what have I done.
Additional clipmove() reworks
This fixes a LOT of clipping errors but needs thorough testing.
Switch a few iterators in clipmove() from int to native_t
clipmove() patch from Nuke.YKT:
"In some edge cases posx/y might be 'inside' of neighbor sector. I've added double check for this case"
Amend r7805
'Murica.
Throw a warning when attempting to use CON_DEFINESOUND with a sound index that has already been defined
Fix mirrors in Polymer
Rename IONMAIDEN -> FURY
Try walldist + 8 instead of walldist << 1 in clipupdatesector()
Fix another bunch of improperly sized bitmap arrays
Fix translucent masked wall sorting issue in Polymost
Voxel fix
Rename "autosaves" to "checkpoints" in menu
Fix stupid bug with sprite shadows in Polymost
Voxel fixes from Nuke
Fix volume slider bug introduced in r7773
QOL change: print save filename to console for manual savegames, too, not just ones generated through the script
Voxel fixes from Nuke.YKT
Don't attempt to animate sprites drawn as voxels by picnum
This is just syntax and formatting
No functional changes.
Rename stupid structure member I probably named when I was high
Stop trying to make CTRL-ALT-DEL happen
It's not going to happen.
Patch from Nuke.YKT to replace audiolib's volume table with floating point calculations
This fixes an issue where rapidly changing the player's angle could result in the audio "popping" due to the sudden change to a new position in the volume table, and the resulting difference in volume between one sample and the next. This also fixes a DC offset issue when applying the volume level to certain sample types.
Untie EVENT_ALTFIRE from the conditions required to trigger EVENT_FIRE
Add gamefunc_Alt_Weapon and EVENT_ALTWEAPON back in
Make shadows on voxels in Polymost look like they do in classic
Even more minor fix to previous commit
Minor fix to last commit
Add tilehasmodelorvoxel() function and fix instances where voxels for multi-sided sprites would get flipped based on the viewing angle
Fix audio position updating in automap mode