Build 10037
GIT-
Fix compilation for POLYMER=0 builds
SVN handles and Git names are merged into one person.
Fix compilation for POLYMER=0 builds
Save voxmodels in texcache to reduce startup delay in Polymost
Fix texcache discovering index files in search paths if texcache.index doesn't exist in the cwd
Resolved by creating the index file before trying to read from it
Fix same error as in OSD_Printf() also in initprintf() and buildgl_outputDebugMessage()
Fix edge case where OSD_Printf() may wrongly remove the last char in a string
Prevent infinite loop in clipmove() for ENGINE_EDUKE32 compatibility
Reset all actor vars in prelevel() regardless of the sprite's statnum
Previously, only sprites with statnum 0 would have their per-actor variables reset to the default on map load. This meant that sprites with statnums that were pre-defined in the map would inherit the actor var values of the sprites with corresponding spriteNums from the previous map. Additionally, the per-actor var reset is now performed before EVENT_PRELEVEL, meaning that any changes to actorvar that occur in this event will now persist. Previously, altering actor vars for sprites with statnum 0 in this event would not have any effect, as they would be reset to their defaults afterwards.
Add actor struct members `htfloorzoffset` and `htwaterzoffset`
Values range from -128 to 127. The former defines the distance of the actor from all floors, the latter applies additively to the hardcoded offset applied when on lotag 1 sectors. Positive values lift the actor off the ground, negative values move the actor into the floor. The default values for both struct members is 0. To achieve a net zero displacement, htfloorzoffset needs to be set to -1, and htwaterzoffset must be set to 24. Also note that internally, the offset is multiplied by 256 to receive the actual z coordinates (like `iffloordistl`).
Increase MAXSOUNDS to 16384 to match the game-side limit
Fix updatesectorz() not checking z height in fallback, and add fallback optimization to updatesectorexclude()
Use APPBASENAME for testing maps
Allows FURY compiled mapster32 to launch fury.exe
Fix POLYMER=0 builds
Expose 8 additional clipboard variables as READONLY to M32 CON
These variables include: * `tempxpanning` * `tempypanning` * `tempxvel` * `tempyvel` * `tempzvel` * `tempstatnum` * `tempblend` * `tempsectnum`
Initialize blend to 0 when inserting sprites
This fixes a bug where stale blend values could be transferred over from a previously loaded map.
fix parsing of voxel definition in error cases
Re-enable remote activation of viewscreen using yvel of 1
A viewscreen placed in the map with a yvel of 1 will always display its camera feed if the player is within active range. If set to 0, the screen will only show the tile on manual activation. If yvel is 1, and the screen is connected to a camera, it will display the view of that camera. Otherwise, it will show the view of the Viewscreen's owner, the direction in which it is looking being dictated by angle and shade of that sprite. The xvel of the viewscreen now defines the active range. If less or equal to 0, the default distance of 8192 is used. Note that this is currently restricted to one active screen at a time.
Plan B for commit b4f633d1, remove the conditional entirely
The previous attempt broke the window at the start of E1L3 of Duke3D. Whatever this was intended for doesn't work with animated maskwalls.
Always allow disabling vsync
Extend mapinfo DEF command to support mapart token
Usage: mapinfo { mapmd4 <md4sum> mapart "mapart/testart_XX.ART" } The specified path must end with the suffix "_XX.ART" (case-insensitive). The actual files need to be numbered from "_00.ART" to "_19.ART". Just like with maphacks, an md4 sum is required. This allows sharing the same per-map art between multiple levels.
Fix ancient identical branch warning in the Polymer code
Move updating bpos of player sprites after G_MovePlayers()
Allow assigning pals over 127 with ; + P hotkey