Build 10344
GIT-
Fix z interpolation problems in VM_Fall() and A_Fall()
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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).
SVN handles and Git names are merged into one person.
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.
Initialize mysock in mmulti.cpp with INVALID_SOCKET
Purge trailing whitespaces from audiolib, duke3d, sw, mact and build folder.
Replace remaining instances of MV_Printf with LOG_F
Replace all instances of strtok() with Bstrtoken()
Because this function stores state statically, using it in a loop with NULL as argument can result in unexpected behavior when another function in the loop invokes strtok() with a different buffer as argument.
Only poll glGetGraphicsReset() once every 100ms in handleevents()
This call acted as a bottleneck, significantly reducing the framerate on E1L1 of Duke3D as the status was being polled every single time handleevents() was called.
Fix cstat parameter in "classicDrawVoxel()" being int8_t instead of int16_t
Also fix an error log message in engine.cpp logging the wrong variable.
Fix parameter in "polymost_drawtilescreen" being called "wallnum" instead of "tilenum"
SMALLSMOKE projectile cleanup
Now no longer uses negative tilenums.
Remove unused function "A_DoGutsDir()" from actors.cpp
Duke3D/Editor: Add "whilevare" CON command
Also fix editor checking for "else" tokens on whilevarl.
Always write boardfilename to savefile, and set app title on save load.
Fix FURY=1 build removing the "obj/fury/" folder after linking.
This bug was introduced in 36af1bb2 and caused the subsequent mapster32 linking to fail. The obj dump folder now has "_dump" as suffix. For regular duke3d builds, this temp folder had the name "obj/eduke32", and hence did not conflict with the "obj/duke3d" folder.
findfrompath() with empty filename immediately returns -1
Fixes a bug where an empty filename is interpreted as the current directory "./", which of course always exists.
Use AppTechnicalName instead of AppProperName for log filename
Fix a minor animation bug with SHOTGUNSHELL sprites
Found by Nuke.YKT
Fix building on Linux with GTK Startup Window
Also changes the case of the hardcoded strings "STUFF.DAT" and "NUKELAND.MAP" to match the file case in the download on Ken's website.
Fix a bug introduced with voxel caching in fa3d6784
The texturecache file shouldn't be affected I think
Introduce actor event 'EVENT_PREACTORDAMAGE'
This event is executed when an actor runs A_IncurDamage(), and is placed just before subtracting 'htextra' from 'extra' and updating the actor's owner (i.e. just before damage is applied to the actor). For useractors, this normally occurs when ifhitweapon is called. Set RETURN to a nonzero value to skip applying the damage. This will also cause the 'ifhitweapon' conditional to skip the branch. Note that doing so will not automatically reset htextra to 0.
Add global gameflag "DUKE3D_GLOBAL_ADDITIVE_HITRADIUS"
If this flag is set, all radius damage sources will apply cumulative damage instead of overriding the existing accumulated damage. Equivalent to applying PROJECTILE_HITRADIUS_ADDITIVE to all explosions.
Add projectile WORKSLIKE flag PROJECTILE_HITRADIUS_ADDITIVE
This flag alters the radiusdamage calculation such that the blast damage is added to the current htextra of the actor, rather than overwriting the current applied damage completely.
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
Make standalone build gamefunc names available in non-standalone builds as well
Fixes issues when launching Fury with synthesis eduke32 builds
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
fix compilation errors
fix wangulator compilation error
Fix viewscreens being permanently deactivated after loading a save
Also decreases MAXUSERTILES to (MAXTILES - 256) to ensure the tilespace used by the viewscreens isn't encroached on by user tiles.
Print script name and line if gamevar/struct index error occurs
Fix crash due to an oversight in commit 88cd36858be30f7384eb7ccc35b669b06bc84c42
Fix an oversight in the keybind menu that could cause a crash
Only occurred if some of the gamefuncs were disabled.