Build 8864
GIT-
slash resets sprite slope
SVN handles and Git names are merged into one person.
slash resets sprite slope
Update source/build/src/sdlayer.cpp, source/build/src/polymost.cpp, source/build/src/baselayer.cpp, source/build/include/baselayer.h files
Fix IF crouch jumping and unintentional automatic crouching under sprites
Patch from Nuke.YKT to fix a y-flipped voxel rendering issue in Polymost
Patch from Striker to improve sprite interpolation
Make SE_13_EXPLOSIVE call A_GetZLimits() for all statnum 0-2 sprites in sector when triggering
This fixes the fire sprites inside exploding walls not waking up after the wall explodes.
Move FPS limiter to engine and rework functionality (again)
Avoid overflow in clipmove()
Patch from Nuke.YKT to fix a sprite rendering issue in Polymost
This fixes things like shrunk player behavior at the expense of the return of issues like the player automatically stepping up onto sprite architecture.
fix NPOT tile rendering when hightile option is disabled
Take CRANE sprites into account before applying mouse input
Fix issue where radius damage wasn't able to hit/damage sectors, walls, and sprites it should have been able to
Don't push sprites away from other clip objects when their clip areas overlap if the velocity passed to clipmove() is 0
This workaround should fix issues with stationary sprites moving around at map load when their clip area is overlapping solid walls.
Fix Mapster32 undo/redo corruption issue
Fix Mapster32 undo corruption issue
I swear, the amount of trivial differences between toolchain setups drives me up the wall sometimes
This helps the player not fall off of the edges of certain types of moving sectors as easily
This fixes most issues with the player clipping through the walls of rotating sectors
Band-aid fix for Duke3d E4L4 map "corruption"
The map isn't necessarily "corrupt", but it has a large water sector with half a dozen different SE7 teleporter sprites in it, of which all but one have destination SE7 sprites that are constantly moving while the matching SE7 in the large sector stays in place. When you teleport, the game code picks one. It doesn't always pick the one that matches. Yeah, OK, it never picks the one that matches. The area is a total clusterfuck.
Patch from Nuke.YKT to fix polygon leakage issue with NPOT skies in Polymost
This seems like it should be allocated permanently (value 255) instead of merely marked as locked (value 200)
There doesn't seem to be any functionality implemented to re-load voxels if they're removed from the cache, and blocks marked as locked can still be pushed out of the cache if the cache is full and a large allocation won't fit anywhere else.
Separate the filesystem portion of cache1d.cpp and move it into vfs.cpp
Yes, the engine tools (kextract, etc) still compile.
Renderer sprite sorting patch from Nuke.YKT
This old 3dfx and SiS hardware isn't capable of running our GL renderer and never will be
Fix bug dating back to the DOS version where actors on sector lines would sometimes fail to shoot hitscan projectiles
Fix npot sky rendering in Polymost
Patch from Nuke.YKT.
Flat parallax skies in Polymost
Patch from Nuke.YKT.
Use integer math for Polymost rotatesprite
Patch from Nuke.YKT.
Move r_borderless and r_displayindex definitions out of polymost.cpp and into baselayer
Ignore cstat 32768 sprites in map view
Call A_GetZLimits() for sprites in the map at load time
Fix bug where "standing" on top of a sprite structure underwater would cause the player to act as if they were no longer underwater
Attempt to work around odd behavior when attempting to use stuff like wall aligned sprites with the new version of clipmove
The behavior was always "wrong" as clipmove does not handle movement of lines, just movement of clip boxes against lines and face sprite points, but the newer version of clipmove actively bounces sprites away from lines they would otherwise clip into. This was causing wall-aligned sprites that called any functions that ended up calling clipmove to get pushed away from the wall unintentionally.
Tweak the fatal engine initialization error and game already running dialog boxes a bit
Polymost projection changes to correct the perspective in widescreen and ultrawide resolutions.
Patch from Nuke.YKT and Fox.
Fix Mapster32 bug with 2d3d mode ambient sounds