Build 8425
SVN-
General
Fix Mapster32 undo/redo corruption issue
SVN handles and Git names are merged into one person.
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
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.
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.
Emulate slope overflow in Polymost in order to match the rest of the engine's slope algorithms
Patch from Nuke.YKT.
Hopefully work around more Polymost polygon leakages
Patch from Nuke.YKT.
Fix issue rendering TROR when the camera's z coordinate is right on the portal
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 r7835: instead of not testing wall sprites, we'll just ignore the side blockers
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.
Fix additional clipmove() issue