Build 7614
SVN-
General
Fix longstanding player hitscan and decal z coordinate offset bug
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This one traces back to the original DOS code.
SVN handles and Git names are merged into one person.
Fix longstanding player hitscan and decal z coordinate offset bug
This one traces back to the original DOS code.
Improve check_floor_curb()
This should fix several remaining clipping bugs.
Fix SOS check in clipmove()
This should fix updatesector/updatesectorz performance while retaining the benefits of breadth-first search
Fix EDUKE32_STANDALONE crash when calling G_DeleteOldSaves() at startup in debug builds
Update libdivide.h with a couple of fixes for obscure problems from their git repo
Fix a bunch of improperly defined bitmap arrays
Add bounds checking for renderSetTarget()
I'm not aware of this problem actually occurring anywhere, but too many consecutive calls to renderSetTarget() without the appropriate calls to renderRestoreTarget() between them would overflow 5 different arrays.
Use FORCE_INLINE and CONSTEXPR where appropriate in the Q16 fixed point math library
Fix clipupdatesector()
Fix warnings with TrackedType
Fix potential future issues with cursectnum exceeding numsectors after a sector delete operation in the editor
Fix crash when passing updatesectorz() an invalid sector number > numsectors and < MAXSECTORS
Fix issue where "unbound" without a control name afterward would end up in settings.cfg when dealing with disabled gamefuncs
Fix issue with G hotkey in editor sound list (F2) where the input field value was clamped to the total number of defined sounds instead of the highest index a sound is defined at
Fix dumbass problem with r7463 that screwed up projectiles
More player clipping fixes
Fix potential OOB memory access if the player's curr_weapon member is set out of range from CON
Fix player bumping their head on the ceiling during a jump... again...
Fix another clipping problem underwater
Fix underwater player clipping issue
Fix editor clipping issue
Fix crash in editor tile selector
The BUILD documentation says that pushmove() is supposed to be used to push players away from walls to avoid clipping problems, but Duke3D has never passed the correct parameters to pushmove()
This commit fixes that.
Fix stupid bug in r7409
clipmove() improvements
This reverts some of the previous clipmove() changes in favor of implementing explicit rejection of movement in cases where clipping has somehow failed.
Further clipmove() improvements to better deal with sector-over-sector
There's still something wrong here, but this at least fixes Duke3D E1L2.
Fix Duke3D underwater movement speed
Revert change to enemy step heights that wasn't working out
Fix crash in situations where rendering a scene would overrun all of the MAXBUNCHES sized arrays in both classic and polymost
Revert "Lower MAXWALLSB"
Fix return types of osdcmd_dumpmapstate() and osdcmd_playerinfo()
Fix issue where controls intentionally bound to no keys would be reset to default at startup
Fix "spriteshadow" on voxels in Polymost
Fix crash when starting E2L1
Fix Duke's head bouncing off the ceiling when jumping
This should fix most of the remaining issues with projectiles colliding with ledges they shouldn't be hitting
Fix irritating Duke clipping bugs, including where the player walks up on to wall oriented sprites
This also fixes getting through floor gaps that are too small by pressing jump while holding crouch. These changes are absolutely going to break certain maps, and cause new bugs, at which point additional required fixes will be made on a case-by-case basis.
Fix stupid typo in hardcoded Duke3D actor
Fix hang when setting r_maxfps to 0 while r_maxfpsoffset is a negative value
Fix "findnearactor" family of CON functions
Fix r_polygonmode cvar
Fix compilation with winlayer
There are still a bunch of warnings, but fixing warnings in deprecated code that only one guy uses anymore isn't an efficient use of time.
Fix saving to %APPDATA% on Windows...