Build 8133
SVN-
General
Derp
-
General
Update libxmp-lite
SVN handles and Git names are merged into one person.
Derp
Update libxmp-lite
Fix issue where the borderless windowed mode menu option wasn't starting out reflecting the current value
EDUKE32_STANDALONE does, however, need this
EDUKE32_STANDALONE doesn't need this
"digital axis shit based on mouse movement should be eliminated"
Hook CONTROL_MouseAxesScale[] up to mousex/mousey in ControlInfo
Remove the EDUKE32_STANDALONE guards from around the definition of EVENT_CAPIR (but not the implementation)
Remove "VWCONTROLLER" stuff from voidwrap
This API has already been deprecated by Steam, and we have SDL2 controller support now. Anything we might need to interact with Steam for regarding controllers can be done through the ISteamInput interface that is currently supported in the SDK.
Steam wrapper fixes
Linux voidwrap build fixes
Drop .0 extension from libvoidwrap_steam.so
Filenames with ABI versioning information are generally used for actual shared libraries that get installed system-wide and potentially upgraded independently from the binaries that utilize them, but this is local stuff that only ever sits in a directory with the binary that needs it.
Statically link voidwrap with the CRT to drop the dependency on VCRUNTIME140.dll and friends
This should help with some of the player movement fuckery
This fixes the bug that let you jump through the ticket booth window in E1L1 and the problems jumping into vents when run mode is disabled.
Fix bugged height check in cliptestsector()
This fixes the shrinker in E1L4
I wonder what it breaks! :D
Silence dogshit -Wcast-function-type warning
Eliminate another goofy holdover from the old version of A_RadiusDamage()
Add missing abs() call to z check before EVENT_JUMP
Fix dumbass problem with A_RadiusDamage()
EDUKE32_STANDALONE stuff
Fix qradarang calculation
Fix relative aligned floor/ceiling texture wiggling
Patch from Nuke.YKT.
Relax SKIPWALLCHECK enforcement with SHRINKSPARK projectile in Duke3D
More A_RadiusDamage() work
Add borderless windowed mode options to menu
EDUKE32_STANDALONE crap
At some point these two lines got removed from CON_IFCANSHOOTTARGET
Flat parallax skies in Polymost
Patch from Nuke.YKT.
Change a couple of memcpys to just clear the whole size of the array instead of computing the size at runtime
Align cache1d memory blocks to system page size
Use multiples of 5 for the HUD scale option and cap the range at 50-100
uint64_t in G_FPSLimit()
Use integer math for Polymost rotatesprite
Patch from Nuke.YKT.
Allow up to fov 140 from console
Support fullscreening to the correct display in multiple monitor configurations
Fix critical TROR map corruption bug in the editor
Patch from Nuke.YKT.
More gamefunc_Toggle_Crouch improvements
Fix SDL borderless windowed mode for real this time
Introduces r_borderless cvar. 0: never borderless, 1: always borderless, 2: borderless if resolution matches desktop resolution (default).
Rename gamefunc_Crouch_Toggle to gamefunc_Toggle_Crouch to match the only existing similarly named gamefunc, gamefunc_Toggle_Crosshair
Now bound to C by default.
Use a sound's volume offset parameter as the max distance if the explosion flag is set
Rework crouch toggle
This is almost entirely contained in P_GetInput() now. It still uses two separately mappable buttons but you can get away with only gamefunc_Crouch_Toggle.
clockticks header fix
Set actor .bpos after A_GetZLimits() in A_Spawn()
Only use --high-entropy-va on x86_64
Fix MSVC build
Fix synthesis
Fix W_GCC_9 in Common.mak
Ultra minor clipping stuff
Don't consider CLIPCURBHEIGHT for ceiling clipping
This should be MAXSECTORS
Remove EDUKE32_PREDICT_ macro usage in clip.cpp so the game doesn't stall if a weird clipping malfunction occurs
Yeahhhhhh, this wasn't a great idea