Build 8090
SVN-
General
Fix dumbass problem with A_RadiusDamage()
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General
EDUKE32_STANDALONE stuff
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General
Fix qradarang calculation
SVN handles and Git names are merged into one person.
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
I impress myself sometimes
Reduce stencil buffer size
Revert if it causes issues in anything.
Ignore cstat 32768 sprites in map view
Tweak weapon autoswitch menu option text
Don't spawn TRANSPORTERSTAR if FURY
Add r_swapcomplete cvar to control what happens after SDL_GL_SwapWindow()
0: do nothing 1: glFinish() 2: busy loop until currentVBlankInterval 3: glFlush()
Add console/log output for when the player is killed by various internal things, to aid in debugging
Use a vec3_t instead of separate vars to hold temporary position data in G_HandleMirror()
if out the in_mousebias and in_mousedeadzone cvars
Add option to disable the game side framerate limiter back into the menu
Add toggle for always run back to the menu
Fix borderless windowed fullscreen mode
Change skill alignment if FURY
Revert "This should be enough for SDL controller hotplug support but I haven't tested it"
Revise r8001
This should be enough for SDL controller hotplug support but I haven't tested it
This timing stuff actually works
It doesn't help when it turns out the compiler is broken and implementing std::chrono::high_resolution_clock as something that only counts in ms instead of properly aliasing it to std::chrono::steady_clock!
Call A_GetZLimits() for sprites in the map at load time