Build 8055
SVN-
General
Set actor .bpos after A_GetZLimits() in A_Spawn()
SVN handles and Git names are merged into one person.
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
Re-introduce functionality removed in r7975, with improved timing
Replace separate timer implementations in SDL and Winlayer with a shared implementation based on std::chrono
There's no way this is correct.
Name fix, I guess?
Fix remaining casts to vec2_t/vec3_t
Fix bug where "standing" on top of a sprite structure underwater would cause the player to act as if they were no longer underwater
Another attempt at improving/fixing the fps limiter
Add automapping var to Gv_RefreshPointers()
Better behaved falling actors
Change actor/player context of EVENT_SCREEN
Fix sound issue
Oops
M-M-M-MUTEX MADNESS
Remove lockclock from mapstates
Improve frame limiter logic
Run savegame events as myconnectindex instead of screenpeek
This doesn't really matter right now, but it's wrong.
Happier try_facespr_intersect()
I'm prejudiced against 30-line functions with statements nested 5 levels deep.
Fix build error