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()
Add support for returning the closest point in the sector to getsectordist()
Add new findwallbetweensectors() function and change sectoradjacent() to use it
Add *.grp, *.rts, *.art, and the current names for the texture cache files to .gitignore
Piddly fart bullshit changes that don't really do anything
Exclude vfs.cpp from VS project to suppress linker warning about an object without symbols
Add SFLAG_QUEUEDFORDELETE, to handle detection and manipulation of things like decal sprites marked for deletion
Utilize the types added in the previous commit
This patch is a bit large.
Fix EDUKE32_STANDALONE crash when calling G_DeleteOldSaves() at startup in debug builds
Whitespace
Remove useless unused "sqr" function
Make editor no longer mask off sprite cstat bits when set from script
Update libdivide.h with a couple of fixes for obscure problems from their git repo
Replace manual search of clipsectorlist[] in clipmove() and friends with a bitmap
Fix clipupdatesector()
Improve warnings spewed by clipmove() when attempting to consider too many things for clipping
Clean up clip.h and declare a bunch of stuff in clip.cpp static
Reduce MAXCLIPSECTORS to 512
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
Patch from Fox adding SFLAG_NOWATERSECTOR, to prevent certain sprites from moving into water
More player clipping fixes
Update VS projects to the VS2019 platform toolset
We probably don't want to be bailing out here when handling a clipshape
Fix potential OOB memory access if the player's curr_weapon member is set out of range from CON
Fix another clipping problem underwater
This is a better version of r7468
Fix underwater player clipping issue
Fix editor clipping issue
usectortype/uwalltype cleanup in clip.cpp
Fix crash in editor tile selector
Add bounds checking for populating clipsectorlist[], use preprocessor labels for sprite cstats
Partially refactor clipmove()
Temporarily comment out r_texfilter cvar definition until filtering works again
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()
Group stuff affected by NETCODE_DISABLE together in osdcmds.cpp--no functional changes
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
Work around issue where player sticks to the ceiling after jumping
Bump MAXCLIPNUM to 3072 because IM was still hitting it with 2048
This should fix most of the remaining issues with projectiles colliding with ledges they shouldn't be hitting
Allow disabling undo in editor 3d mode from cfg file
Replace some individual assignments of structure members with whole structure assignments
Polymost voxel rendering VBO patch from Nuke
Adjust projection matrix depending on SCISDIST
Mapster32 will now load "editor.def" if it exists
Replace hard-coded literal "777" for player crack_time member with preprocessor define
EDUKE32_STANDALONE stuff
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.