Build 6957
SVN-
General
Cheap fix for load game menu crash
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General
Add missing USERDEFS_USERBYTEVERSION to VM_SetUserdef()
SVN handles and Git names are merged into one person.
Cheap fix for load game menu crash
Add missing USERDEFS_USERBYTEVERSION to VM_SetUserdef()
MSVC build fix
Limit classic upscaling to 2x and 4x until issues with rotatesprite can be ironed out
CON_SWITCH maintenance
EDUKE32_STANDALONE stuff
Change sv prefix applied to savegame control cvars to cl for client (sv is reserved for server vars in multiplayer)
Rename console command 'sv_cleanup' to 'purgesaves', as sv_ is a prefix for cvars, not console commands
Reduce default snd_numvoices to 64 and reduce max to 128
Temporary workaround for palette or GL surface issue wherein launching Mapster32 into 2d mode produces a black screen until switching to 3d mode and back
Fix crash in Mapster32 when switching from GL 3d mode to 2d mode.
Use aligned memory allocation for GL surface
Fix issue with viewing the player sprite through a security camera
Fix inclusion of sdl_inc.h in Duke3D's config.cpp
Fix error with initputs symbol when linking the Build tools in some environments
Fix building the Build tools
Fix building with winlayer
Fix conveyor belt speed in IM, but not Duke because it breaks gameplay
Rename KXDWN macro and GAMEFLAG_KXDWN to IONMAIDEN and GAMEFLAG_IONMAIDEN
Remove dead code branch from A_DoWaterTracers() and rename the function to Proj_DoWaterTracers()
Don't spawn hardcoded Duke3D debris/guts/glass sprites when compiled as EDUKE32_STANDALONE
Rework SE26 movement to function more like SE14 than SE24
Fix issues with running the game fullscreen on Windows 10 with high DPI setups
Fix SFLAG_WAKEUPBADGUYS
Move some of the more commonly used CON functions to the top of the switch in VM_Execute(), and promote some of the loop's variables to native_t. Unfortunately, Visual Studio's new clang-format integration took it upon itself to reformat everything. Use diff -w.
make setting a sector's .wallptr call setfirstwall() instead of setting it directly and corrupting the map
Revert r6870
Ignore cache size setting in .cfg if the value is less than the hard-coded default
Very light sound cleanup
Add quick save and quick load to the keyboard configuration menu
Direct cache1d error messages to log instead of stdout
Add 'P' hotkey to change palette in tile selector, and clean up the info at the bottom of the screen a bit
second attempt at preventing extra wall points from being inserted on some walls with the batch point insert tool
in tile selector, make backspace set palette to 0
use object's current palette on tile selection screen and allow cycling object palettes from tile selection screen with - and =
use sc_XXX defines from scancodes.h instead of unlabeled hex scancodes when checking keystatus[]
Disable AllowShortLoopsOnASingleLine in clang-format
Indentation
Fix Mapster32 bug where sometimes you'd get two points instead of one when pressing enter to insert points where the lines intersect with the wall drawing tool
macOS build fix
Readability improvements for gamestructures.cpp
Use references in some gamevar stuff
Fix warning
Change mouseGrabInput()'s parameter to a bool
Replace sound callback mutex with atomic operation
Add missing file to VS project
Slight change to FX_DetectFormat(); format specifications seem to say there's no such thing as WAVE without RIFF.
Sound code tweaks
Bump clang-format ColumnLimit to 150
Fix a bunch of off-by-one errors in the sound system, made apparent by a change to some related code.
Prevent divide by 0 when SDL_GetCurrentDisplayMode()/SDL_GetClosestDisplayMode() say the refresh rate is 0
More function name shit
Function names
More function name cleanup
Oh hey I fucked something up... again... :D
Bump MAXSPRITESONSCREEN from 2048 to 2560
I don't know if this is actually better or not but it feels like it should be
EDUKE32_STANDALONE guard some HoloDuke behavior in CON_IFCANSEE and remove a branch from GAMEARRAY_BITMAP processing in CON_SETARRAY
EDUKE32_STANDALONE guard some hard-coded Duke3D sound behavior