EDuke32 Changelog Archivio non ufficiale

Build 7432

19 marzo 2019 · 37 commit di 1 autore · SVN

Build per mese 67 build

File di log originale · 20190319-7432.txt
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r7432 | terminx | 2019-03-19 10:09:59 -0700 (Tue, 19 Mar 2019) | 1 line

Adjust projection matrix depending on SCISDIST
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r7431 | terminx | 2019-03-19 10:09:55 -0700 (Tue, 19 Mar 2019) | 1 line

Mapster32 will now load "editor.def" if it exists
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r7430 | terminx | 2019-03-19 10:09:51 -0700 (Tue, 19 Mar 2019) | 1 line

Replace hard-coded literal "777" for player crack_time member with preprocessor define
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r7429 | terminx | 2019-03-19 10:09:47 -0700 (Tue, 19 Mar 2019) | 1 line

EDUKE32_STANDALONE stuff
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r7428 | terminx | 2019-03-19 10:09:44 -0700 (Tue, 19 Mar 2019) | 5 lines

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.
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r7427 | terminx | 2019-03-19 10:09:40 -0700 (Tue, 19 Mar 2019) | 1 line

Hoist comparison of const variable outside of loop in getzrange()
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r7426 | terminx | 2019-03-19 10:09:36 -0700 (Tue, 19 Mar 2019) | 1 line

Fix stupid typo in hardcoded Duke3D actor
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r7425 | terminx | 2019-03-19 10:09:32 -0700 (Tue, 19 Mar 2019) | 1 line

Fix hang when setting r_maxfps to 0 while r_maxfpsoffset is a negative value
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r7424 | terminx | 2019-03-19 10:09:28 -0700 (Tue, 19 Mar 2019) | 1 line

Don't bother with fog calculations for things without hightile replacements
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r7423 | terminx | 2019-03-19 10:09:24 -0700 (Tue, 19 Mar 2019) | 1 line

Fix "findnearactor" family of CON functions
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r7422 | terminx | 2019-03-19 10:09:20 -0700 (Tue, 19 Mar 2019) | 1 line

Fix r_polygonmode cvar
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r7421 | terminx | 2019-03-19 10:09:16 -0700 (Tue, 19 Mar 2019) | 1 line

Clean up polymost.cpp includes
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r7420 | terminx | 2019-03-19 10:09:12 -0700 (Tue, 19 Mar 2019) | 3 lines

Remove r_usetileshades--GLOBAL_NO_GL_TILESHADES flag for DN64 not affected

This also locks the texture filtering options in the menu behind ifdef guards until they're fixed.
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r7419 | terminx | 2019-03-19 10:09:06 -0700 (Tue, 19 Mar 2019) | 1 line

Minor cleanup of some Polymost shader program support functions
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r7418 | terminx | 2019-03-19 10:09:03 -0700 (Tue, 19 Mar 2019) | 1 line

"This adds masked texture rendering support for slopes in classic renderer"
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r7417 | terminx | 2019-03-19 10:08:59 -0700 (Tue, 19 Mar 2019) | 1 line

Move some clipping related stuff out of engine.cpp and into clip.cpp
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r7416 | terminx | 2019-03-19 10:08:54 -0700 (Tue, 19 Mar 2019) | 1 line

Allow lowering fov to 60 from the console
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r7415 | terminx | 2019-03-19 10:08:51 -0700 (Tue, 19 Mar 2019) | 1 line

Polymost sky Z buffer hack from Nuke.YKT
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r7414 | terminx | 2019-03-19 10:08:47 -0700 (Tue, 19 Mar 2019) | 1 line

Limit Polymost tile sheet size to 8192 when building with MSVC
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r7413 | terminx | 2019-03-19 10:08:43 -0700 (Tue, 19 Mar 2019) | 1 line

Polymost NPOT texture patch from Nuke.YKT
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r7412 | terminx | 2019-03-19 10:08:39 -0700 (Tue, 19 Mar 2019) | 3 lines

Patch from Nuke.YKT to use the shade tables for distance shading in Polymost

This makes the shading in Polymost more or less 1:1 with classic mode.
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r7411 | terminx | 2019-03-19 10:08:35 -0700 (Tue, 19 Mar 2019) | 3 lines

Polymost relative texture alignment patch from Nuke

This "fixes" relative texture alignment for floors and ceilings in Polymost to match classic mode. "Fix" is in quotes because this actually means the alignment is less correct in terms of proper scaling than before, but more correct in terms of accuracy to classic mode.
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r7410 | terminx | 2019-03-19 10:08:31 -0700 (Tue, 19 Mar 2019) | 1 line

ifdef EDUKE32_STANDALONE something for hardcoded Duke projectiles
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r7409 | terminx | 2019-03-19 10:08:27 -0700 (Tue, 19 Mar 2019) | 7 lines

Improve collision for projectiles

This does a few things:

-projectiles now use clipmovex() instead of clipmove() (this is like CON_CLIPMOVENOSLIDE)
-the z distances passed to clipmove() are now calculated from the sprite's size instead of being hard-coded
-projectiles now move as if they had SFLAG_NOCLIP applied for the first tic after spawning
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r7408 | terminx | 2019-03-19 10:08:23 -0700 (Tue, 19 Mar 2019) | 1 line

Fix Polymost HOM
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r7407 | terminx | 2019-03-19 10:08:19 -0700 (Tue, 19 Mar 2019) | 1 line

Use correct type in range-based loop
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r7406 | terminx | 2019-03-19 10:08:16 -0700 (Tue, 19 Mar 2019) | 1 line

Remove a couple of blocks in A_MoveSpriteClipdist() from standalone builds and call setsprite() unconditionally before doing any movement
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r7405 | terminx | 2019-03-19 10:08:12 -0700 (Tue, 19 Mar 2019) | 1 line

Allow passing a null pointer to spriteheightofsptr() for the height return value
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r7404 | terminx | 2019-03-19 10:08:08 -0700 (Tue, 19 Mar 2019) | 3 lines

This fixes a bug in clipmove() where clipping against sprites above you was wrong

Because this is a check for sprites above the sprite being moved and not a check for sprites below, the height of the sprite should not be taken into account at all here and the base of the sprite should be used instead.
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r7403 | terminx | 2019-03-19 10:08:05 -0700 (Tue, 19 Mar 2019) | 3 lines

Calculate texture coordinates as double since we're storing them that way anyway

This isn't really intended to fix any specific issue, but to shut up Visual Studio whining about arithmetic overflows.
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r7402 | terminx | 2019-03-19 10:08:00 -0700 (Tue, 19 Mar 2019) | 1 line

Rename "player speech" menu option in standalone builds
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r7401 | terminx | 2019-03-19 10:07:57 -0700 (Tue, 19 Mar 2019) | 1 line

Patch from Nuke.YKT to work around a Polymost glitch with slopes
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r7400 | terminx | 2019-03-19 10:07:53 -0700 (Tue, 19 Mar 2019) | 3 lines

Another Polymost TROR patch from Nuke.YKT

This one should bring Polymost TROR into parity with classic mode.
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r7399 | terminx | 2019-03-19 10:07:48 -0700 (Tue, 19 Mar 2019) | 1 line

Formatting
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r7398 | terminx | 2019-03-19 10:07:45 -0700 (Tue, 19 Mar 2019) | 3 lines

clipmove() improvements

This fixes an issue with clipmove() caused by sectors behind walls which were candidates for clipping not being added to the list of sectors that definitely clip the player, forcing the function to fall back to a slow, sector-by-sector brute force approach. This brute force approach has also been removed in favor of something more efficient.
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r7397 | terminx | 2019-03-19 10:07:41 -0700 (Tue, 19 Mar 2019) | 1 line

Bump MAXCLIPNUM to 2048
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r7396 | terminx | 2019-03-19 10:07:37 -0700 (Tue, 19 Mar 2019) | 1 line

Revert r7388 because it just wasn't working out
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See http://svn.eduke32.com/listing.php?repname=eduke32 for more details.
FixEngine

Fix irritating Duke clipping bugs, including where the player walks up on to wall oriented sprites

Richard Gobeille (TerminX) 19 mar 2019, 10:09 UTC−7 r7428

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.

Fix

Remove r_usetileshades--GLOBAL_NO_GL_TILESHADES flag for DN64 not affected

Richard Gobeille (TerminX) 19 mar 2019, 10:09 UTC−7 r7420

This also locks the texture filtering options in the menu behind ifdef guards until they're fixed.

Engine

Patch from Nuke.YKT to use the shade tables for distance shading in Polymost

Richard Gobeille (TerminX) 19 mar 2019, 10:08 UTC−7 r7412

This makes the shading in Polymost more or less 1:1 with classic mode.

FixEngine

Polymost relative texture alignment patch from Nuke

Richard Gobeille (TerminX) 19 mar 2019, 10:08 UTC−7 r7411

This "fixes" relative texture alignment for floors and ceilings in Polymost to match classic mode. "Fix" is in quotes because this actually means the alignment is less correct in terms of proper scaling than before, but more correct in terms of accuracy to classic mode.

Engine

Improve collision for projectiles

Richard Gobeille (TerminX) 19 mar 2019, 10:08 UTC−7 r7409

This does a few things: -projectiles now use clipmovex() instead of clipmove() (this is like CON_CLIPMOVENOSLIDE) -the z distances passed to clipmove() are now calculated from the sprite's size instead of being hard-coded -projectiles now move as if they had SFLAG_NOCLIP applied for the first tic after spawning

Remove a couple of blocks in A_MoveSpriteClipdist() from standalone builds and call setsprite() unconditionally before doing any movement

Richard Gobeille (TerminX) 19 mar 2019, 10:08 UTC−7 r7406
FixEngine

This fixes a bug in clipmove() where clipping against sprites above you was wrong

Richard Gobeille (TerminX) 19 mar 2019, 10:08 UTC−7 r7404

Because this is a check for sprites above the sprite being moved and not a check for sprites below, the height of the sprite should not be taken into account at all here and the base of the sprite should be used instead.

Fix

Calculate texture coordinates as double since we're storing them that way anyway

Richard Gobeille (TerminX) 19 mar 2019, 10:08 UTC−7 r7403

This isn't really intended to fix any specific issue, but to shut up Visual Studio whining about arithmetic overflows.

Engine

Another Polymost TROR patch from Nuke.YKT

Richard Gobeille (TerminX) 19 mar 2019, 10:07 UTC−7 r7400

This one should bring Polymost TROR into parity with classic mode.

FixEngine

clipmove() improvements

Richard Gobeille (TerminX) 19 mar 2019, 10:07 UTC−7 r7398

This fixes an issue with clipmove() caused by sectors behind walls which were candidates for clipping not being added to the list of sectors that definitely clip the player, forcing the function to fall back to a slow, sector-by-sector brute force approach. This brute force approach has also been removed in favor of something more efficient.