Build 9063
GIT-
Generale
Fix bad call to updatesector in G_CollectSpawnPoints that broke spawns in overlapping sectors and TROR. p->cursectnum should equal the sprite's sectnum on initial spawn.
Nickname SVN e nomi Git sono unificati per persona.
Fix bad call to updatesector in G_CollectSpawnPoints that broke spawns in overlapping sectors and TROR. p->cursectnum should equal the sprite's sectnum on initial spawn.
Fix bad call to updatesector in G_CollectSpawnPoints that broke spawns in overlapping sectors and TROR. p->cursectnum should equal the sprite's sectnum on initial spawn.
optimize A_RadiusDamage()
This results in far fewer calls to getwalldist(), inside(), and cansee(), which should significantly lessen the performance hit from a large number of A_RadiusDamage() calls in areas with many small detail sectors.
improve nextsectorneighborz() return value checks
Improves the messages printed to console when bailing out of sector effect processing due to nextsectorneighborz() returning -1. This also adds such a check to ST_21_FLOOR_DOOR, which was missing it entirely. (!!)
fix sprite sorting issue that caused broken voxel rendering in polymost
SW - interpso.cpp: Imperfect hack for jittery coolies in level 1's train
(with SO interpolation turned on). It would be nicer to have something better structured than the given hack, but this currently seems to work, while not breaking the sprites on the boat in the beginning of level 5.
use an additional bitmap in clipupdatesector() to mark which sectors have been checked with inside()
disable annoying clipupdatesector() console warning in release builds
make a few things in clipmove() const that I must have missed the last time I worked on it
Not a particularly exciting set of changes.
better handle the GL driver enforcing a particular SwapInterval
fix poorly written time comparison in vsync handling
This only affected KMT mode, and only on certain system configurations.
sw/src/demo.cpp:DemoPlayBack: Add a call to timerUpdateClock, which
is now required. Previously, it would be called from faketimerhandler, which in turn is called from the engine.
sw/src/copysect.cpp: Temporarily disable interpolation of sector object
if any of its sectors is impacted by CopySectorWalls. Fixes a possible flicker with the drill at the end of level 2.
Don't interpolate a sector object if the corresponding lasttic value is 0
While not exactly a favorite of mine, this fixes the floorz updates
of the secret rotating pillar in level 1 with SO interpolation. The drill in level 2 is also covered. So far, SetVatorActive seems to be the only place where interpolation of ceiling/floorz may be set, outside of the SO interpolation code.
remove weird framejitter shit from FPS limiter because it doesn't do what I wanted it to
Don't interpolate a non-remote sector object controlled
by the player. Make sure looking up/down is still smooth.
Disable interpolation of sector objects that
don't move as smooth as possible in multiplayer
Store sector object interpolation data in saved game
Remove the preceding sprite interpolation functions, not needed anymore
Add Sector Object interpolation menu toggle; Still having no impact.
engine, audiolib: clean up most SDL_MAJOR_VERSION checks so they're relative to version 2
comment the reason SetWindowGrab exists
bypass SDL_SetWindowGrab on Windows
add yax_getflorzofslope() and yax_getceilzofslope()
make cliptestsector() (used by clipmove(), etc) TROR aware
This is intended to help with issues where enemies get stuck in thin TROR layers.
clean up classic mode sloped sprite drawing a little
add mutex_try()
Not used anywhere yet.
allow SE_14_SUBWAY_CAR to move STAT_PLAYER sprites
Fixes #18.
disable error message printed when m32help.hlp is missing
Properly display non power of 2 floor aligned sprites in 2d mode
slash resets sprite slope
Interpolate sector objects in non-demo, single player games.
Let's see if this is breaking anything.
Interpolation fixes for SW:
draw.cpp: Fix the lack of interpolation while walking on a sector object, like the bus roof or the floor of the train in Seppuku Station. track.cpp: Make sure the player's location and angle aren't mistakenly interpolated while standing on a moving sector object as a consequence.
Update source/build/src/sdlayer.cpp, source/build/src/polymost.cpp, source/build/src/baselayer.cpp, source/build/include/baselayer.h files
build/src/sdlayer.cpp: Add new CVAR r_glfinish to make 'glFinish()' optional.
- Issues requiring glFinish() aren't really apparent on Linux, therefore not needed. - Running glFinish() can have an detrimental impact of Polymer users depending on whether they use the HRP or not.
Correctly display sloped sprites in side view mode