Build 8795
SVN-
General
Fix voxels defined with definemodel
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Patch from Nuke.YKT.
SVN handles and Git names are merged into one person.
Fix voxels defined with definemodel
Patch from Nuke.YKT.
Revert the change of call to FAF_DrawRooms into a conditional one,
as done in r8766, since this breaks status bar output in tiled overhead map with Polymost. Do add comment about this for now.
Expand Nuke.YKT's patch from SVN r7414 to cover all 32-bit platforms.
Fixes non-deterministic white rectangles rendering bug in PCExhumed.
sw/src/draw.cpp: Don't draw rooms if textured overhead map is drawn
later. This also turns out to fix a Polymost-specific bug revealed in SVN r8711. Further remove a call to PicInView which does nothing.
Make quitting by closing the window, now done via CON_Quit,
a bit more usable in multiplayer, hiding the engine's console.
Engine compatibility update: ksqrt
Fix IF crouch jumping and unintentional automatic crouching under sprites
Patch from Nuke.YKT to fix a y-flipped voxel rendering issue in Polymost
Patch from Striker to improve sprite interpolation
Make SE_13_EXPLOSIVE call A_GetZLimits() for all statnum 0-2 sprites in sector when triggering
This fixes the fire sprites inside exploding walls not waking up after the wall explodes.
Move FPS limiter to engine and rework functionality (again)
Move screentext to engine
Fix VBO setup when loading voxels
Fixes black screen at launch on macOS. Thanks to Alexey Lysiuk.
Fix flipped HUD model rendering
Patch from Nuke.YKT.
polymost.cpp: In gloadtile_art_indexed(), reallocate a texture when the tile changes dimensions even if it is shrinking
Avoid overflow in clipmove()
Activate engine compatibility
Backport engine compatibility variable from NBlood/Rednukem/PCExhumed
Patch from Nuke.YKT to fix a sprite rendering issue in Polymost
Clamp tsprz of Bouncing Betty mines to their floorz if beneath the floor
This fixes their invisibility in Polymost.
SW, KenBuild: Update checks for using voxels
Add Redux's workaround for glitchy fist HUD sprites in widescreen
Fix mirrors in Polymost
Thanks to NY00123.
Use a 16-gon instead of an octagon if an ART sky has >8 panels
Backported from NBlood.
This fixes things like shrunk player behavior at the expense of the return of issues like the player automatically stepping up onto sprite architecture.
fix NPOT tile rendering when hightile option is disabled
Take CRANE sprites into account before applying mouse input
Fix issue where radius damage wasn't able to hit/damage sectors, walls, and sprites it should have been able to
Don't push sprites away from other clip objects when their clip areas overlap if the velocity passed to clipmove() is 0
This workaround should fix issues with stationary sprites moving around at map load when their clip area is overlapping solid walls.
Fix -Wunused-parameter warnings
Refactor tsprite creation into renderAddTSpriteFromSprite