Detail
2020.06.06.Log1823.txt
No SVN revisions parsed. Raw content is shown below.
Raw Content
commit dc0e6cc00a71235d788cc4a5c2e1d17de85a7ae0
Author: Evan Ramos <hendricks266@gmail.com>
Date: Sat Jun 6 15:24:01 2020 -0500
Clean up ksqrtasm_old to avoid compiler mis-optimizations
commit 82b94a722c8e7a8b4438ebf3fbf841db6c1fa3ab
Author: Evan Ramos <hendricks266@gmail.com>
Date: Sat Jun 6 16:29:35 2020 -0500
wad2map: Fix error: 'filelength' was not declared in this scope
commit 64bc0cb7114bd975fdc177fdd3d3a0ea0152d718
Author: Evan Ramos <hendricks266@gmail.com>
Date: Sat Jun 6 16:22:47 2020 -0500
enumdisplay: Handle -Wcast-function-type warnings
commit a0a1daca9f34292d15086117d098c8eb10f9e7d6
Author: Evan Ramos <hendricks266@gmail.com>
Date: Sat Jun 6 16:22:04 2020 -0500
Add Build Tool target names to .gitignopre
commit 23173ae40733cf5bc4862dc0fa4a6cb057d73217
Author: NY00123 <ny00@outlook.com>
Date: Fri Jun 5 09:45:10 2020 +0300
Fix a possible jitter upon changing the player's action
(e.g., beginning to jump, or landing on ground);
Reproduced with the input being tied to framerate
while SO interpolation is toggled on.
This involves the following modifications:
- PF2_INPUT_CAN_TURN and PF2_INPUT_CAN_AIM are now additionally set
from various DoPlayerBegin* functions, allowing the player to continue
turning/aiming as usual (right before the next call to domovethings),
even in specific instances of player action changes.
- If PF2_INPUT_CAN_TURN/PF2_INPUT_CAN_AIM was set before and
after calling pp->DoPlayerAction from domovethings altogether,
ensure that the player's oq16ang/oq16horiz is updated by
making an appropriate call to DoPlayerTurn/DoPlayerHorizon. This
is done in case a call to DoPlayerTurn/DoPlayerHorizon is missed.
This change is not applied for a dead player, though.
commit b47b123e844ae894c7850ec2d4d1a1c7c6403e23
Author: NY00123 <ny00@outlook.com>
Date: Wed May 27 23:17:18 2020 +0300
sw/src/draw.cpp:drawscreen: Removing the PF_DEAD test
in 1a3c9e3a15ba788607dfd96ebcc75a2198be6d69 was a mistake.
The interpolation should still apply, albeit not while
the viewing angle is changed via the player's own input.
We should also continue interpolating in coop view.
commit 5b33797ce3ad38acc39f7a59691a465fbc773010
Author: NY00123 <ny00@outlook.com>
Date: Wed May 27 22:47:29 2020 +0300
SW: This should hopefully be a better way of fixing the lack of
interpolation of player turning/aiming/movement, while being carried
by a sector object, without SO interpolation. This is a continuation of
73a0aa394e906a65633d61f3c749c9b9b7e66aaa and bf31bc2987a3eccd31d343622327bd4ee0f9c5a1,
aiming to fix a jitter in case the player is continuously
getting pushed by a wall (e.g., on the boat in level 5).
Basically, this moves the relevant assignments from track.cpp:MovePlayer
and MovePoints to player.cpp:DoPlayerMove. Unless a call to one of these
functions has been missed, pushwall and clipmove can be called from
player.cpp in the following instances, which should be covered:
- Via DoPlayerMove, which is the function getting the fix now.
- Via DoPlayerSlide, which is called in the beginning of DoPlayerMove.
- Via DoPlayerCurrent when called from DoPlayerCrawl/DoPlayerWade,
followed by DoPlayerMove.
- Via DoPlayerCurrent when called from DoPlayerDive,
followed by DoPlayerMove if the player doesn't stop diving.
See https://voidpoint.io/terminx/eduke32 for more details.