Revision r8571
This should be ifndef NETCODE_DISABLE
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This should be ifndef NETCODE_DISABLE
This is pretty useless at this point
Rename EDUKE32_SIMPLE_MENU to EDUKE32_RETAIL_MENU
This fixes things like shrunk player behavior at the expense of the return of issues like the player automatically stepping up onto sprite architecture.
Extremely minor audiolib driver_sdl cleanups
Polymost: fix NPOT tile rendering when hightile option is disabled
Take CRANE sprites into account before applying mouse input
Fix issue where the skill selection voice sometimes blocked playback of the E1L1 map entry voice
Remove useless G_MoveLoop() function
ClockTicks maintenance
Hackish fix for spline interpolation crash in libxmp-lite
Rename G_CheckPlayerInSector() to G_GetPlayerInSector()
Ion Fury compatibility improvements
Fix issue where radius damage wasn't able to hit/damage sectors, walls, and sprites it should have been able to
Remove in_mousedeadzone and supporting code When I originally added this "feature", nobody asked for it, and I don't think the imaginary use case I had for it back then is really applicable. If anyone has a use case for this that isn't imaginary, I'm willing to revert this change.
Fix video mode setup menu issue where the desktop resolution is displayed instead of the current setting when entering the menu for the first time
Get rid of the globals used when implementing the framerate based input polling
Use the saturating versions of the fix16 functions for player input
Disable EDUKE32_PREDICT_TRUE and EDUKE32_PREDICT_FALSE for now
Improve player view recentering
Tie player input to the frame rate instead of the game tickrate This voodoo bullshit entirely eliminates any and all player viewport input latency.
Ultra minor cleanup of CONTROL_KeyboardFunctionPressed() and CONTROL_ClearKeyboardFunction()
Fix CONTROL_KeyboardFunctionPressed() and CONTROL_ClearAssignments()...
Change the interaction between S_Callback() and S_Cleanup() and can the mutex again, hopefully once and for all
No longer call S_Cleanup() from gameTimerHandler()
Bail out of A_MoveSpriteClipdist() early if passed no velocity
Macro safety
This vsync behavior might work better
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.
Add "maxhealth" console command to set the player's maximum health
Fix forward movement with the mouse when mouse aiming is disabled This was missed back when input between the x and y axes was normalized to use the same scale.
Disable the SHIFT-F5 music changing thing in EDUKE32_STANDALONE builds and if running Ion Fury
Factor conditions for locking player movement out into new P_CheckLockedMovement() function
Use increments of 0.1 for the mouse sensitivity slider in the menu The range of the slider is now 0.1-10.0.
Use ClockTicks class for the timer values saved and restored when creating a savegame
Remove in_mousesmoothing and supporting code
Only call S_Update() after processing all tics, and not once per call to G_MoveLoop()
------------------------------------------------------------------------ r8572 | terminx | 2020-01-29 03:38:06 -0800 (Wed, 29 Jan 2020) | 1 line Calculate game loop timing using fractional ticks ------------------------------------------------------------------------ r8571 | terminx | 2020-01-29 03:38:03 -0800 (Wed, 29 Jan 2020) | 1 line This should be ifndef NETCODE_DISABLE ------------------------------------------------------------------------ r8570 | terminx | 2020-01-29 03:37:59 -0800 (Wed, 29 Jan 2020) | 1 line This is pretty useless at this point ------------------------------------------------------------------------ r8569 | terminx | 2020-01-29 03:37:55 -0800 (Wed, 29 Jan 2020) | 1 line Rename EDUKE32_SIMPLE_MENU to EDUKE32_RETAIL_MENU ------------------------------------------------------------------------ r8568 | terminx | 2020-01-29 03:37:51 -0800 (Wed, 29 Jan 2020) | 1 line This fixes things like shrunk player behavior at the expense of the return of issues like the player automatically stepping up onto sprite architecture. ------------------------------------------------------------------------ r8567 | terminx | 2020-01-29 03:37:47 -0800 (Wed, 29 Jan 2020) | 1 line Extremely minor audiolib driver_sdl cleanups ------------------------------------------------------------------------ r8566 | terminx | 2020-01-29 03:37:43 -0800 (Wed, 29 Jan 2020) | 1 line Polymost: fix NPOT tile rendering when hightile option is disabled ------------------------------------------------------------------------ r8565 | terminx | 2020-01-29 03:37:39 -0800 (Wed, 29 Jan 2020) | 1 line Take CRANE sprites into account before applying mouse input ------------------------------------------------------------------------ r8564 | terminx | 2020-01-29 03:37:36 -0800 (Wed, 29 Jan 2020) | 1 line Fix issue where the skill selection voice sometimes blocked playback of the E1L1 map entry voice ------------------------------------------------------------------------ r8563 | terminx | 2020-01-29 03:37:32 -0800 (Wed, 29 Jan 2020) | 1 line Remove useless G_MoveLoop() function ------------------------------------------------------------------------ r8562 | terminx | 2020-01-29 03:37:28 -0800 (Wed, 29 Jan 2020) | 1 line ClockTicks maintenance ------------------------------------------------------------------------ r8561 | terminx | 2020-01-29 03:37:25 -0800 (Wed, 29 Jan 2020) | 1 line Hackish fix for spline interpolation crash in libxmp-lite ------------------------------------------------------------------------ r8560 | terminx | 2020-01-29 03:37:20 -0800 (Wed, 29 Jan 2020) | 1 line Rename G_CheckPlayerInSector() to G_GetPlayerInSector() ------------------------------------------------------------------------ r8559 | terminx | 2020-01-29 03:37:16 -0800 (Wed, 29 Jan 2020) | 1 line Ion Fury compatibility improvements ------------------------------------------------------------------------ r8558 | terminx | 2020-01-29 03:37:12 -0800 (Wed, 29 Jan 2020) | 1 line Fix issue where radius damage wasn't able to hit/damage sectors, walls, and sprites it should have been able to ------------------------------------------------------------------------ r8557 | terminx | 2020-01-29 03:37:07 -0800 (Wed, 29 Jan 2020) | 3 lines Remove in_mousedeadzone and supporting code When I originally added this "feature", nobody asked for it, and I don't think the imaginary use case I had for it back then is really applicable. If anyone has a use case for this that isn't imaginary, I'm willing to revert this change. ------------------------------------------------------------------------ r8556 | terminx | 2020-01-29 03:37:03 -0800 (Wed, 29 Jan 2020) | 1 line Fix video mode setup menu issue where the desktop resolution is displayed instead of the current setting when entering the menu for the first time ------------------------------------------------------------------------ r8555 | terminx | 2020-01-29 03:36:59 -0800 (Wed, 29 Jan 2020) | 1 line Get rid of the globals used when implementing the framerate based input polling ------------------------------------------------------------------------ r8554 | terminx | 2020-01-29 03:36:55 -0800 (Wed, 29 Jan 2020) | 1 line Use the saturating versions of the fix16 functions for player input ------------------------------------------------------------------------ r8553 | terminx | 2020-01-29 03:36:52 -0800 (Wed, 29 Jan 2020) | 1 line Disable EDUKE32_PREDICT_TRUE and EDUKE32_PREDICT_FALSE for now ------------------------------------------------------------------------ r8552 | terminx | 2020-01-29 03:36:48 -0800 (Wed, 29 Jan 2020) | 1 line Improve player view recentering ------------------------------------------------------------------------ r8551 | terminx | 2020-01-29 03:36:45 -0800 (Wed, 29 Jan 2020) | 3 lines Tie player input to the frame rate instead of the game tickrate This voodoo bullshit entirely eliminates any and all player viewport input latency. ------------------------------------------------------------------------ r8550 | terminx | 2020-01-29 03:36:39 -0800 (Wed, 29 Jan 2020) | 1 line Ultra minor cleanup of CONTROL_KeyboardFunctionPressed() and CONTROL_ClearKeyboardFunction() ------------------------------------------------------------------------ r8549 | terminx | 2020-01-29 03:36:35 -0800 (Wed, 29 Jan 2020) | 1 line Fix CONTROL_KeyboardFunctionPressed() and CONTROL_ClearAssignments()... ------------------------------------------------------------------------ r8548 | terminx | 2020-01-29 03:36:31 -0800 (Wed, 29 Jan 2020) | 1 line Change the interaction between S_Callback() and S_Cleanup() and can the mutex again, hopefully once and for all ------------------------------------------------------------------------ r8547 | terminx | 2020-01-29 03:36:27 -0800 (Wed, 29 Jan 2020) | 1 line No longer call S_Cleanup() from gameTimerHandler() ------------------------------------------------------------------------ r8546 | terminx | 2020-01-29 03:36:24 -0800 (Wed, 29 Jan 2020) | 1 line Bail out of A_MoveSpriteClipdist() early if passed no velocity ------------------------------------------------------------------------ r8545 | terminx | 2020-01-29 03:36:20 -0800 (Wed, 29 Jan 2020) | 1 line Macro safety ------------------------------------------------------------------------ r8544 | terminx | 2020-01-29 03:36:16 -0800 (Wed, 29 Jan 2020) | 1 line This vsync behavior might work better ------------------------------------------------------------------------ r8543 | terminx | 2020-01-29 03:36:13 -0800 (Wed, 29 Jan 2020) | 3 lines 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. ------------------------------------------------------------------------ r8542 | terminx | 2020-01-29 03:36:09 -0800 (Wed, 29 Jan 2020) | 1 line Add "maxhealth" console command to set the player's maximum health ------------------------------------------------------------------------ r8541 | terminx | 2020-01-29 03:36:06 -0800 (Wed, 29 Jan 2020) | 3 lines Fix forward movement with the mouse when mouse aiming is disabled This was missed back when input between the x and y axes was normalized to use the same scale. ------------------------------------------------------------------------ r8540 | terminx | 2020-01-29 03:36:02 -0800 (Wed, 29 Jan 2020) | 1 line Disable the SHIFT-F5 music changing thing in EDUKE32_STANDALONE builds and if running Ion Fury ------------------------------------------------------------------------ r8539 | terminx | 2020-01-29 03:35:58 -0800 (Wed, 29 Jan 2020) | 1 line Factor conditions for locking player movement out into new P_CheckLockedMovement() function ------------------------------------------------------------------------ r8538 | terminx | 2020-01-29 03:35:55 -0800 (Wed, 29 Jan 2020) | 3 lines Use increments of 0.1 for the mouse sensitivity slider in the menu The range of the slider is now 0.1-10.0. ------------------------------------------------------------------------ r8537 | terminx | 2020-01-29 03:35:51 -0800 (Wed, 29 Jan 2020) | 1 line Use ClockTicks class for the timer values saved and restored when creating a savegame ------------------------------------------------------------------------ r8536 | terminx | 2020-01-29 03:35:47 -0800 (Wed, 29 Jan 2020) | 1 line Remove in_mousesmoothing and supporting code ------------------------------------------------------------------------ r8535 | terminx | 2020-01-29 03:35:42 -0800 (Wed, 29 Jan 2020) | 1 line Only call S_Update() after processing all tics, and not once per call to G_MoveLoop() ------------------------------------------------------------------------ See http://svn.eduke32.com/listing.php?repname=eduke32 for more details.