Build 5188
SVN-
fix build and user_defs definition mismatch.
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Left: projectile changes.
SVN handles and Git names are merged into one person.
fix build and user_defs definition mismatch.
Left: projectile changes.
OS X: Fix startup window banner. DONT_BUILD.
Fix a typo in r5179.
Fix typo "maxtileallocsiz" --> "maxtiltallocsiz" for MAXYDIM < 640.
polymost.c: fix display of floor-aligned sprites ornameted to the ceiling.
polymost.c: split three overlong lines into three each.
This was formerly "fix multi-tile ceiling skies.", but TX beat me to it and Git automatically figured out how to merge while keeping a linear history. (Our fixes were identical.) Nice!
actors.c: fix 3 incorrect '/' -> tabledivide32_noinline rewrites in r4658.
Division has higher precedence than bitwise-OR. The cases concerned SE3, SE4 and NEON* sprites. Incidental info: the blinking of NEON* sprites can be controlled via their lotag, similarly to how you how you give a "random flash number" as SE4 hitag.
Revert "vec2_t rotatepoint()."
Fix the sounds at the end of the episode 3 cutscene.
Polymost parallax sky fix.
Make all the hictinting_apply blocks consistent. This should fix certain tints types being applied incorrectly in Polymer and the global tints (underwater and nightvision) not being applied to tints and models with certain flags.
Fix omission of modules when parsing game-side defs.
Fix an OOB in the cheats menu when running with the v0.99 GRP.
map SDL_SCANCODE_NONUSBACKSLASH to the same Build code as COMMA.
NONUSBACKSLASH is what is generated for the key between the LShift and 'Z' here. The aliasing with the actual ',' key is as with the SDL1.2 build. Fixes the issue reported in http://forums.duke4.net/topic/8029-cant-bind-key-anymore/
Mapster32/C++ build/non-Lua: probably fix a crash in showsectordata().
Reported in http://forums.duke4.net/topic/1348-mapster32-problems-and-bugs/page__view__findpost__p__220722 I could not reproduce it, but it is thinkable that 'searchsector' could have been out-of-sync with the 'sectnum' local. (For example, the former one could have been -1, triggering the crash.)
Fix freeze on pitch 0 sound playback introduced in r4616.
Reported in http://forums.duke4.net/topic/3857-the-crash-thread/page__view__findpost__p__220954 Now, PitchTable[] in initialized with the same values as pre-r4608.
polymost.c: fix an out-of-bounds access in polymost_dorotatesprite().
To reproduce, lower the OSD, for example.
Build tools: Fix build. DONT_BUILD.
Move handling of ud.drawweapon from G_DrawWeaponTileWithID() to P_DisplayWeapon(). This fixes it not being applied to the quick kick and mighty foot.
Prevent a crash in mdloadskin() caused by an oversight in r5107.
Really fix get/setprojectile.
Fix Polymost issue reported at http://forums.duke4.net/topic/775-eduke32-20-and-polymer/page__view__findpost__p__220265
OS X: Fix build. DONT_BUILD.
Fix processing the bytecode in an incorrect order when executing setplayer on a member with a second parameter, a missed instance of a consideration from r5086.
Additional fix for building with newest MSYS2 packages. DONT_BUILD.
Build fix. DONT_BUILD.
A lot of CON rewrites/optimizations. Converts projectile system to dynamic allocation, saving a bunch of memory (something like sizeof(projectile_t) * MAXTILES * 2). This commit also contains changes that reduce overhead for CON commands that take a lot of parameters, by way of adding a Gv_GetManyVars() to replace long strings of subsequent calls to Gv_GetVarX().
Savegame version has been bumped due to the projectile changes. There is no way this commit doesn't cause at least one bug, so DONT_BUILD. ;)
Fix building on case-sensitive filesystems on OS X, DONT_BUILD.
Large batch of Polymost changes, including:
-lots of stylistic rewrites -further improvements to anti-fighting code for wall and floor sprites (introduces three new cvars, r_wspr_offset, r_wspr_offset_variance, and r_fspr_offset) -fixed brief HOM when traversing through a one-way masked wall -seldomly used "alphahack" feature for hightile textures now represents alpha cutoff internally as a single byte instead of a float -fixes a handful of issues where geometry failed to draw at certain coordinates from certain angles in certain resolutions -renames a couple of cvars
Modify the modern mini-HUD so that:
1. Instead of the Mighty Foot using the Protective Boots inventory item as its icon, display no icon at all. 2. Adjust the ammo icon so that it is drawn at one-quarter size if its y-size is >=50 instead of >50. This fixes the display of Water Pistol Ammo in Duke Caribbean.
When undefining a model, reset the angadd of its HUD settings to zero.
This fixes weapons not being displayed in Vaca+.
Partially revert r5020. It's okay to update totalclocklock in G_DrawRooms(), but we must continue updating it in drawrooms() so as to not break the editor and every other BUILD game.
¿Por qué no los dos?