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2019.07.31.Log1618.txt

📄SVN 📅2019-07-31 💾3,1 KB 12 Parsed entries CON BUILD FIX

Revision r7872

Make most things in screens.cpp use I_AdvanceTrigger() instead of I_CheckAllInput()

Revision r7871

Fix silly branching logic in engineLoadBoard()

Revision r7870

Don't blow away wall cstat bit 14 for use as a temp flag in the editor

Patch from Nuke.YKT.

Revision r7869

Work around an issue with far plane clipping with voxels without mipmaps in software mode

Patch from Nuke.YKT.

Revision r7868

Emulate slope overflow in Polymost in order to match the rest of the engine's slope algorithms

Patch from Nuke.YKT.

Revision r7867

Hopefully work around more Polymost polygon leakages

Patch from Nuke.YKT.

Revision r7866

Cache the distrecip[] table

Patch from Nuke.YKT.

Revision r7865

"Another dumb polymost optimization.  Probably worth few fps in heavy scenes"

Patch from Nuke.YKT

Revision r7864

Make ksgn() return int instead of int32_t

Revision r7863

if 0 out our klabs() function and just define it as abs()

The compiler generates much better code for this now.

Revision r7862

Untabify a couple of headers

Revision r7861

I'm not aware of any particular issues this change fixes, but I definitely don't intend this hack to ever affect anything while the player is on the ground
Raw Content
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r7873 | terminx | 2019-07-31 23:50:56 -0700 (Wed, 31 Jul 2019) | 3 lines

This adds back in the engine's old automapping feature

This was removed a long time ago because Duke3D and Shadow Warrior don't use it.
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r7872 | terminx | 2019-07-31 23:50:50 -0700 (Wed, 31 Jul 2019) | 1 line

Make most things in screens.cpp use I_AdvanceTrigger() instead of I_CheckAllInput()
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r7871 | terminx | 2019-07-31 23:50:46 -0700 (Wed, 31 Jul 2019) | 1 line

Fix silly branching logic in engineLoadBoard()
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r7870 | terminx | 2019-07-31 23:50:42 -0700 (Wed, 31 Jul 2019) | 3 lines

Don't blow away wall cstat bit 14 for use as a temp flag in the editor

Patch from Nuke.YKT.
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r7869 | terminx | 2019-07-31 23:50:37 -0700 (Wed, 31 Jul 2019) | 3 lines

Work around an issue with far plane clipping with voxels without mipmaps in software mode

Patch from Nuke.YKT.
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r7868 | terminx | 2019-07-31 23:50:33 -0700 (Wed, 31 Jul 2019) | 3 lines

Emulate slope overflow in Polymost in order to match the rest of the engine's slope algorithms

Patch from Nuke.YKT.
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r7867 | terminx | 2019-07-31 23:50:29 -0700 (Wed, 31 Jul 2019) | 3 lines

Hopefully work around more Polymost polygon leakages

Patch from Nuke.YKT.
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r7866 | terminx | 2019-07-31 23:50:26 -0700 (Wed, 31 Jul 2019) | 3 lines

Cache the distrecip[] table

Patch from Nuke.YKT.
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r7865 | terminx | 2019-07-31 23:50:21 -0700 (Wed, 31 Jul 2019) | 3 lines

"Another dumb polymost optimization.  Probably worth few fps in heavy scenes"

Patch from Nuke.YKT
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r7864 | terminx | 2019-07-31 23:50:17 -0700 (Wed, 31 Jul 2019) | 1 line

Make ksgn() return int instead of int32_t
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r7863 | terminx | 2019-07-31 23:50:13 -0700 (Wed, 31 Jul 2019) | 3 lines

if 0 out our klabs() function and just define it as abs()

The compiler generates much better code for this now.
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r7862 | terminx | 2019-07-31 23:50:09 -0700 (Wed, 31 Jul 2019) | 1 line

Untabify a couple of headers
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r7861 | terminx | 2019-07-31 23:50:04 -0700 (Wed, 31 Jul 2019) | 1 line

I'm not aware of any particular issues this change fixes, but I definitely don't intend this hack to ever affect anything while the player is on the ground
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