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2020.06.06.Log1823.txt

📄SVN 📅2020-06-06 💾3,4 KB 0 Parsed entries CON BUILD FIX
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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.