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2021.12.07.Log1982.txt
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commit 888a987f5d909716f6adb564fb3be2eb93abdeb4
Author: Richard Gobeille <richard@voidpoint.com>
Date: Tue Dec 7 10:21:08 2021 -0800
Duke3d: use FX_GetPosition() in S_GetSlot() to take the age of a voice into account when selecting a voice to cancel when attempting to play more than MAXSOUNDINSTANCES of a single sound simultaneously
commit 71821e2c63185bd8d1ef293fbabfe8a51d606ae9
Author: Richard Gobeille <richard@voidpoint.com>
Date: Tue Dec 7 13:18:34 2021 -0800
audiolib: basic MV_GetPosition() support for FMT_VOC/FMT_WAV
commit c21ee6ed7493578b649aa87788b556af147d8601
Author: Richard Gobeille <richard@voidpoint.com>
Date: Wed Dec 1 10:04:04 2021 -0800
Duke3d: move a debug assertion
commit 8b9e3101dd0d7e0e19b610499bbf629ab511d4cb
Author: Richard Gobeille <richard@voidpoint.com>
Date: Wed Dec 1 11:35:48 2021 -0800
GLAD: bump GL version to 3.0, drop GLES APIs since we don't use them
commit 10ca19f0dfafb7955dd3578ac72e1a1d8e3d95ac
Author: Richard Gobeille <richard@voidpoint.com>
Date: Fri Dec 3 14:19:11 2021 -0800
Duke3d: fix crash trying to play negative sound indexes from mistagged switches
commit 95924490a286d26b6e75109b318f0ddb71d67c2e
Author: Richard Gobeille <richard@voidpoint.com>
Date: Fri Dec 3 14:07:25 2021 -0800
engine: tiny polymost optimization; swap 4 floating point divisions for multiplications in polymost_bindPth()
commit 452f818fe7174bdb3031752cd067d4be4143df82
Author: Dino Bollinger <dino.bollinger@gmail.com>
Date: Wed Dec 8 10:02:43 2021 +0100
Duke3D: Reset all actor vars in prelevel() regardless of the sprite's statnum
Previously, only sprites with statnum 0 would have their per-actor variables
reset to the default on map load. This meant that sprites with statnums that
were pre-defined in the map would inherit the actor var values of the sprites
with corresponding spriteNums from the previous map.
Additionally, the per-actor var reset is now performed before EVENT_PRELEVEL,
meaning that any changes to actorvar that occur in this event will now persist.
Previously, altering actor vars for sprites with statnum 0 in this event would
not have any effect, as they would be reset to their defaults afterwards.
See https://voidpoint.io/terminx/eduke32 for more details.