August 2021
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fix bug where pressing pause or triggering automatic savegames through script would cause the player's view to return to center
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skip "SLIDE_ABOVE_ENEMY" processing in A_GetZLimits() if the calling sprite isn't moving
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Fixes terminx/eduke32#28.
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fix stupid bug where changing sprite angles or aligning wall textures with , and . didn't flag the map as having been changed
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don't allow clipupdatesector() to move a point into null space
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- Fixes
- terminx/eduke32#176
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fix stupid bug in Menu_CheckHiddenSelection()
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make CON_DEBUG break to debugger in debug builds
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update debugbreak.h from git and modify to use IsDebuggerPresent() on Windows
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fix assertion to check for sectnum -1
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allow printext256 in 2d mode, add "ifin2d3dmode" for scripts to detect PIP usage
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fix access to sector[-1] through ps->cursectnum
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Geez, I don't think I've seen one of these in years.
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fix sprites jittering when demo playback is paused
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fix copy/paste error in 24e5d5fc15bde29de7d6ced1a919dc76f6a8987e
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fix floor and ceiling texture corruption issue in 2d3d mode window
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fix crash in classic mode voxel rendering
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fix shading issue on slopes in classic mode
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Apparently broken since 2014!
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don't allow writing settings.cfg if we haven't tried to read it first
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I haven't personally encountered it, but Striker says there's some situation where this can happen if the startup window is aborted in a certain way.
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restore GL state between frames because programs that stream the window contents blow it
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update miniz
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detect a couple situations where a corrupt map could cause a crash
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dead code removal
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fix crash in controller setup menu if no axes are bound to analog_turning or analog_lookingupanddown
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force repeated music changes with shift+f5 to print their track names to the log, strip leading slash
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unfuck WinMM driver
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make mus_al_postamp a float and change volume calculation in AdLibDrv_MIDI_Service to FP math
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Fixes terminx/eduke32#106, more or less.
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General
Duke3d/audiolib: restore MUSIC_GetSongPosition() and MUSIC_SetSongPosition() and use them in the menu when switching MIDI renderers
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clamp menu slider positions to the 0-100 range so values that are out of bounds don't result in stupid looking slidebars with the slider floating off in empty space
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fix issue with corrupt actor actions in hub map states loaded from savegames made with different CONs
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address locking issue with 6ce050b4
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minor MenuMouseData_t cleanup that should have been done in commit 97445542
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don't use autostep_sbw step height when swimming downward underwater
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guard polymost sky z-buffer hack behind a cvar
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update libxmp-lite
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update TinySoundFont to bf574519e601202c3a9d27a74f345921277eed39
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fix orotscrnang player member
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add player olook_ang
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This adds smoothing to the look left and look right keys.
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fix terminx/eduke32#162
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This feels like it could break something else, but it seemed OK when testing.
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this probably fixes XA looping, broken by me in 3cbb6adf
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Initialize blend to 0 when inserting sprites
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This fixes a bug where stale blend values could be transferred over from a previously loaded map.
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update sectors if visibility changed.
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Bugged since forever and would have floors and ceilings stay put when alt-wheeling in mapster.
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General
Don't compute lights for parallaxed geometry we either won't draw or won't
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need lights. This should save a bit of work in the general case with skies, too.
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polymer: 'fix' texture scale on relative floors
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Classic relative scaling apparently had some numerical artifacts related to length of firstwall. Cribbing the logic added in 6fc6b7d5 in Polymost along with bumping the precision of the intermediate terms seems to make it line up fully. Rooftop floor in E1L1 and surrounding ledges are good test cases for this.
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polymer: fix angle precision with sector relative tile alignment
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fix parsing of voxel definition in error cases
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- Fixes
- terminx/eduke32#185
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Fix `unbind` console command not updating the keyboard config
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Add DUKEWT_CRC to the grpinfo tokens
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Fix two typos in the menu code
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- Fixes
- terminx/eduke32#182
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Re-enable remote activation of viewscreen using yvel of 1
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A viewscreen placed in the map with a yvel of 1 will always display its camera feed if the player is within active range. If set to 0, the screen will only show the tile on manual activation. If yvel is 1, and the screen is connected to a camera, it will display the view of that camera. Otherwise, it will show the view of the Viewscreen's owner, the direction in which it is looking being dictated by angle and shade of that sprite. The xvel of the viewscreen now defines the active range. If less or equal to 0, the default distance of 8192 is used. Note that this is currently restricted to one active screen at a time.
- Fixes
- terminx/eduke32#41
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make 512px tall tile checks non inclusive
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fix shading of tall tiles in ASM version of classic renderer