June 2021
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enable camera smoothing when setting player angles from script
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- Fixes
- terminx/eduke32#146
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animate menus independently from totalclock
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- Fixes
- terminx/eduke32#83
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apply 88f90a19 to SDL 1.2 builds
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General
Duke3d, engine: hijack unused parameter passed to videoShowFrame()
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A value of -1 now indicates that the GL state should be preserved. This is used to fix terminx/eduke32#159
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fix warnings introduced by e0ee1bfe
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Update g_animPtr before and after cutscene loops
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This will allow all CUTSCENE events to use the ifcutscene command. Before, only EVENT_CUTSCENE for ANM files could use it.
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General
Fix ARM64 Windows build by updating SDL
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Set correct user volume when playing non midi music tracks
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fix stupid typo/copy & paste error
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update to SDL 0c4ac33a on Windows
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General
Revert "Duke3d: MASTERSWITCH counting down before activation blocks re-triggering switches"
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- Reverts
- 33d4dc3 — Duke3d: MASTERSWITCH counting down before activation blocks re-triggering switches (Build 9391)
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fix Polymer rotatesprite texture clamping
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- Fixes
- terminx/eduke32#150
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replace linear search for voices by handle with a table
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fix Discord streaming issue
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- Fixes
- terminx/eduke32#152
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remove wrappers around glBindTexture() and glActiveTexture() in favor of explicitly calling polymost_activeTexture() and polymost_bindTexture()
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This is better for clarity, I think.
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General
Remove jwzgles stuff from Visual Studio project
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break from CON while loops on VM_RETURN
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This should fix terminx/eduke32#16
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add missing check for r_useindexedcolortextures cvar in polymost_usetileshades()
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- Fixes
- terminx/eduke32#153
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#ifdef out "POLYMOST2" stuff
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allocate yax_vsp[] on heap according to map requirement
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fix usage of GrowArray for osdstrings
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fix allocator mismatch in GrowArray
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General
Update Visual Studio projects
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Debug is now configured to use AddressSanitizer on 64-bit, and various other build options have been made uniform with each other across all projects. This means 64-bit debug builds built with Visual Studio will only run if the VS ASan dlls are in your PATH, but I believe this is fine as we don't distribute any VS builds.
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virtual address space bandaid fix
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I didn't test this.
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MSVC build fix
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revise dynamic tile mapping
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fix overlapping strcpy in startup window
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CON control over player height and other properties
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You're gonna have to talk to me or read the source for full details on usage, sorry. These are also all still liable to change in future builds, either in name or in functionality.
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per-player gravity control through .gravity member of player struct
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The default value is 256 (GRAVITATIONALCONSTANT value from USER.CON + 80).
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add left and right triggers to controller button setup menu, hide start button
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controller hotplug fixes
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controller setup menu cleanup
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This is still technically a work in progress, but it's at the point where it's definitely better than things were before.
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aim assist for game controllers
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A helpful side-effect of this commit is that several of the previous changes to how screen re-centering etc work can now be deterministic again, which somewhat fixes demo recording and playback. For now, recording a demo will limit input to the game tickrate like it did in the old days.
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update to SDL 814285d6 on Windows
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FORCE_INLINE getclipmask()
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__fastcall ksqrt(), move ksqrtasm_old()
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remove getkensmessagecrc()
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It's beyond useless at this point and nobody ever even ported the assembly to C. I left the actual kensmessage string because I didn't want to remove a copyright declaration from the source code.
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rename clip_nsqrtasm() -> ksqrt_inline() since that's literally what it is
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This is possibly a good candidate for outright deletion.
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I can think of zero reasons for these to be templates
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don't inline ksqrtasm_old()
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tweak/"optimize" the C version of nsqrtasm()
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Disassembly of the tweaked version versus the original is very similar, but MSVC doesn't seem to want to inline the original version without forcing it. I tested the performance of the change under GCC using a very large loop and the results were in favor of the tweaked version by a negligible margin. FORCE_INLINE was added after the fact.
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minor A_GetClipdist() rework
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This shouldn't have any impact whatsoever on gameplay. The point was simply to eliminate branches that arrive at the same result, and reduce function calls for cases where they aren't needed (i.e. calling A_CheckEnemySprite() for sprites that are STAT_PROJECTILE).
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address a possible performance issue with the newer swing door changes
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move wallength() helper function from editor into engine
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fix incorrect sound_t struct member type
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This didn't really affect anything because this functionality isn't exposed to CON yet.
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boost projectile velocity by the velocity of the projectile's owner when PROJECTILE_MOVED is unset
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This is a hack intended to fix an issue introduced back in SVN r7409, where the reduced speed of a projectile during its first tic (required for fixing the issues with projectiles passing through ledges immediately in front of the player) could inadvertently allow the player to do stuff like SR50 into their own RPGs.
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remove unneeded argument from A_GetClipdist()
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change A_MoveSprite() from taking a ptr to a ref for read-only vector data
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fix hiccup in movement at internal CAMERA1 panning transition points
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The way this code works is pretty weird. It seems like the movement hiccup here was caused by intentionally skippping the state of the camera where pData[1] == 0, but I can't find anything else in the code that depends on the value of this field for CAMERA1, and fixing the hiccup causes no issues in any of the setups with panning cameras that I looked at for testing.
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smooth security camera view angle