Build 9137
GIT-
General
Add SDL headers missed in e9d85352705ad4b22e8f3027e8fc8fa06c049b28
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fix warning
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General
Update SDL to hg-13909:7c2f418f701b
SVN handles and Git names are merged into one person.
Add SDL headers missed in e9d85352705ad4b22e8f3027e8fc8fa06c049b28
fix warning
Update SDL to hg-13909:7c2f418f701b
update libdivide
calculate RateScale using 64-bit math
add divideu64()/divideu64_noinline()
This should fix players being able to superjump out of water
do not change GL_ALPHA_TEST state in model rendering code
fix sprite rendering order in polymost
Fix 3D model animation depending on the number of sprites present on the map.
Fixes terminx/eduke32#64.
fix regression with the Devastator's ability to damage sprites in sectors other than the sector the rocket hit
Fixes terminx/eduke32#62.
fix jittery view on moving sectors
This also fixes the interpolation for gamefunc_TurnAround and stomping on enemies. Fixes terminx/eduke32#60.
fix issue with player movement not being locked when crushing shrunken enemies
Fixes terminx/eduke32#59.
fix issue where the player was unable to look or move under some circumstances after being "killed" with god mode enabled
Fixes #56.
fix compiler warnings
fix build.vcxproj after merge error with ab90c721b94d2e683b909f1a49b35f6ed8af8901
add error checking to and slightly clean up engineLoadBoardV5V6()
add error checking to engineLoadBoard()
potentially improve dealing with corrupt .md2/.md3 models
I didn't test any actual corrupt models, just noticed the lack of any error checking when looking at something else.
use kread_and_test() instead of regular kread() where appropriate
Merge branch 'goodbye_lunatic' into 'master'
Remove Lunatic-related code This removes almost anything related to Lunatic, not just LunaCON. It may remove a bit more than desired, e.g., functions that can be used as possible hooks (I believe that this was one purpose of LUNATIC_EXTERN, now replaced with static anywhere). Some bits like the optional fix for software rendering of walls with non-POT tile heights remain, albeit they're still compile-time disabled. As previously written, I still know that Philipp Kutin was spending a lot of time on this.
source/build/include: Remove elauxlib.h and elua.h.
Again, it is clear that Helixhorned was spending a lot of time on Lunatic for EDuke32.
Remove LPeg sources
Remove LPeg Windows libraries
Remove LPeg from platform/Windows/lib/instructions.txt
Clean up ksqrtasm_old to avoid compiler mis-optimizations
Fix error: 'filelength' was not declared in this scope
Handle -Wcast-function-type warnings
Add Build Tool target names to .gitignopre
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.
fix CON_INITTIMER issue where the timer callback wasn't being set again after changing the rate
move REVSTR stuff to rev.h so it doesn't need to be duplicated between rev.cpp and windows_inc.h
specify 9 characters of length when generating VC_HASH
This is the default for current versions of git, but older versions used a default of 7.
fix rev.cpp so it works properly outside of builds on Windows
use HEAD instead of origin for generating VC_HASH
EDUKE32_STANDALONE build fix
add source control version information to window title strings, and refactor all calls to wm_setapptitle() to go through G_UpdateAppTitle()
fix winlayer wm_setapptitle() to deal with being passed a pointer to apptitle[]
move swallf[] and lookups[] allocation to videoAllocateBuffers()
Revert "Duke3d: throw S_Update() back into the main loop to prevent audio popping"
change calcFrameDelay() to no longer reduce the frame limit by 1 fps per 60Hz of refresh rate with r_maxfps -1
This worked fine with G-SYNC displays, but I guess it sucked for regular 60Hz setups for some people. This should be tested for regressions...
Prevent tripbombs from being placed at extreme distances.
Technically, an overflow is still possible, but with unsigned integers it is highly unlikely to satisfy (sum_squares < 290*290) in practice.
Clear mouse wheel input when tile selection cannot be moved.
Fixes #55.
Fix previousboardfilename not being updated on newgame or level transition.
Prevents per-map art from disappearing on savegame load. Fixes #46.
Fix sounds reactivating during pause when menu is closed.
Fixes #43.
Fix bad call to updatesector in G_CollectSpawnPoints that broke spawns in overlapping sectors and TROR. p->cursectnum should equal the sprite's sectnum on initial spawn.
Fix bad call to updatesector in G_CollectSpawnPoints that broke spawns in overlapping sectors and TROR. p->cursectnum should equal the sprite's sectnum on initial spawn.
fix DemandFeed playback
Broken in 09dc0cc9489d33e86ddd5f1605014b63cb612139.
mark compiled CON_MOVE/CON_AI/CON_ACTION with a trailing value
This is so I can tell the difference between actor .t_data[] values that are actually set to something defined in CON versus bullshit arbitrary internal usage of the same variable, which I need for a future commit.
improve WT FLAMETHROWERFLAME enemy type check
I don't expect anyone to make an EDuke32-compatible WT mod where other enemies shoot FLAMETHROWERFLAME, but if they do the behavior will at least be consistent across enemy types.
optimize A_RadiusDamage()
This results in far fewer calls to getwalldist(), inside(), and cansee(), which should significantly lessen the performance hit from a large number of A_RadiusDamage() calls in areas with many small detail sectors.
four spaces