Build 7240
SVN-
General
Fix oversight with wall texture rotation on tile 0
SVN handles and Git names are merged into one person.
Fix oversight with wall texture rotation on tile 0
Fix issue with a couple symbols from cmdline.h sometimes picking up different linkage due to accidental double definition in game.h
CON syntax extension: the empty "[]" shortcut for accessing a struct at index THISACTOR can now be omitted.
This allows cleaner syntax such as "geta .x temp", "ife sprite.x temp", etc.
Add unsigned access to actor .htmovflag through actor .htumovflag
Misc CON fixups
Further clean up C_SetScriptSize(). This also fixes a bug in the function where when expanding the buffer size, most of the extra space was left uninitialized due to bad parameters passed to memset().
Clean up A_InsertSprite() and the beginning of A_Spawn()
Sorting and formatting for [names|sound]dyn.[cpp|h]
Cleanup includes
SDL 2.0.9
Use references in G_UpdatePlayerFromMenu() and G_BackToMenu() for readability
This does nothing but fix indentation of a single block of code
Remove some effectively dead code that handled loading from duke3d.cfg if eduke32.cfg was not found. This has been useless for about a decade.
Move the LZW compression functions out of cache1d.cpp into their own object, klzw.cpp.
This eliminates the hackiness of libcache1d.so (now libkzlw.so) and CACHE1D_COMPRESS_ONLY.
Refresh BUILDLIC copyright headers
ifdef out all use of libc's FILE in libxmp-lite
Fix a big fail in my implementation of CON_DIVR and CON_DIVRU.
Drop C++ standard used in Visual Studio builds from C++17 to C++14, to be more consistent with our GNU makefile.
Move CONTROL_ProcessBinds() call to P_GetInput()
Fix usages of tab characters that slipped into menus.h at some point, and fix declaration of function Menu_Change() to match its definition
Very (very) slightly less terrible G_CheckPlayerColor() function.
Additional const and constexpr usage in compat.h and pragmas
engine.cpp: fix crash when calling `setrendermode 3` where PolymostProcessVoxels would be called before Polymost is initialized.
PolymostProcessVoxels would call videoNextPage during processing which would attempt to render the OSD and lead to a segfault due to Polymost not being properly initialized.
Remove redundant statements. This commit doesn't actually do anything.
P_UpdateScreenPal() seems to belong here instead
Increase size of text buffer used for editor 3d mode info display--it was possible to overflow it
Prevent g_sounds[] buffer overflow when attempting to define a sound with an index higher than MAXSOUNDS-1. This reduces the number of sound definitions available by 1 as the last slot is now reserved for the error condition.
Remove redundant assignment and null ptr check
Replace error condition in rejectQueue_remove() with an assertion, because the NULL pointer it would return if something was fucked up would be unconditionally dereferenced in kdtree_add().
Static analyzer says this condition is never true
Revert r7017. I misread the code mismeasured the result.
Clean up error handling in shitty G_GetVersionFromWebsite() function
Add missing ifdef guards to namesdyn.h
polymost.cpp: temporarily disable experimental r_enablepolymost2 cvar
polymost.h: fix order of parameters to match polymost.cpp
polymost.cpp: fix lockup bug that would occur with polymost_waitForSubBuffer() when glClientWaitSync consistently returned GL_WAIT_FAILED on certain hardware/drivers.
Additionally, fix conditional check for r_persistentStreamBuffer requirements in polymost_glinit().
Remove dead code branch from RECON (logic oversight) and get rid of a useless fallthrough__
Fix off-by-one error in currently not very useful dedicated server text console input
Useless yet innocuous sdlayer fixes
Use a local variable in SDL_GL_ATTRIBUTES macro instead of relying on it being declared in the function calling the macro
Fix MV_GetNextWAVBlock() to no longer check if the unsigned BlockLength value is less than 0.
Move SE40 floor/ceilingstat and Z coordinate backups to global variables instead of allocating them on the stack.
Fix potential null pointer dereferences when rendering a model with no animations (?)
Fix potential null pointer dereference
Fix a couple of things with the dreaded crosshair coloration functions. ;)
Trying to silence a warning at link time in VS. DONT_BUILD.
"@Dick can you make it so that its impossible to pan the floor texture in 2d mode if the texture isnt visible?"
Actually fix savegame crash... probably.
Fix embarrassing Windows-centric fuckup
VS project properties
Fix VS warning
Fix savegame crash issue
Minor fixups needed to build as a native VS project
Revise r6974
Fix parameter aliasing warning in G_LoadGroups()
Replace a bunch of fall-through comments with our fallthrough__ macro.