June 2020
-
Fix error: 'filelength' was not declared in this scope
-
Handle -Wcast-function-type warnings
-
General
Add Build Tool target names to .gitignopre
-
General
Fix a possible jitter upon changing the player's action
Show details
(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.
-
General
sw/src/draw.cpp:drawscreen: Removing the PF_DEAD test
Show details
in 1a3c9e3a15ba788607dfd96ebcc75a2198be6d69 was a mistake. The interpolation should still apply, albeit not while the viewing angle is changed via the player's own input. We should also continue interpolating in coop view.
-
This should hopefully be a better way of fixing the lack of
Show details
interpolation of player turning/aiming/movement, while being carried by a sector object, without SO interpolation. This is a continuation of 73a0aa394e906a65633d61f3c749c9b9b7e66aaa and bf31bc2987a3eccd31d343622327bd4ee0f9c5a1, aiming to fix a jitter in case the player is continuously getting pushed by a wall (e.g., on the boat in level 5). Basically, this moves the relevant assignments from track.cpp:MovePlayer and MovePoints to player.cpp:DoPlayerMove. Unless a call to one of these functions has been missed, pushwall and clipmove can be called from player.cpp in the following instances, which should be covered: - Via DoPlayerMove, which is the function getting the fix now. - Via DoPlayerSlide, which is called in the beginning of DoPlayerMove. - Via DoPlayerCurrent when called from DoPlayerCrawl/DoPlayerWade, followed by DoPlayerMove. - Via DoPlayerCurrent when called from DoPlayerDive, followed by DoPlayerMove if the player doesn't stop diving.
-
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
Show details
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()
-
General
Revert "Duke3d: throw S_Update() back into the main loop to prevent audio popping"
Show details
- Reverts
- 0a877c0 — Duke3d: throw S_Update() back into the main loop to prevent audio popping (Build 9040)
-
change calcFrameDelay() to no longer reduce the frame limit by 1 fps per 60Hz of refresh rate with r_maxfps -1
Show details
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...
-
General
Assignments
-
General
Prevent tripbombs from being placed at extreme distances.
Show details
Technically, an overflow is still possible, but with unsigned integers it is highly unlikely to satisfy (sum_squares < 290*290) in practice.
-
General
Clear mouse wheel input when tile selection cannot be moved.
Show details
Fixes #55.
-
General
Fix previousboardfilename not being updated on newgame or level transition.
Show details
Prevents per-map art from disappearing on savegame load. Fixes #46.
-
General
Fix sounds reactivating during pause when menu is closed.
Show details
Fixes #43.
-
General
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.
-
General
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
Show details
Broken in 09dc0cc9489d33e86ddd5f1605014b63cb612139.
-
mark compiled CON_MOVE/CON_AI/CON_ACTION with a trailing value
Show details
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
Show details
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()
Show details
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.
-
General
four spaces
May 2020
-
remove extraneous call to videoNextPage() when handling savegames initiated from CON
-
amend b164d944351463696e43eba4179dbd51c8c13885 to take slopes into account
-
call handleevents() from CONTROL_PollDevices()
-
improve nextsectorneighborz() return value checks
Show details
Improves the messages printed to console when bailing out of sector effect processing due to nextsectorneighborz() returning -1. This also adds such a check to ST_21_FLOOR_DOOR, which was missing it entirely. (!!)
-
fix sprite sorting issue that caused broken voxel rendering in polymost
-
Call OSD_DisplayQueued in DemoPlayback,
Show details
so OSD commands can have an effect from here
-
Remove TitleLevel (probably dating back to 1995 prototype builds)
-
Remove DemoOverride, ScenePlayBack and SceneLevel
-
General
SW - interpso.cpp: Imperfect hack for jittery coolies in level 1's train
Show details
(with SO interpolation turned on). It would be nicer to have something better structured than the given hack, but this currently seems to work, while not breaking the sprites on the boat in the beginning of level 5.
-
General
sw/src/interpso.cpp:so_dointerpolations:
Show details
Move ratio calculation out of inner loop.
-
Write Numsprites to saved game (and update/dup nearby comment)
-
General
Typo fix in mmulti.cpp:netinit warning message related to IPV6
-
Set font traits before overwriting MF_Minifont with MF_Bluefont
-
#if 0 out some dead code in XA and XMP support
Show details
This doesn't look like it's intended to be dead code, but nothing sets Loop.Size anywhere.
-
General
Bump libxmp-lite back to version 4.5.0
Show details
- Reverts
- 8914e7b — Revert "Update libxmp-lite" (Build 8928)
-
use an additional bitmap in clipupdatesector() to mark which sectors have been checked with inside()
-
disable annoying clipupdatesector() console warning in release builds
-
make a few things in clipmove() const that I must have missed the last time I worked on it
Show details
Not a particularly exciting set of changes.
-
better handle the GL driver enforcing a particular SwapInterval
-
non-MIDI music is no longer affected by reverb
-
throw S_Update() back into the main loop to prevent audio popping