April 2020
-
Shrink menutext zoom and introduce ypadding
-
Remove orientation 16 from hardcoded text drawing
-
Change behavior when RS_TOPLEFT is not set
Show details
Add internal standardhalfheight and tilesizx
-
General
TileFont
-
General
Locale
-
work around crash when ov_read fails
-
fix level warp and skill cheats in the cheat menu
Show details
Fixes #17.
-
call ov_clear before telling cache1d the block of memory can be reused!
-
minor optimization to MV_SetVoiceMixMode()
-
disable error message printed when m32help.hlp is missing
-
General
Clarify clipupdatesector() log message a bit
-
General
Derp...
Show details
Probably actually fixes #4. Regardless, I want to note that this is really sub-optimal.
-
General
Properly display non power of 2 floor aligned sprites in 2d mode
-
General
Fix G_PlaySoundWhileNoInput()
Show details
Fixes #2.
-
General
Fix crash with CONs that only define one skill
Show details
Fixes #3.
-
General
Fix really stupid error with CON_NULLOP branch detection
Show details
Fixes #4.
-
General
Fix a crash with tabledivide64()
Show details
Fixes #1.
-
fix stupid input scaling bug
-
slash resets sprite slope
-
General
Use pragma pack in sw/src/network.h instead of the locally defined
Show details
PACKED macro. This is more consistent with the current Duke3D codebase, and further fixes build with older versions of MinGW GCC, in which attribute packed is broken without specifying -mno-ms-bitfields.
-
Remove unused wfe_Clock variable
-
General
sw/src/game.cpp: Add missing wfe_Esc callback from
Show details
SW 1.2 after minor adjustments. Originally recreated for sw-src-and-build-addendum-20190129.7z.
-
General
Fix usage of possibly wrong address in sw/src/player.cpp:DoPlayerHorizon
-
General
mmulti.cpp: Change PAKRATE to 250 (4ms) as previously done in SVN r365,
Show details
and also as currently in use in EDuke32-OldMP.
-
General
sw/src/network.cpp: I think that it's safe to enable
Show details
the sync check on the slave side in Master/Slave mode.
-
This hopefully resolves issues with leaving multiplayer games
-
Interpolate sector objects in non-demo, single player games.
Show details
Let's see if this is breaking anything.
-
General
Another change modifying saved game format in SW:
Show details
Increase MAXINTERPOLATIONS from 1024 to MAXSPRITES.
-
General
SW change breaking compatibility with existing saved games:
Show details
Remove startofdynamicinterpolations and short_startofdynamicinterpolations.
-
Reset the number of interpolations on level load
-
Let's replace the macro PEDANTIC_MODE with variable PedanticMode
-
General
Interpolation fixes for SW:
Show details
draw.cpp: Fix the lack of interpolation while walking on a sector object, like the bus roof or the floor of the train in Seppuku Station. track.cpp: Make sure the player's location and angle aren't mistakenly interpolated while standing on a moving sector object as a consequence.
-
General
Merge branch 'Engine_StutterFixes' into 'master'
Show details
build/src/sdlayer.cpp: Add new CVARs r_glfinish & r_finishbeforeswap.
- Merge request
- terminx/eduke32!1
-
General
Update source/build/src/sdlayer.cpp, source/build/src/polymost.cpp, source/build/src/baselayer.cpp, source/build/include/baselayer.h files
-
General
build/src/sdlayer.cpp: Add new CVAR r_glfinish to make 'glFinish()' optional.
Show details
- Issues requiring glFinish() aren't really apparent on Linux, therefore not needed. - Running glFinish() can have an detrimental impact of Polymer users depending on whether they use the HRP or not.
-
General
build/src/sdlayer.cpp: Add new CVAR r_finishbeforeswap.
Show details
- glFinish() after swapping stabilises stuttering issues and has minimum performance impact. - glFinish() before swapping stabilises should be better but sometimes isn't, and is needed for KMT not to tear. Offer as an option.
-
General
Add mjr4077au to the VoidSW credits
-
Rename q16avel -> q16angvel and q16horz -> q16aimvel.
Show details
While it is understandable that avel and horz came from Duke3D, having both q16horiz and q16horz in the updated SW_PACKET struct can be confusing, and the alternative notation is more consistent with the original struct field names of angvel and aimvel, as well as the differing uses of the name angvel still present in player.cpp.
-
General
SW (DoPlayerTurn): The 180-degrees turns should be clockwise
-
General
sw/src/player.cpp:PlayerAutoLook: Modify function to
Show details
test for PF_MOUSE_AIMING_ON only if PEDANTIC_MODE == FALSE
-
General
Revert SVN commit 8677; It wasn't sufficient in case
Show details
one of the players toggled mouse aiming in the middle of a game, and it worked even worse in Master/Slave mode. Additionally, tying input to frame rate made the problem disappear.
-
This is a better place for a slave which quits to set QuitFlag
-
Use the old interpolation path in drawscreen if player is dead
-
With the input tied to frame rate, disable aiming while the
Show details
player is dead, and also disable horizontal aiming while on a ladder.
-
Make horiz centering a bit less immediate again
-
Tie player input to frame rate.
-
Add and use elapsedInputTicks and scaleAdjustmentToInterval
Show details
as one more step before tying input to frame rate.
-
Add the q16ang and q16horiz fields to SW_PACKET. These
Show details
will be filled by faketimerhandler with the current player's most recent camq16ang and camq16horiz values, respectively.
-
Modify DoPlayerTurn/DoPlayerHorizon to make it possible
Show details
for them to modify the player's camq16ang/camq16horiz field instead of q16ang/q16horiz. Additionally, pass to them the change in angle/horiz via a parameter, as an alternative to direct access to the corresponding player input field.
-
General
SW - First step in tying player input to frame rate:
Show details
Add the camq16ang and camq16horiz fields to the player struct. With the exception of DoPlayerTurn and DoPlayerHorizon, whenever code in player.cpp updates player's q16ang/q16horiz, also write the updated values to camq16ang/camq16horiz. These variables' preceding values are never used in these functions.