July 2019
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This adds back in the engine's old automapping feature
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This was removed a long time ago because Duke3D and Shadow Warrior don't use it.
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Make most things in screens.cpp use I_AdvanceTrigger() instead of I_CheckAllInput()
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Fix silly branching logic in engineLoadBoard()
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Don't blow away wall cstat bit 14 for use as a temp flag in the editor
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Patch from Nuke.YKT.
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Work around an issue with far plane clipping with voxels without mipmaps in software mode
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Patch from Nuke.YKT.
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Emulate slope overflow in Polymost in order to match the rest of the engine's slope algorithms
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Patch from Nuke.YKT.
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Hopefully work around more Polymost polygon leakages
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Patch from Nuke.YKT.
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Cache the distrecip[] table
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Patch from Nuke.YKT.
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"Another dumb polymost optimization. Probably worth few fps in heavy scenes"
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Patch from Nuke.YKT
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Make ksgn() return int instead of int32_t
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if 0 out our klabs() function and just define it as abs()
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The compiler generates much better code for this now.
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Untabify a couple of headers
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I'm not aware of any particular issues this change fixes, but I definitely don't intend this hack to ever affect anything while the player is on the ground
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Apply "reset object trackers on savegame load" patch
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Wahhh, I'm MSVC and I cry about applying unary negation to a boolean
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Fix issue rendering TROR when the camera's z coordinate is right on the portal
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Another clipping fix
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Add sc_Space to I_AdvanceTrigger() and I_AdvanceTriggerClear()
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Switch fadepal() and fadepaltile() over to using I_CheckAllInput()/I_ClearAllInput() instead of checking for the spacebar exclusively
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polymost_scansector(): avoid using a culling method not designed for voxels when handling 1-sided wall aligned sprites that have voxel replacements
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Fix mixing offscreenrendering (render targets) and mirrors. Don't allow recursing beyond 1 level of mirroring through multiple levels of render targets.
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Fix rendering skyboxes to a tile by altering renderSetTarget() & renderRestoreTarget() to set & reset xdim & ydim so that G_ShowView() can render while a render target is set,
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and additionally modifying G_SetupCamTile() to call EVENT_DISPLAYROOMSCAMERATILE after calling renderSetTarget()
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tilepacker.cpp: enclose macro substituted values in parenthesis
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ext loading
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Fix bad tilepacker preprocessor definition
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Fix for emerging from TROR water
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Revise r7838 again
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Patch from Nuke.YKT to work around precision-based inaccuracy problems in Polymost TROR
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Add MERGE_NODES macro for Polymost... this will be used in the following commit
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Patch from Nuke.YKT to clip bunches to screen boundaries in Polymost
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Patch from Nuke.YKT to fix sloped floor and ceiling textures wiggling around in Polymost
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Revise r7838: one less dumbass typo
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Make it easier to jump into vents
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Remember to delete .esv.ext file when deleting .esv file itself
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Automatic source file dependency generation for GNUmakefile
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This automatically saves the dependencies used for a given object file during the first compilation, then uses the generated data for each subsequent compile to determine if the object needs to be rebuilt. Why? Because if I see one more warning about the C++ One Definition Rule, I'm going to fucking snap.
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Revise r7835: instead of not testing wall sprites, we'll just ignore the side blockers
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Move RCtrl keybind for gamefunc_Fire to slot 1 instead of 2
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Fix issue with the autorun key when resetting controls to defaults, and give gamefunc_Last_Used_Weapon a default key binding of X
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Don't check clip objects for sprites in the keepaway() loop in clipmove()
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This prevents some hilarious issues with deadly wall decorations. The "side blocker" clip lines that already exist for these sprites should already prevent the kinds of clipping issues this loop is intended to address, anyway.
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OK, this is just a bit too restrictive
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Fix clipping issue with jumping
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Fix additional clipmove() issue
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Clean up raytrace() and rename it to cliptrace()
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Allow reading vec3_whatever_t as vec2 directly
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It's a union in a struct in a union in a struct. Oh god, what have I done.
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Additional clipmove() reworks
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This fixes a LOT of clipping errors but needs thorough testing.
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Switch a few iterators in clipmove() from int to native_t
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clipmove() patch from Nuke.YKT:
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"In some edge cases posx/y might be 'inside' of neighbor sector. I've added double check for this case"
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Add divscale64()
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Minor pushmove() cleanup
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Replace check_floor_curb() with cliptestsector()