July 2019
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Patch from Nuke.YKT to replace audiolib's volume table with floating point calculations
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This fixes an issue where rapidly changing the player's angle could result in the audio "popping" due to the sudden change to a new position in the volume table, and the resulting difference in volume between one sample and the next. This also fixes a DC offset issue when applying the volume level to certain sample types.
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Untie EVENT_ALTFIRE from the conditions required to trigger EVENT_FIRE
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Add gamefunc_Alt_Weapon and EVENT_ALTWEAPON back in
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Make shadows on voxels in Polymost look like they do in classic
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Even more minor fix to previous commit
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Minor fix to last commit
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Add tilehasmodelorvoxel() function and fix instances where voxels for multi-sided sprites would get flipped based on the viewing angle
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Fix audio position updating in automap mode
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Prevent addlogvar from accepting constants, which causes a crash
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Make cache1d try a little harder to find a suitable block before bailing with "CACHE SPACE ALL LOCKED UP!"
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Make cacheAgeEntries() do a more consistent amount of work per frame
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Swap indexes for gamefunc_AutoRun and gamefunc_Alt_Fire
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Normally I wouldn't be in favor of changing indexes that are already exposed to scripts around, but gamefunc_AutoRun is a locally handled key that doesn't have any script events associated with it, and gamefunc_Alt_Fire is pretty important to have up near the top wherever gamefuncs are listed.
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Replace gamefunc_Alt_Weapon with a gamefunc_Alt_Fire that works as expected
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Fix edge case in clipupdatesector()
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Prevent uninitialized access to hitwalls[] in clipmove()
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Move cacheAllSounds() out of G_CacheMapData() and into G_Startup()
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Bump MAXCACHEOBJECTS from 9216 to 16384
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This is actually the first time we've increased this limit in the entire time the engine source has been available.
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One of those stupid optimizations you notice the potential for when scrolling through code looking for something
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Floating point grouscan() patch from Nuke.YKT, worth a couple of fps in classic mode in slope-heavy scenes
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Improve depth fighting by pushing out the near plane and improve near plane clipping by depth clamping.
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Suggest reducing SCISDIST when there's time to debug SCISDIST issues.
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If GL_ARB_clip_control & GL_ARB_depth_clamp are available, reflect that in glinfo
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Update GLAD to 0.1.30 and add GL_ARB_clip_control, GL_ARB_depth_clamp, and GL_ARB_shader_texture_lod extensions
June 2019
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game.cpp: temporarily limit A_Spawn() owner changes from r7738 to locators
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Mapster32 Polymost cursor selection omission
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Disable -malign-double on i386 as libraries would need to be compiled with it.
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Fix 32-bit Polymost issues by enabling SSE instructions and setting GCC to use SSE floating point math exclusively.
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Additionally, enable SSE2 to better match 64-bit builds and use -malign-double for the potential performance benefit.
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Gump redux
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Fix builds on platforms other than win32--oops
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Clarify incompatible savegame log message
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I am not a smart man
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Fix building with GCC 8
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Reintroduce mouse selection patch from Nuke.YKT
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Revert "Patch from Nuke.YKT to improve mouse selection in the editor in Polymost"
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Looks like commits made to public SVN after this commit in my local tree resulted in a merge error
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Patch from Nuke.YKT to improve mouse selection in the editor in Polymost
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actors.cpp: Change demo camera path following behaviour to search for locators based on a hitag channel to avoid locator lotag contention.
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Now, destination and subject locators should be assigned one hitag channel. Destination locators will be visited starting from lotag 0 and counting upward. Subject locators can have any lotag within the same hitag channel, and may also be a destination if the lotag is not separated from the destination locator ids. Destination locators must now specify their subject locator in their owner field by lotag.
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game.cpp: When A_Spawn() is spawning from an already existing sprite, do not reset the owner field if it has been overridden from the default.
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polymost.cpp: Fix polymost_domost() issue with COMBINE_STRIPS where in certain cases, merging with the viewport nodes caused accidental reading of sentinel node values.
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Additional debug code is included for visualizing the state of the vsp data structure. Further, fix issue in drawpoly where it would access out of bounds of dpxy if fewer than 3 vertices were passed in and fix issue where multiple calls to polymost_setVisibility() were repeatedly setting the visibility factor to the same value.
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Use stencil buffer in Polymost to restrict mirrors to only render within the region of the screen occupied by the mirror wall.
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Additionally, raise minimum number of stencil buffer bits to accomodate future use of the stencil buffer.
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winlayer.cpp: fix videoBeginDrawing() to return an intptr_t to mirrorBuffer when inpreparemirror
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Add EVENT_RESETGOTPICS which gives scripts the chance to reset gotpics (and similar effects trackers) for effects that run in EVENT_DISPLAYROOMS.
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EVENT_RESETGOTPICS is called after the last call to EVENT_DISPLAYROOMS in a frame, but before any engine-side calls to renderDrawRoomsQ16()
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Fix TROR & skyboxes to work with mirrors in Software & Polymost
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game.cpp: fix issue where tilt angle was not being reset to 0 at times when it should have been disabled
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game.cpp: improve G_FPSLimit() to be more stable with regard to floating point precision.
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Additionally, prefer rendering early and compensating with a late frame due to clock precision rather than the other way around so that we are more consistently within a target vblank period.
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Fix latency issue introduced by G_FPSLimit() handling of videoNextPage() that was causing frames to be delayed presentation until after the next frame is prepared.
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videoNextPage() is now called immediately after preparing the frame for drawing, outside of G_FPSLimit() but on the condition that its return value is true.
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Add benchmarkmode cvar which allows putting demo cameras in the map which can be used for automatic benchmarking of performance & correctness testing
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game.cpp: change camera sprite yvel limits to clamp to min/max angle when beyond the min/max rather than when beyond 0 and 199
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actors.cpp: Add additional demo camera behaviours.
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Allow the demo camera to be used while not playing back a recorded demo. Add the ability for the camera to follow paths specified by locators.
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Player duct walking sound fix
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libdivide fixup
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Call S_PauseSounds(false) from Menu_Close()