September 2023
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Fix sprite shadows being drawn on transparent TROR layers
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Also fixes sprite shadows being drawn floating above floor slopes.
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EVENT_PRE/POSTWEAPONSHOOT: Set ud.return[0]/userdef.return 1 to the number of the current shot we're processing in a burst
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Make some actors work properly with TROR
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Fix "return to center" triggering after CON_SAVE is executed
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General
Use buildvfs_exists in OutputFileCounter::opennextfile
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Account for floor and ceiling slopes in renderAddTsprite
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Fix tsprite cutoff if the sprite stretches across multiple TROR layers
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The sprite is now properly copied for each sector it stretches across.
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Overhaul TROR handling for hitscan() and clipmove()
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- Vertically attached sectors are now added to the clipsectorlist - Entirely remove the previous TROR hack from hitscan() - Instead, hitscan() now also uses clipsectorlist, and detects whether a TROR transition floor or ceiling was hit. If so, any subsequent wall hits in the same sector are skipped. This fixes the following: - Collision and hitscan checks where a sprite stretches vertically across more than 2 TROR layers. - Hitscan shots being unable to clear sloped TROR surfaces. - A potential out-of-bounds array access in hitscan()
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Add TROR-awareness to sprite clipping in hitscan()
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Analogous to the previous commit, it also checks the sprites of the upper and lower TROR bunch of the sector. This handles the case where a sprite is intersecting layers, and fixes hitscan shots not hitting enemies properly in such cases.
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Add TROR-awareness to sprite clipping in clipmove()
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This makes it so that the sprites of the ceiling and floor bunch sectors of the sector being checked are also iterated over. This handles the case where a sprite is intersecting TROR layers, and fixes projectiles not hitting enemies properly in such cases.
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Make clipupdatesector() TROR-aware with compatibility ENGINE_EDUKE32
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When checking if a point (x,y,z) is contained within a sector, then if x,y is contained, but z is not, it also checks all attached TROR layers. This fixes terminx/eduke32#24
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General
Fix build failure and warnings if YAX_ENABLE is undefined
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Fix build error that originated from commit 003320f1
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Disable Loguru's unsafe signal handler
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With this enabled, a interrupt signal would lead to an infinite loop.
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Fix mapart tiles not reloading properly on map change in Polymost
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This only occurred between two maps that had mapart defined each.
- Fixes
- terminx/eduke32#220
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Allow decreasing sprite repeat down to size of 1x1 in 3D mode
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Note: this was already possible by manually editing the repeat.
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Don't lock up the editor while testing a map
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Add new tsprite flag TSPR_FLAGS_NO_GLOW (32, hex: 0x20)
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Prevents the game from showing the glowmap defined for the sprite. Applied to sprite shadows in Duke3D.
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fix wall aligned sprite lwall calculation overflow
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Completely revert attempted jitter fix from 5977025e
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This caused two problems: - The change with AC_FZOFFSET caused BLOODPOOL to jitter in Duke3D - The change with water floors caused various actors to jitter in Fury More trouble than it's worth.
August 2023
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Fix build after big updates in ae4a71a199773d77445a47e6ea80787969b2fd97
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Give EVENT_POSTWEAPONSHOOT the return value of A_Shoot.
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Port EVENT_PREWEAPONSHOOT and EVENT_POSTWEAPONSHOOT from NetDuke32.
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* Setting RETURN to non-zero in EVENT_PREWEAPONSHOOT cancels the shot.
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General
Make port metadata like path loading more consistent
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During the 3DR screen, handle events outside the FPS-limited section
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Clean up voxflags[] a little bit
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Fix voxel visibility rolloff in classic mode to match sprites
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TODO: Polymost
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General
Added Visual Studio Code configuration file
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Add warning when `terminate` found outside state or event
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Add warning when `break` found inside loop (and not inside `switch`)
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Add terminate
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- Co-authored by
- Jordon Moss
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Add exit and continue
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Add prependstate and appendstate
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- Co-authored by
- Evan Ramos
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Internal cosmetic cleanup
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General
CON/VM: Remove VM_NOEXECUTE as redundant to VM_RETURN
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Fix regression in 611edc9672272fe651d66734c0448be7695b256d
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If you made saves since then, loading them will likely scramble your cfg settings, but you should not lose any progress at least.
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General
Remove TSPR_FLAGS_SLOPE_SPRITE and use only CSTAT_SPRITE_ALIGNMENT_SLOPE
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Fix logic oversights in 6e6b82d4cc9a0434d1ff7a122ae267c3b0e7b21e
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General
Use a tspr->clipdist bit to specify legacy voxels instead of tspr->cstat 48
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Factor out tspr->clipdist accesses into local variable tsprflags
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Factor out rendering tests for whether a sprite is a voxel
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Ensure some hardcoded switch behavior maintains applicability only to wall sprites, not sloped (floor), consistent with the rest of the code
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Enumify uses of CSTAT_SPRITE_ALIGNMENT (cosmetic cleanup)
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Fix assertion in get_floorspr_center with regard to sloped sprites
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Fix screen border tile in Polymer
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General
Fix up many print statements to use loguru so they actually work
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General
Clean up uses of buildvfs_kfd types
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Clean up exit screen code
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Avoid OOBs