April 2019
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Fix issue where swingdoors would refuse to open or close if an enemy was in front of the door in an overlapping but unrelated/disjoint sector
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engine.cpp: lintersect(): fix integer overflow and negative case issue
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Re-introduce earlier lintersect() work that was reverted.
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engine.cpp/.h: clean up & fix lintersect(). Additionally, add support for finding intersections of collinear line segments. This reverts r7290.
March 2019
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Fix another clipping problem underwater
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This is a better version of r7468
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Fix underwater player clipping issue
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Fix editor clipping issue
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usectortype/uwalltype cleanup in clip.cpp
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Fix crash in editor tile selector
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Add bounds checking for populating clipsectorlist[], use preprocessor labels for sprite cstats
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Partially refactor clipmove()
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The BUILD documentation says that pushmove() is supposed to be used to push players away from walls to avoid clipping problems, but Duke3D has never passed the correct parameters to pushmove()
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This commit fixes that.
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Fix stupid bug in r7409
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Improve player z clipping height detection
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Reduce MAXCLIPNUM to 2048 again and introduce MAXCLIPSECTORS, with a value of 1024
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Patch from Nuke to use indexed color for voxels in Polymost
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clipmove() improvements
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This reverts some of the previous clipmove() changes in favor of implementing explicit rejection of movement in cases where clipping has somehow failed.
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Make updatesectorz() fall back to updatesector() in cases where it would have returned -1
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Note that both functions will still return -1 when x or y coordinates are out of bounds.
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This is just a little bit of work on making Ion Maiden run properly with regular EDuke32 binaries
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Guard more Duke-specific behavior behind EDUKE32_STANDALONE
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Disable Duke3D-specific r_drawweapon behavior in standalone builds
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Additional TROR patch from Nuke
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Temporarily comment out r_texfilter cvar definition until filtering works again
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Further clipmove() improvements to better deal with sector-over-sector
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There's still something wrong here, but this at least fixes Duke3D E1L2.
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Fix Duke3D underwater movement speed
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Revert change to enemy step heights that wasn't working out
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Fix crash in situations where rendering a scene would overrun all of the MAXBUNCHES sized arrays in both classic and polymost
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Revert "Lower MAXWALLSB"
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Fix return types of osdcmd_dumpmapstate() and osdcmd_playerinfo()
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Group stuff affected by NETCODE_DISABLE together in osdcmds.cpp--no functional changes
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Rename net.* to network.*
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Fix issue where controls intentionally bound to no keys would be reset to default at startup
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Fix "spriteshadow" on voxels in Polymost
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Fix crash when starting E2L1
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Fix Duke's head bouncing off the ceiling when jumping
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Work around issue where player sticks to the ceiling after jumping
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Bump MAXCLIPNUM to 3072 because IM was still hitting it with 2048
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This should fix most of the remaining issues with projectiles colliding with ledges they shouldn't be hitting
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Allow disabling undo in editor 3d mode from cfg file
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Replace some individual assignments of structure members with whole structure assignments
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Polymost voxel rendering VBO patch from Nuke
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Adjust projection matrix depending on SCISDIST
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Mapster32 will now load "editor.def" if it exists
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Replace hard-coded literal "777" for player crack_time member with preprocessor define
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EDUKE32_STANDALONE stuff
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Fix irritating Duke clipping bugs, including where the player walks up on to wall oriented sprites
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This also fixes getting through floor gaps that are too small by pressing jump while holding crouch. These changes are absolutely going to break certain maps, and cause new bugs, at which point additional required fixes will be made on a case-by-case basis.
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Hoist comparison of const variable outside of loop in getzrange()
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Fix stupid typo in hardcoded Duke3D actor
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Fix hang when setting r_maxfps to 0 while r_maxfpsoffset is a negative value
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Don't bother with fog calculations for things without hightile replacements