Build 7889
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polymer.cpp: fix issue where assert could fail due to HUD model sprites having an owner >= MAXSPRITES
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polymer.cpp: fix issue where assert could fail due to HUD model sprites having an owner >= MAXSPRITES
polymost.cpp: Fix issue where tiles whose dimensions had grown would not have their sizes updated in GL and could fail to update their texture data
polymost.cpp: If a tile in the tilesheet is large enough to fit a redefined tile, use that space rather than allocating a new texture
polymost.cpp: if an indexed colour tile is being reloaded, changed dimensions, and no longer matches the calculated tilesheets, generate a separate texture for it.
Similarly, if the tile does match the calculated tilesheets but was a separate texture, delete the texture and load the tile back into the tilesheet.
build.vcxproj: Execute custom build tools & step before BuildGenerateSources
Oops
Fix crashes when passing invalid variable names to a couple of debugging commands in the console
Don't attempt to draw TILE_LOADSHOT unless it's already in memory
This works around a flaw in the .ext loading logic that I don't have time to debug right now.
Fix automapping not working when looking at the textured map mode
Skip drawing invalid polygons in polymost_drawpoly()
Fix issue with sounds being expired from cache
This adds back in the engine's old automapping feature
This was removed a long time ago because Duke3D and Shadow Warrior don't use it.
Make most things in screens.cpp use I_AdvanceTrigger() instead of I_CheckAllInput()
Fix silly branching logic in engineLoadBoard()
Don't blow away wall cstat bit 14 for use as a temp flag in the editor
Patch from Nuke.YKT.
Work around an issue with far plane clipping with voxels without mipmaps in software mode
Patch from Nuke.YKT.
Apply "reset object trackers on savegame load" patch
Wahhh, I'm MSVC and I cry about applying unary negation to a boolean
Fix issue rendering TROR when the camera's z coordinate is right on the portal
Another clipping fix
Add sc_Space to I_AdvanceTrigger() and I_AdvanceTriggerClear()
polymost_scansector(): avoid using a culling method not designed for voxels when handling 1-sided wall aligned sprites that have voxel replacements
Fix mixing offscreenrendering (render targets) and mirrors. Don't allow recursing beyond 1 level of mirroring through multiple levels of render targets.
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,
and additionally modifying G_SetupCamTile() to call EVENT_DISPLAYROOMSCAMERATILE after calling renderSetTarget()
tilepacker.cpp: enclose macro substituted values in parenthesis
ext loading
Fix bad tilepacker preprocessor definition
Fix for emerging from TROR water
Revise r7838 again
Patch from Nuke.YKT to work around precision-based inaccuracy problems in Polymost TROR
Add MERGE_NODES macro for Polymost... this will be used in the following commit
Patch from Nuke.YKT to clip bunches to screen boundaries in Polymost
Patch from Nuke.YKT to fix sloped floor and ceiling textures wiggling around in Polymost
Revise r7838: one less dumbass typo
Make it easier to jump into vents
Remember to delete .esv.ext file when deleting .esv file itself
Automatic source file dependency generation for GNUmakefile
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.
Revise r7835: instead of not testing wall sprites, we'll just ignore the side blockers
Move RCtrl keybind for gamefunc_Fire to slot 1 instead of 2
Fix issue with the autorun key when resetting controls to defaults, and give gamefunc_Last_Used_Weapon a default key binding of X
Don't check clip objects for sprites in the keepaway() loop in clipmove()
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.
OK, this is just a bit too restrictive
Fix clipping issue with jumping
Fix additional clipmove() issue
Clean up raytrace() and rename it to cliptrace()
Allow reading vec3_whatever_t as vec2 directly
It's a union in a struct in a union in a struct. Oh god, what have I done.
Additional clipmove() reworks
This fixes a LOT of clipping errors but needs thorough testing.
Switch a few iterators in clipmove() from int to native_t
clipmove() patch from Nuke.YKT:
"In some edge cases posx/y might be 'inside' of neighbor sector. I've added double check for this case"
update esv exts
new special purpose gamevar flag
Don't lock out cheats in skill 4 if FURY
This may be my worst commit ever.
Fix warnings in sjson
Add sjson to project
Amend r7805
'Murica.