Build 7050
SVN-
General
polymost.cpp: temporarily disable experimental r_enablepolymost2 cvar
SVN handles and Git names are merged into one person.
polymost.cpp: temporarily disable experimental r_enablepolymost2 cvar
polymost.h: fix order of parameters to match polymost.cpp
polymost.cpp: fix lockup bug that would occur with polymost_waitForSubBuffer() when glClientWaitSync consistently returned GL_WAIT_FAILED on certain hardware/drivers.
Additionally, fix conditional check for r_persistentStreamBuffer requirements in polymost_glinit().
Remove dead code branch from RECON (logic oversight) and get rid of a useless fallthrough__
Fix off-by-one error in currently not very useful dedicated server text console input
Useless yet innocuous sdlayer fixes
Use a local variable in SDL_GL_ATTRIBUTES macro instead of relying on it being declared in the function calling the macro
Fix MV_GetNextWAVBlock() to no longer check if the unsigned BlockLength value is less than 0.
Move SE40 floor/ceilingstat and Z coordinate backups to global variables instead of allocating them on the stack.
Fix potential null pointer dereferences when rendering a model with no animations (?)
Fix potential null pointer dereference
Fix a couple of things with the dreaded crosshair coloration functions. ;)
Trying to silence a warning at link time in VS. DONT_BUILD.
"@Dick can you make it so that its impossible to pan the floor texture in 2d mode if the texture isnt visible?"
Actually fix savegame crash... probably.
Fix embarrassing Windows-centric fuckup
VS project properties
Fix VS warning
Fix savegame crash issue
Minor fixups needed to build as a native VS project
Revise r6974
Fix parameter aliasing warning in G_LoadGroups()
Replace a bunch of fall-through comments with our fallthrough__ macro.
Disable a few more hard-coded sounds in EDUKE32_STANDALONE builds
Add PROJECTILE_RPG_IMPACT_DAMAGE flag for projectiles, 0x00400000. This makes PROJECTILE_RPG_IMPACT function more or less how it did prior to late 2016 when an issue involving the damage was identified and fixed, and moves the damage to the new flag.
Don't invalidate saves based on the compiled script CRC if the script hasn't been compiled yet
Xmalloc() -> Xrealloc() in C_AllocProjectile()
Apply the same autoaim Z position offsetting logic used on GREENSLIME and ROTATEGUN to any sprite with CSTAT_SPRITE_YCENTER set
Silence less stupid fucking warning
Silence stupid fucking warnings
Bump BYTEVERSION
Don't play DUKE_GOTHEALTHATLOW sound in standalone builds
Work around strange internal compiler error with gcc 8.2.0...
screens.cpp: Show average game update time over the last 100 game updates
[facepalm emoji]
Remove redundant code from Polymost fog
Patch from Fox.
polymost.cpp/glsurface.cpp: Don't print shader compile status to the console on success.
echo successful script commands invoked from the console with "do" back to the console in green to indicate success.
"Lomont then searched for a constant optimal even after one and two Newton iterations and found 0x5F375A86, which is more accurate than the original at every iteration stage."
Cheap fix for load game menu crash
Add missing USERDEFS_USERBYTEVERSION to VM_SetUserdef()
Create P_GetOverheadPal() and restore the DOS definition of it.
DOS: the player sprite's pal (including pants color and frozenness), unaffected by sector floor pal what the code had for some reason: the sector's floor pal, neglecting the nofloorpal bit, frozenness, and the player's pants color I contend that it is okay for the automap sprite to ignore the sector's color for map legibility purposes.
Factor out P_GetKneePal().
Clean up variables in overhead map player sprite draw code.
Make some non-functional changes for clarity in Menu_RunInput_EntryRange*_Movement.
Fix -Wformat-overflow warnings
MSVC build fix
Limit classic upscaling to 2x and 4x until issues with rotatesprite can be ironed out
CON_SWITCH maintenance
EDUKE32_STANDALONE stuff
Change sv prefix applied to savegame control cvars to cl for client (sv is reserved for server vars in multiplayer)
menus.cpp: Don't show texture filtering, anisotropy, or palette emulation options when EDUKE32_STANDALONE is defined
Support software renderer upscaling engine-side in sdlayer and sdlayer12 with various scaling factors (beyond just pixel doubling).
When glsurface is available, use GL to upscale the render buffer. Additionally, fix build issues with sdlayer12 introduced by GLAD changes (r6656).
sdlayer.cpp: Don't destroy window resouces if switching between software rendering on glsurface and Polymost/Polymer