Build 6718
SVN-
Allow mouse axis scale to go to zero.
SVN handles and Git names are merged into one person.
Allow mouse axis scale to go to zero.
Fix "setvarvar: Gv_GetVarX(): invalid player ID -1" message for certain userdef accesses
Fix "too many sprites spawned" check
Move "EVENT_DISPLAYREST" after "EVENT_DISPLAYCROSSHAIR".
Patch from Fox.
1. Fix translucency in the mouse cursor.
2. In "EVENT_DISPLAYCROSSHAIR" and "EVENT_DISPLAYCURSOR", make "userdef[].return" 1 and 2 return the coordinates, and 3 the alpha ("EVENT_DISPLAYCURSOR" only). 3. New event "EVENT_DISPLAYPOINTER" Similar to "EVENT_DISPLAYCURSOR", it is used to display the pointer that controls the aiming in Wii. "RETURN" / "userdef[].return" work in the same way as "EVENT_DISPLAYCURSOR". Patch from Fox.
Fix the position of the notch when scaling the slidebar with the mouse.
Patch from Fox.
Revert change to _multivc.h because it fucked up the volume slider
Reduce max volume to prevent audio clipping
Hide the joystick menu instead of disabling it.
astub.cpp: only call GL functions if we are in a GL mode
Disable the switching of keyboard layout on window focus gain and loss.
Clean up order of UserdefsLabels[].
Bump BYTEVERSION. Patch from Fox.
New userdef structure "return"
This works like an extension of the RETURN gamevar and it accepts multiple values. Reading or writing the value of "userdef[].return 0" is the same as reading of writing the RETURN gamevar. The following userdefs are now aliases: - m_origin_x = userdef[].return 1 - m_origin_y = userdef[].return 2 - screenarea_x1 = userdef[].return 0 - screenarea_y1 = userdef[].return 1 - screenarea_x1 = userdef[].return 2 Additionally, the API for EVENT_PLAYLEVELMUSICSLOT is hereby redefined to use return 1 and 2 (not 0) _instead of_ ud.m_*_number. Patch from Fox.
Revise the userdef code to accept multiple values.
Patch from Fox.
Use the user's desktop resolution, fullscreen, as the default, instead of 1024x768 windowed.
Invalidate TILE_SAVESHOT whenever it is overwritten, so that it updates properly in GL.
(Also remove a redundant call to the screenshot function.)
Improve text position over save/load screenshots.
Don't allow loading previous version saves.
Fix whitespace issues
polymost.cpp: fix polymost_dorotatesprite() issue where sprites could be rendered with fractional positions and sizes leading to GL filtering imperfections.
menus.cpp: Make windowed-only resolutions clear in both their name and by disabling the fullscreen menu option
Additionally, increase MAXRESOLUTIONSTRINGLENGTH to accomodate new resolution name suffix
sdlayer.h/winlayer.cpp: If a resolution is supported for fullscreen, also support the mode as a windowed resolution.
baselayer.cpp: add 1280x720 resolution to defaultres windowed resolutions
Save the player's map time before EVENT_ENDLEVELSCREEN, which happens regardless of whether the hardcoded bonus screen is displayed.
Make sure ud.displaybonusscreen is set to 1 if you want this to take place. The bonus screen can still be skipped by setting RETURN to -1 in EVENT_ENDLEVELSCREEN.
Fix the interaction between starttrack and toggling music off.
Fix autoaim getting overwritten on load by whatever it was when the save was created.
Editorialize the code style a bit more.
Make some weird code easier to read.
sdlayer.cpp: fix vsync heartbeat issue on some NVidia & Intel drivers
Fix typo in collections.h. DONT_BUILD
Amend previous commit
New userdef structures: "menu_scrollbartilenum", "menu_scrollbarz", "menu_scrollcursorz"
Set "menu_scrollbartilenum" to the first tilenum of a series of 4 tiles: <tilenum> = Middle (tiled to fill the scrollbar height) <tilenum> + 1 = Top <tilenum> + 2 = Bottom <tilenum> + 3 = Cursor Default value for menu_scrollbartilenum is -1, which will display EDuke32's default scrollbar. Use "menu_scrollbarz" and "menu_scrollcursorz" to control the scale of the scrollbar. Default values are 65536. Patch from Fox.
Improve translucence of menu cursor
Some screentext fixes (that don't affect CON scripts)
sdlayer.cpp: remove unnecessary call to SDL_WarpMouseInWindow() on SDL2 that was causing issues with mouse movement when vsync was enabled on some hardware
game.cpp: fixed GL vsync resetting issue due to system_getcvars() call coming before cvars were loaded