Build 10166
GIT-
General
Apply TerminX's rotatesprite interpolation fix. (Fixes interp jitter when framerate is over 120fps)
SVN handles and Git names are merged into one person.
Apply TerminX's rotatesprite interpolation fix. (Fixes interp jitter when framerate is over 120fps)
If 8-bpp mode couldn't be initialized using GL, retry without GL (sdlayer.cpp).
kextract/kgroup: Add call to engineCreateAllocator.
This was required for kgroup's call to Bopendir.
findfrompath() with empty filename immediately returns -1
Fixes a bug where an empty filename is interpreted as the current directory "./", which of course always exists.
Use AppTechnicalName instead of AppProperName for log filename
fix polymost masked wall regression introduced in fd598dfe12c6d0af6c65a96b4ee9450e7c1472ec
revert more of 8cc49790938f2419c885167cdb6b732d165191fb
bail out of voxcache_fetchvoxmodel() if the offsets found in texturecache.index don't lead to the expected data
disable the rainbow background in the editor in yax_drawrooms()
don't attempt to tear down ImGui in destroy_window_resources() if we didn't even make it far enough through initialization to get it set up
fix vox2poly crash caused by part of 8cc49790938f2419c885167cdb6b732d165191fb
This worked with all of the voxels I tested it with, but caused issues with some in Alien Armageddon.
fix polymost crash
fix warning
fix a couple of Windows API error messages to match the others
update to bf6c7abd7f315d7f5838ef45f62f5febdce339f2
enable mimalloc abandoned_page_reset option and call mi_collect() during enginePrepareLoadBoard()
rework win_systemtimermode stuff, enable by default
Fix a minor animation bug with SHOTGUNSHELL sprites
Found by Nuke.YKT
sw/src/game.h: Remove declaration of CommPlayerName,
now conflicting with extern "C" declaration from config.h. The "extern" itself isn't needed, but this is a good chance for removal.
correctly accept a player name on the command line and save to config
improve clipping of wall sprite replacement voxels
fix tarball version numbering
Add wall cstat mask parameter to cansee, and add optional param at the end of CON_CANSEE for it.
enable LargeAddressAware for 32-bit builds... why wasn't this already on?
fix menu option to disable item pickup messages not saving to .cfg by adding "hud_messages" cvar
This bug appears to be rather old...
fix "twitching" of models drawn with rotatesprite when the viewangle changes in polymost and polymer
break glBufferData()/glBufferSubData() stuff out of polymost_drawpoly() and into polymost_startBufferedDrawing()/polymost_bufferVert()/polymost_finishBufferedDrawing() and use for polymost_printtext256() and polymer_drawartskyquad()
set polymer sky according to the first sector drawn per frame instead of predetermining it at map load time
This allows maps that use more than one parallax sky texture to look more correct in polymer, assuming only one type of sky is visible at once.
minor FX_ReadFmt tweak
add EDUKE32_PREDICT_FALSE to error conditions in FX_Play and friends
fix playback issue with .ogg files containing invalid loop tags
increase vorbis buffer size
This prevents crackling during .ogg playback on some systems.
adapt commit f21082da0a4dc5aee5a56f7784fe804ed35bc990 from NetDuke32.
Interpolates conveyor belt SE floor panning.
Fix building on Linux with GTK Startup Window
Also changes the case of the hardcoded strings "STUFF.DAT" and "NUKELAND.MAP" to match the file case in the download on Ken's website.
Fix a bug introduced with voxel caching in fa3d6784
The texturecache file shouldn't be affected I think
Introduce actor event 'EVENT_PREACTORDAMAGE'
This event is executed when an actor runs A_IncurDamage(), and is placed just before subtracting 'htextra' from 'extra' and updating the actor's owner (i.e. just before damage is applied to the actor). For useractors, this normally occurs when ifhitweapon is called. Set RETURN to a nonzero value to skip applying the damage. This will also cause the 'ifhitweapon' conditional to skip the branch. Note that doing so will not automatically reset htextra to 0.
Add global gameflag "DUKE3D_GLOBAL_ADDITIVE_HITRADIUS"
If this flag is set, all radius damage sources will apply cumulative damage instead of overriding the existing accumulated damage. Equivalent to applying PROJECTILE_HITRADIUS_ADDITIVE to all explosions.
Add projectile WORKSLIKE flag PROJECTILE_HITRADIUS_ADDITIVE
This flag alters the radiusdamage calculation such that the blast damage is added to the current htextra of the actor, rather than overwriting the current applied damage completely.
Fix compilation for POLYMER=0 builds
Save voxmodels in texcache to reduce startup delay in Polymost
Fix texcache discovering index files in search paths if texcache.index doesn't exist in the cwd
Resolved by creating the index file before trying to read from it
Make standalone build gamefunc names available in non-standalone builds as well
Fixes issues when launching Fury with synthesis eduke32 builds
add parameter to videoSet2dMode() to control fullscreen, like videoSetGameMode() uses
This allows fullscreen to be toggled in the editor without having to change to 3d mode first.
print display name to console when detecting video modes
only redetect video modes if the window was actually moved to a different display
invalidate stored window position when changing video mode if the combination of origin position and new window size would place the window outside the bounds of the display
add forgotten "PR" loguru verbosity label
Fix same error as in OSD_Printf() also in initprintf() and buildgl_outputDebugMessage()
Fix edge case where OSD_Printf() may wrongly remove the last char in a string
fix compilation errors
fix wangulator compilation error