Rednukem - r11656 - Built: Sat Jun 6 21:46:01 UTC 2020 --- commit b4c838c7081dc540033f59c5b5721c832267992b Merge: e2c776cc7 dc0e6cc00 Author: Evan Ramos Date: Sat Jun 6 16:40:47 2020 -0500 Merge remote-tracking branch 'eduke32/master' commit dc0e6cc00a71235d788cc4a5c2e1d17de85a7ae0 Author: Evan Ramos Date: Sat Jun 6 15:24:01 2020 -0500 Clean up ksqrtasm_old to avoid compiler mis-optimizations commit 82b94a722c8e7a8b4438ebf3fbf841db6c1fa3ab Author: Evan Ramos Date: Sat Jun 6 16:29:35 2020 -0500 wad2map: Fix error: 'filelength' was not declared in this scope commit 64bc0cb7114bd975fdc177fdd3d3a0ea0152d718 Author: Evan Ramos Date: Sat Jun 6 16:22:47 2020 -0500 enumdisplay: Handle -Wcast-function-type warnings commit a0a1daca9f34292d15086117d098c8eb10f9e7d6 Author: Evan Ramos Date: Sat Jun 6 16:22:04 2020 -0500 Add Build Tool target names to .gitignopre commit 23173ae40733cf5bc4862dc0fa4a6cb057d73217 Author: NY00123 Date: Fri Jun 5 09:45:10 2020 +0300 Fix a possible jitter upon changing the player's action (e.g., beginning to jump, or landing on ground); Reproduced with the input being tied to framerate while SO interpolation is toggled on. This involves the following modifications: - PF2_INPUT_CAN_TURN and PF2_INPUT_CAN_AIM are now additionally set from various DoPlayerBegin* functions, allowing the player to continue turning/aiming as usual (right before the next call to domovethings), even in specific instances of player action changes. - If PF2_INPUT_CAN_TURN/PF2_INPUT_CAN_AIM was set before and after calling pp->DoPlayerAction from domovethings altogether, ensure that the player's oq16ang/oq16horiz is updated by making an appropriate call to DoPlayerTurn/DoPlayerHorizon. This is done in case a call to DoPlayerTurn/DoPlayerHorizon is missed. This change is not applied for a dead player, though. commit b47b123e844ae894c7850ec2d4d1a1c7c6403e23 Author: NY00123 Date: Wed May 27 23:17:18 2020 +0300 sw/src/draw.cpp:drawscreen: Removing the PF_DEAD test in 1a3c9e3a15ba788607dfd96ebcc75a2198be6d69 was a mistake. The interpolation should still apply, albeit not while the viewing angle is changed via the player's own input. We should also continue interpolating in coop view. commit 5b33797ce3ad38acc39f7a59691a465fbc773010 Author: NY00123 Date: Wed May 27 22:47:29 2020 +0300 SW: This should hopefully be a better way of fixing the lack of interpolation of player turning/aiming/movement, while being carried by a sector object, without SO interpolation. This is a continuation of 73a0aa394e906a65633d61f3c749c9b9b7e66aaa and bf31bc2987a3eccd31d343622327bd4ee0f9c5a1, aiming to fix a jitter in case the player is continuously getting pushed by a wall (e.g., on the boat in level 5). Basically, this moves the relevant assignments from track.cpp:MovePlayer and MovePoints to player.cpp:DoPlayerMove. Unless a call to one of these functions has been missed, pushwall and clipmove can be called from player.cpp in the following instances, which should be covered: - Via DoPlayerMove, which is the function getting the fix now. - Via DoPlayerSlide, which is called in the beginning of DoPlayerMove. - Via DoPlayerCurrent when called from DoPlayerCrawl/DoPlayerWade, followed by DoPlayerMove. - Via DoPlayerCurrent when called from DoPlayerDive, followed by DoPlayerMove if the player doesn't stop diving. commit c842f1736bf83604cb6f127ee2b766a738794e29 Author: Richard C. Gobeille Date: Fri Jun 5 14:01:00 2020 -0700 Duke3d: fix CON_INITTIMER issue where the timer callback wasn't being set again after changing the rate commit 659c2ec211f7760e0eee58f46b35879964f3c872 Author: Richard C. Gobeille Date: Fri Jun 5 13:35:41 2020 -0700 engine: move REVSTR stuff to rev.h so it doesn't need to be duplicated between rev.cpp and windows_inc.h commit 55d9f801e8dcd5ca1189caaf2978b3ee88356770 Author: Richard C. Gobeille Date: Fri Jun 5 12:11:12 2020 -0700 Makefile: specify 9 characters of length when generating VC_HASH This is the default for current versions of git, but older versions used a default of 7. commit 8a08e7823cb677fb6e102da99c971c97b756e2de Author: Richard C. Gobeille Date: Fri Jun 5 11:55:21 2020 -0700 engine: fix rev.cpp so it works properly outside of builds on Windows commit 15f5d0223169519d341cf9739d06a64ce5268962 Author: Richard C. Gobeille Date: Fri Jun 5 10:19:16 2020 -0700 Makefile: use HEAD instead of origin for generating VC_HASH commit 3623df0199af8f0d4ee5e510331a8543cfb51d90 Author: Richard C. Gobeille Date: Fri Jun 5 09:16:43 2020 -0700 Duke3d: EDUKE32_STANDALONE build fix commit afa1e5715ddb9dbbcb9e2ffa0c4cb481517f2858 Author: Richard C. Gobeille Date: Fri Jun 5 05:57:15 2020 -0700 Duke3d: add source control version information to window title strings, and refactor all calls to wm_setapptitle() to go through G_UpdateAppTitle() commit 2117042aee63b609b6dbbcd86e6f2eace2f2174d Author: Richard C. Gobeille Date: Fri Jun 5 05:55:27 2020 -0700 engine: fix winlayer wm_setapptitle() to deal with being passed a pointer to apptitle[] commit 659537d6d63a5718b72b435eaa3984e28be45114 Author: Richard C. Gobeille Date: Wed Jun 3 01:38:20 2020 -0700 engine: move swallf[] and lookups[] allocation to videoAllocateBuffers() commit 4e481d134ed64edb9554c856cb951e2e441f7cdd Author: Richard C. Gobeille Date: Tue Jun 2 23:42:31 2020 -0700 Revert "Duke3d: throw S_Update() back into the main loop to prevent audio popping" This reverts commit 0a877c0cd325ccfce6e7fbe26ac51cc750977f04. commit c7c88db84f72c95923d2def2f985607eaf95c47b Author: Richard C. Gobeille Date: Tue Jun 2 21:50:57 2020 -0700 engine: change calcFrameDelay() to no longer reduce the frame limit by 1 fps per 60Hz of refresh rate with r_maxfps -1 This worked fine with G-SYNC displays, but I guess it sucked for regular 60Hz setups for some people. This should be tested for regressions... commit b521ab9a6ba6ec441329b85900495e638ac05f92 Author: Richard C. Gobeille Date: Tue Jun 2 04:32:37 2020 -0700 Assignments commit 067206e0a236075b162f0302aa094304481fc330 Author: Dino Bollinger Date: Thu Jun 4 09:32:34 2020 +0200 Prevent tripbombs from being placed at extreme distances. Technically, an overflow is still possible, but with unsigned integers it is highly unlikely to satisfy (sum_squares < 290*290) in practice. commit d498eaac96e8e7372e61d78fd736dd54e064d0bb Author: Dino Bollinger Date: Tue Jun 2 22:24:40 2020 +0200 Clear mouse wheel input when tile selection cannot be moved. Fixes #55. commit 9685735352fa28660f6a1b573e7d7f895338f918 Author: Dino Bollinger Date: Tue Jun 2 22:21:08 2020 +0200 Fix previousboardfilename not being updated on newgame or level transition. Prevents per-map art from disappearing on savegame load. Fixes #46. commit a02c8a8971798917ef7999739baddb9580189376 Author: Dino Bollinger Date: Tue Jun 2 22:15:04 2020 +0200 Fix sounds reactivating during pause when menu is closed. Fixes #43. commit e11ae4fbfa462674f2c251b02291c0b77c8084a3 Author: Jordon Moss Date: Tue Jun 2 18:18:01 2020 -0700 Fix bad call to updatesector in G_CollectSpawnPoints that broke spawns in overlapping sectors and TROR. p->cursectnum should equal the sprite's sectnum on initial spawn. commit b6d97513eb2f54d6c1a90d5a5c11a73242192df7 Author: Jordon Moss Date: Mon Jun 1 23:54:14 2020 -0700 Fix bad call to updatesector in G_CollectSpawnPoints that broke spawns in overlapping sectors and TROR. p->cursectnum should equal the sprite's sectnum on initial spawn.