Details:
- Commit changes that Discord compilation always makes on Linux, leading to -m on compiles.
- Blood may not abort on a bogus start position.
- Fix crash when exiting with no game data
- fixed render order of non-orthogonal wall sprites.
- glslang compiler and Vulkan backend update.
- fixed automap angle in unrotated mode.
- added workaround to render the crane in WT's 'Docks' map correctly. This one violates engine specifications by creating overlapping walls when the crane is rotated.
- SW: changed fullscreen HUD to display all 8 keys without gaps ans overlapping.
- fixed crash in Last Warrior map 9.
- for Raze hud_aspectscale needs to default to true
- Support for the DOS end-of-game text screens in Duke and SW on non-Windows systems.
- Force synchronised input when `cl_capfps` is true.
- fixed sky panning. This picked the wrong overload
- to make things robust one of the functions was renamed.
- Duke: Interpolate `loogcnt` when drawing onscreen.
- Duke: Change a few return types from int to bool in HUD code.
- Duke: Interpolate `access_incs` when drawing onscreen (security card usage).
- Duke: Interpolate `tipincs` when drawing onscreen (tipping the dancers).
- Duke: Interpolate `knee_incs` when drawing onscreen (stomping on shrunken enemies).
- Duke: Interpolate `fist_incs` when drawing onscreen (hitting the nuke detonator at the end of each level).
- Duke3d: smooth movement of recons.
- Duke3d: make actors set to move vertically in CON act as if SFLAG_SMOOTHMOVE was explicitly enabled
- Duke: fixed some crashes with bad map setups
- fixed level number for RRRA's travel animations. First level is 1001, not 1.
- ported secret hack for WT's map 11 from SW Redux.
- removed redundant setting of black shadow color with incorrect data check.
- Remove `m_filter` option from the menu. The remainder of the removal will come from a backend sync with GZDoom.
- Add bool `lock` to `PlayerHorizon::settarget()` when setting target from the ticker without having to call setters and resetters.
- Interpolate FIRELASER trails.
- fixed wall sprite clipping
- fixed: FSkyVertexBuffer::RenderBox did not reset the object color after finishing.
- SW: added interpolation for sine wave floors.
- SW: fixed shadow positioning.
- Duke: Add CON support for Duke Nukem 3D 1.1 Shareware.
- Duke: Fix CON parser to detect shareware scripts.
- helpers for wall sprite rendering improvement
- fixed parsing issues in secret hint system.
-renamed spritetype’s owner field to ‚intowner‘ Mainly for easier searching. - function for checking wall sprites’ need for recalculation
- RR: clear jaildoors array on map start. This was leaving stale data behind which could cause nasty crashes.
- several more Blood fixes copied from NBlood
- blood: GetHighestSprite fix
- blood: fix velCeil calculation
- blood: SetupGibWallState fix
- blood: add missing case in OperateSprite
- dd self check for burning cultist fix
- Renamed checkFired6or7->checkLitSprayOrTNT
- Reset thinkTime for kDudeModernCustomDude
- Set inittype on actSpawnDude()
- Check enemy type when adding to enemy level count. Fixes count issues with respawning enemies
- Initialize viewbob members for playerResetPosture()
- Fix kDudeModernCustomDude may not morphing during specific events
- Renamed dword_138BB0 -> gCultTeslaFireChance
- stretch HUD flames in widescreen
- shadow positioning improvements from NBlood
- Blood: fix delirium being twice as fast
- Exhumed: pin death arms to the right side of the screen
- added wipe transitions to screen job. Mainly to have the crossfade, the other styles are mostly bonus.
- add proper scoping to the cutscene code, which needs to run in UI scope.
- music system improvements
- Zip64 support
- fixes for menu scaling on ultrawide screens
- Mac default paths fixed
- pass shade values to sky renderer
- fixed bad search path setup on macOS
- don’t crash on sector-less walls.
- lock cvar shader uniforms behind a command line parameter for now
- Duke: set game palette before rendering the automap
- improved the secret hint management for Blood. This now uses sprite and sector indices directly instead of encoding them into a larger number. Sprite secrets will use a $t prefix instead of $s now.
- fixed sprite indices for map spawned sprites.
- optimize fcos and fsin to use the BAM value directly for table lookup.
- add level names to title bar (and by proxy, to RPC)
- add gl_satformula == 2
- an optional 'more accurate' desaturation
- implement discord rich presence, expand window title code. (still wip)
- copy-paste is simultaneously the most useful feature in the world, and a programmer's greatest curse. use with care.
- only overwrite rpath if not already defined
- add $ORIGIN to rpath for Linux
- Fix tesla cultist prone state
- Blood: fix crashes when trying to exit from a fatal error during startup. soundEngine can be null here.
- added script exports for Duke's main structures.
- added scripting exports for the global map types and a few more actor utilities.
- do not call tileUpdatePicnum for voxelized tsprites.
- Blood: fixed bad marker check in OperatePath
- Exhumed: Properly fix interpolation issues when at the end of the level instead of trying to back up everything.
- fixed bad assumption about g_visibility == 0 meaning fullbright.
- avoid pointer arithmetic in feebtag.
- fixed bad filter name for DukeDC's SSI variant fpr 1.5
- fixed validation issue with maps that have a wall with nextwall == -1 and nextsector > -1.
- made DCoreActor's properties functional.
- SW: remap LIGHT_Tics to the otherwise unused spritetype::detail instead of the Z-coordinate.
- do not update the sector for sector effectors moving themselves.
- SW: bumped two hard limits because there's maps out there that exceed them.
- partial engine floatification.
- use full precision math for rotating sectors in Blood.
- Duke: changed animation storage to be independent of the animated values' types.
- SW: changed sector object interpolation to be independent of the interpolated values' types.
- use a method for setting wall coordinates when loading a map.
- use an access function for reading wall positions so that we have a non-modifiable value wherever this is possible.
- Blood: Fix ceiling panning angle