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4967 2444d 16h hendricks266 /polymer/ Correct the special behavior to select the pipebomb detonator when you have no pipebombs in your inventory but you have some thrown in the environment so that it animates properly and also applies with the next/previous weapon functions.  
4966 2444d 16h hendricks266 /polymer/ Move EVENT_DISPLAYMENU to after the black translucent background is drawn when in-game.  
4965 2445d 7h helixhorned /polymer/ Classic: fix underallocation of TILE_TILT and tilting at very small resolutions.

Since TILE_TILT is only allocated once, it must be done with the maximum
possible size.
 
4964 2445d 7h helixhorned /polymer/ sdlayer.c: minor stylistic simplification of sdlayer_checkversion(). DONT_BUILD.  
4963 2445d 7h helixhorned /polymer/ osd.c: in OSD_HandleChar() for TAB, fix use of uninitialized osd->editor.buf[i].

Exposed by Valgrind. DONT_BUILD.
 
4962 2445d 7h helixhorned /polymer/ LunaCON: make -fbad-getactorvar-use-pli enabled by default. DONT_BUILD.  
4961 2445d 7h helixhorned /polymer/ Make g_player a +1 offset pointer into 'static g_player_s[1 + MAXPLAYER]'.

This fixes the out-of-bounds read of former g_player[] in VM_EventCommon_().
 
4960 2445d 7h helixhorned /polymer/ Classic: on desktops, handle abs. z diff. of floor/ceiling to camera >= 1<<24.  
4959 2445d 7h helixhorned /polymer/ engine.c: style-cleanup owallmost() and wallmost(). DONT_BUILD.  
4958 2447d 7h helixhorned /polymer/ In DEBUGANYWAY=2/DEBUG_MAIN_ARRAYS build, declare tsprite[] as tspritetype.

Fixing a bunch of warnings. DONT_BUILD.
 
4957 2447d 8h helixhorned /polymer/ Lunatic: fix typos in control.lua (get/setmusicposition).  
4956 2447d 8h helixhorned /polymer/ Add SFLAG_NOWATERDIP, unconditionally preventing actors from dipping into ST1 water.

By default, the following enemies have this flag set: OCTABRAIN, COMMANDER, DRONE.
DONT_BUILD.
 
4955 2447d 8h helixhorned /polymer/ Actor ST1 handling: use A_GetWaterZOffset() with VM_Move(), too. DONT_BUILD.

This is where things are changed at last. This fixes lizmen walking on water.
 
4954 2447d 8h helixhorned /polymer/ Actor ST1 handling: cleanup part 2. DONT_BUILD.

Factor out condition for whether a z offset is added or not
("fix for flying/jumping monsters getting stuck in water", etc.) into
a function A_GetWaterZOffset() (and a helper A_GetVerticalVel()).
 
4953 2447d 8h helixhorned /polymer/ Actor ST1 handling: clean up code a bit. (Preparation for real changes.)

In VM_Fall(), keep a temp preliminary new z position of the actor and
assign only when we return. This is to each ease watching its value in GDB.
DONT_BUILD.
 
4952 2447d 8h helixhorned /polymer/ mdsprite.c: in md3free(), also free s->geometry for each surface. DONT_BUILD.

This prevents a enormous leak being reported by LeakSanitizer. Not that it
matters much, since we most frequently free models only at exit. (Sometimes one
may be freed earlier though -- if there was an error loading it, AFAICS.)
 
4951 2448d 3h helixhorned /polymer/ menus.c: fix C build. DONT_BUILD.  
4950 2458d 12h hendricks266 /polymer/ Fix next/previous weapon when the pipebomb detonator is active.  
4949 2458d 12h hendricks266 /polymer/ Don't allow Ogg Vorbis or FLAC files to be defined from def if the binary was built without the proper libraries.  
4948 2458d 12h hendricks266 /polymer/ Modularize .mid --> .ogg --> .flac code to apply to sounds as well, and various cleanup in music/sound filename-handling code.  

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