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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.