- 25 May, 2020 6 commits
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Richard Gobeille authored
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Richard Gobeille authored
Not a particularly exciting set of changes.
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Richard Gobeille authored
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Richard Gobeille authored
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Richard Gobeille authored
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Richard Gobeille authored
Zeroing of fields when starting playback moved to common functions, revised allocation of memory for FLAC, Vorbis, XA, and XMP, addition of "snd_lazyalloc" cvar to control reusal of memory blocks allocated for Vorbis, XA, and XMP playback, other misc code cleanup.
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- 23 May, 2020 3 commits
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Richard Gobeille authored
This removes the +2 bytes at the end of the allocation--I checked out the valgrind_errors.log referenced by the deleted comment and it looks like the issue fixed by 2e2e0e3a. This is the commit to revert if weird audio crashes start happening.
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Richard Gobeille authored
This adds a z position check to the collision check that controls the reversing swinging door behavior.
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Richard Gobeille authored
This only affected KMT mode, and only on certain system configurations.
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- 22 May, 2020 14 commits
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Evan Ramos authored
Amends dc46c60e
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is now required. Previously, it would be called from faketimerhandler, which in turn is called from the engine.
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if any of its sectors is impacted by CopySectorWalls. Fixes a possible flicker with the drill at the end of level 2.
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separate checks of the form sop->xmid == INT32_MAX
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of change that camq16ang/camq16horiz gets. Such an update is possible after making sure that UpdateInputs (faketimerhandler) is never called from domovethings.
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and ready2send and the call to timerUpdateClock, which are now done before calling UpdateInputs itself from RunLevel.
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faketimerhandler stub in SW. This basically deprecates the usage of faketimerhandler in the game.
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from EDuke32-OldMP. Main difference from EDuke32-OldMP is that this is done even while staying in the menu; Behaviors will otherwise break. We should also call timerUpdateClock() before the loop, especially after removing the call to this function from faketimerhandler soon.
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of the secret rotating pillar in level 1 with SO interpolation. The drill in level 2 is also covered. So far, SetVatorActive seems to be the only place where interpolation of ceiling/floorz may be set, outside of the SO interpolation code.
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- 21 May, 2020 11 commits
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Evan Ramos authored
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Evan Ramos authored
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Evan Ramos authored
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Evan Ramos authored
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Evan Ramos authored
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Richard Gobeille authored
The logic here is incorrect when considering anything run from within G_DoMoveThings() that may directly trigger drawing.
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Richard Gobeille authored
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Richard Gobeille authored
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Richard Gobeille authored
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Evan Ramos authored
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Evan Ramos authored
Same as JFBuild commit 274d8d886dde7cac081acf9698348d1168c18852
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- 20 May, 2020 6 commits
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Evan Ramos authored
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Evan Ramos authored
This way running both from the same folder won't invalidate the cache.
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Evan Ramos authored
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Evan Ramos authored
SW: Fix warning: function 'MNU_ClearFlags' is not needed and will not be emitted [-Wunneeded-internal-declaration]
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Evan Ramos authored
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Evan Ramos authored
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