EDuke32 merge requestshttps://voidpoint.io/terminx/eduke32/-/merge_requests2023-12-21T06:28:35-08:00https://voidpoint.io/terminx/eduke32/-/merge_requests/328Fix build for e2k arch2023-12-21T06:28:35-08:00Aleksey MishinFix build for e2k archPropose fixes to enable initial support for [Elbrus 2000 architecture](https://en.wikipedia.org/wiki/Elbrus_2000). Now the project will successfully build on e2k arch, and the changes should not affect other builds. Issue #295Propose fixes to enable initial support for [Elbrus 2000 architecture](https://en.wikipedia.org/wiki/Elbrus_2000). Now the project will successfully build on e2k arch, and the changes should not affect other builds. Issue #295https://voidpoint.io/terminx/eduke32/-/merge_requests/325Attempt to fix random returns to center2023-09-29T20:39:13-07:00Jordon MossAttempt to fix random returns to centerThis should hopefully fix the random returns to center, and the ones that occur during autosaves.This should hopefully fix the random returns to center, and the ones that occur during autosaves.https://voidpoint.io/terminx/eduke32/-/merge_requests/250Duke3D: Fix flicker in automatic view angle2023-05-21T13:03:06-07:00Ricardo GarciaDuke3D: Fix flicker in automatic view angleThis MR fixes two small issues when an automatic view angle is
calculated, typically when going up or down a slope.
* Sometimes the game calculates an excessive slope difference between
the current view angle and the slope angle, lead...This MR fixes two small issues when an automatic view angle is
calculated, typically when going up or down a slope.
* Sometimes the game calculates an excessive slope difference between
the current view angle and the slope angle, leading to a vertical
flicker in the image momentarily. This is specially noticeable in
E1L6, for example, when going up the slope to the force field control
tower, which uses horizontal sprites to cover gaps.
* To make movement smoother, apply a small delay (100ms) when starting
to adjust the view angle automatically.
Fixes #265
Video showcasing the issue: https://rg3.name/pub/duke3d-slope-flicker/slope-flicker.mkv
After applying this fix: https://rg3.name/pub/duke3d-slope-flicker/slope-flicker-fixed.mkvhttps://voidpoint.io/terminx/eduke32/-/merge_requests/248Allow mouse vertical sensitivity to be zero2023-01-25T11:39:20-08:00Ricardo GarciaAllow mouse vertical sensitivity to be zeroFixes #261Fixes #261https://voidpoint.io/terminx/eduke32/-/merge_requests/246Draft: bugfix/issue-136-mask-drawing-order-part12023-04-05T08:11:02-07:00Philipp KutinDraft: bugfix/issue-136-mask-drawing-order-part1Partially addresses issue #136 after some preparation.
- Concerning commit helixhorned/eduke32@d92e53f9323a:
+ I want to expose my new email address only to members registered with this GitLab instance, but so far haven't found a way ...Partially addresses issue #136 after some preparation.
- Concerning commit helixhorned/eduke32@d92e53f9323a:
+ I want to expose my new email address only to members registered with this GitLab instance, but so far haven't found a way how.
- I use Clang++ of LLVM 15 from DEB on Ubuntu 22.04; some modifications to `Common.mak` are needed (not committed):
+ `LLD` remains at `0`
+ `# see if we can use -Og` -> commented out
+ `COMMONFLAGS += -stdlib=libc++`
- The MR starts off by addressing warnings from Clang's Undefined Behavior Sanitizer
- Next and whenever needed, some refactoring, e.g. in preparation of addressing the issue in question
- Drop `NEW_MAP_FORMAT` (commits helixhorned/eduke32@767482d32d and helixhorned/eduke32@65ba50fe28333)
- Fix "search for named tile" [S] in the tile selection view (commit helixhorned/eduke32@361b0d9dc0aa)
- The main part: more precise rendering of certain cases of maskwall/sprite intersections.
+ see commit helixhorned/eduke32@99bd779160197 for more detail
+ commit helixhorned/eduke32@9f3f54ada2bd7c4 adds a manual test case `mask_drawing_order.map`
+ - [x] PK: write accompanying explanation in the linked issue
----
~~I wanted to show the difference before/after here, but this is what I get when I drag-and-drop a screenshot `.png` from my file manager: (...)~~
**Before**:
![maskwall_tsprite_intersection-a-before](/uploads/a4ba9528da15b3d1db1b935ab9b1a206/maskwall_tsprite_intersection-a-before.png)
**After**:
![maskwall_tsprite_intersection-b-after](/uploads/3f250a8c6357bd6b2c6ab61d26f87797/maskwall_tsprite_intersection-b-after.png)
----
For your information:
```
source/sw/src/console.cpp:1154:5: warning: suspicious concatenation of string literals in an array initialization;
did you mean to separate the elements with a comma? [-Wstring-concatenation]
"WPN_RING","WPN_ROCKET",
^
```
(The preceding line reads
```c++
"WPN_HOTHEAD","WPN_NAPALM"
```
-- resulting a concatenation `"WPN_NAPALMWPN_RING"`.)https://voidpoint.io/terminx/eduke32/-/merge_requests/243Duke3D: Fix player Z interpolation on SE17.2023-05-27T18:24:35-07:00Mitchell RichtersDuke3D: Fix player Z interpolation on SE17.* In SE17's first loop, the player's position is unconditionally backed up. This means jumping in the elevator, even while its not in motion is uninterpolated for the player.
* Removing these interpolation calls fixes that, however there...* In SE17's first loop, the player's position is unconditionally backed up. This means jumping in the elevator, even while its not in motion is uninterpolated for the player.
* Removing these interpolation calls fixes that, however there is a hitch now when the elevator is going back down.
* If the sign of `q` is positive, we back up the player's Z coordinate to fix the aforementioned hitch.
* Also remove `actor[j].bpos.z = sprite[j].z;` call that's covered `G_RecordOldSpritePos()`.https://voidpoint.io/terminx/eduke32/-/merge_requests/28Makefile: Output to different object folders depending on platform and archit...2023-05-21T12:52:26-07:00Jordon MossMakefile: Output to different object folders depending on platform and architecture.This should allow people to make binaries for multiple platforms and architectures at once from the same directory without conflicts or much hassle.This should allow people to make binaries for multiple platforms and architectures at once from the same directory without conflicts or much hassle.