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Update version to 1.5.2rc2
and add entry to changelog about absolute mouse input etc - this change was already in RC1 but I forgot to mention it.. and fixed comments for GAME_NAME and ENGINE_VERSION (nowadays dhewm3 uses ENGINE_VERSION for the window title)
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3 changed files with 11 additions and 4 deletions
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@ -47,6 +47,10 @@ Note: Numbers starting with a "#" like #330 refer to the bugreport with that num
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bound to an action (and its char can be typed in the console without closing it).
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- Added (SDL2-only) "auto" option for `in_kbd`: When not disabling the console key,
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dhewm3 will try to automatically detect it if `in_kbd` is set to "auto" (now default)
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* Reworked mouse-input and -grabbing code, using absolute mouse mode in fullscreen GUIs
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(except for the PDA, because it's implemented weirdly).
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This made releasing the mouse in the main menu possible, as now the ingame cursor
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is at the same position as the system cursor.
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* `s_alReverbGain` CVar to reduce EFX reverb effect intensity (#365)
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* Pause (looped) sounds when entering menu (#330)
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* Fixes for looped sounds (#390)
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@ -35,18 +35,18 @@ If you have questions concerning this license or the applicable additional terms
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*/
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#if defined(__AROS__)
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#define GAME_NAME "ADoom3" // appears on window titles and errors
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#define GAME_NAME "ADoom3" // appears in errors
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#define CONFIG_FILE "adoom3.cfg"
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#else
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#define GAME_NAME "dhewm 3" // appears on window titles and errors
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#define GAME_NAME "dhewm 3" // appears in errors
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#endif
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#define ENGINE_VERSION "dhewm3 1.5.2rc1" // printed in console
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#define ENGINE_VERSION "dhewm3 1.5.2rc2" // printed in console, used for window title
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#ifdef ID_REPRODUCIBLE_BUILD
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// for reproducible builds we hardcode values that would otherwise come from __DATE__ and __TIME__
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// NOTE: remember to update esp. the date for (pre-) releases and RCs and the like
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#define ID__DATE__ "Mai 16 2022"
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#define ID__DATE__ "Mai 26 2022"
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#define ID__TIME__ "13:37:42"
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#else // not reproducible build, use __DATE__ and __TIME__ macros
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@ -4405,6 +4405,8 @@ void idEntity::Event_RestorePosition( void ) {
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angles[ 2 ] = 0;
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}
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idVec3 oldOrg = physics->GetOrigin();
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Teleport( org, angles, NULL );
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for ( part = teamChain; part != NULL; part = part->teamChain ) {
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@ -4414,6 +4416,7 @@ void idEntity::Event_RestorePosition( void ) {
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if ( part->GetPhysics()->IsType( idPhysics_Parametric::Type ) ) {
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if ( static_cast<idPhysics_Parametric *>(part->GetPhysics())->IsPusher() ) {
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gameLocal.Warning( "teleported '%s' which has the pushing mover '%s' bound to it\n", GetName(), part->GetName() );
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gameLocal.Warning( " from (%.2f %.2f %.2f) to (%.2f %.2f %.2f)\n", oldOrg.x, oldOrg.y, oldOrg.z, org.x, org.y, org.z);
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}
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} else if ( part->GetPhysics()->IsType( idPhysics_AF::Type ) ) {
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gameLocal.Warning( "teleported '%s' which has the articulated figure '%s' bound to it\n", GetName(), part->GetName() );
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