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)
This commit is contained in:
Daniel Gibson 2022-05-28 18:06:52 +02:00
parent 860181867a
commit 6dfada9af0
3 changed files with 11 additions and 4 deletions

View file

@ -47,6 +47,10 @@ Note: Numbers starting with a "#" like #330 refer to the bugreport with that num
bound to an action (and its char can be typed in the console without closing it).
- Added (SDL2-only) "auto" option for `in_kbd`: When not disabling the console key,
dhewm3 will try to automatically detect it if `in_kbd` is set to "auto" (now default)
* Reworked mouse-input and -grabbing code, using absolute mouse mode in fullscreen GUIs
(except for the PDA, because it's implemented weirdly).
This made releasing the mouse in the main menu possible, as now the ingame cursor
is at the same position as the system cursor.
* `s_alReverbGain` CVar to reduce EFX reverb effect intensity (#365)
* Pause (looped) sounds when entering menu (#330)
* Fixes for looped sounds (#390)

View file

@ -35,18 +35,18 @@ If you have questions concerning this license or the applicable additional terms
*/
#if defined(__AROS__)
#define GAME_NAME "ADoom3" // appears on window titles and errors
#define GAME_NAME "ADoom3" // appears in errors
#define CONFIG_FILE "adoom3.cfg"
#else
#define GAME_NAME "dhewm 3" // appears on window titles and errors
#define GAME_NAME "dhewm 3" // appears in errors
#endif
#define ENGINE_VERSION "dhewm3 1.5.2rc1" // printed in console
#define ENGINE_VERSION "dhewm3 1.5.2rc2" // printed in console, used for window title
#ifdef ID_REPRODUCIBLE_BUILD
// for reproducible builds we hardcode values that would otherwise come from __DATE__ and __TIME__
// NOTE: remember to update esp. the date for (pre-) releases and RCs and the like
#define ID__DATE__ "Mai 16 2022"
#define ID__DATE__ "Mai 26 2022"
#define ID__TIME__ "13:37:42"
#else // not reproducible build, use __DATE__ and __TIME__ macros

View file

@ -4405,6 +4405,8 @@ void idEntity::Event_RestorePosition( void ) {
angles[ 2 ] = 0;
}
idVec3 oldOrg = physics->GetOrigin();
Teleport( org, angles, NULL );
for ( part = teamChain; part != NULL; part = part->teamChain ) {
@ -4414,6 +4416,7 @@ void idEntity::Event_RestorePosition( void ) {
if ( part->GetPhysics()->IsType( idPhysics_Parametric::Type ) ) {
if ( static_cast<idPhysics_Parametric *>(part->GetPhysics())->IsPusher() ) {
gameLocal.Warning( "teleported '%s' which has the pushing mover '%s' bound to it\n", GetName(), part->GetName() );
gameLocal.Warning( " from (%.2f %.2f %.2f) to (%.2f %.2f %.2f)\n", oldOrg.x, oldOrg.y, oldOrg.z, org.x, org.y, org.z);
}
} else if ( part->GetPhysics()->IsType( idPhysics_AF::Type ) ) {
gameLocal.Warning( "teleported '%s' which has the articulated figure '%s' bound to it\n", GetName(), part->GetName() );