Skybox hotfix
This branch fixes how, for a skybox with both a centerpoint and viewpoint, the first person view code did not take the centerpoint's angle into account. So when the centerpoint's angle is NOT 0 (or a multiple of 360), this results in the skybox "moving the wrong way" when you're viewing the skybox this way and moving about.
...yeah sorry guys, I commited to a copy of next again, whoops. Cherry-pick the relevant commit into master if this works out fine - after all, this shouldn't affect netgames I think (it's purely about rendering after all)
See merge request !56
* add skidtime, which we forgot before 2.1 release apparently
* change tics from INT16 to INT32
* change eflags from UINT8 to UINT16
* change actionspd/mindash/maxdash from INT32 to fixed_t
Until we use something besides Native MIDI to play
back MIDI music, MIDI volume changing is disabled
since it causes way too much of a damn headache.
(It's not even our fault, it's fucking MS.)
Fix for teetering on PolyObjects
So... somebody goofed and didn't realise PolyObject sectors could be added to the sector node list for each object (which is referenced by mobj->touching_sectorlist), via their linedefs if they are nearby the player (yes, PolyObject linedefs are special and get to move about the level). As it turns out, this allows even INTANGIBLE PolyObjects to make you teeter in a seemingly inexplicable way.
What is happening is that PolyObject sectors, when they are added to the mentioned lists, are then checked under normal sector teetering conditions - if the player is above the floorheight by 24 FUs, you're officially teetering unless stated otherwise. The actual PolyObject teetering code can't help you here if the conditions are right, especially if they're taller than 24 FU in height.
There are a number of things wrong with the teetering code in general that I'd like to sort eventually, but at least now teetering on PolyObjects is fixed at last ...right? Please check the branch out if you can to check this, obviously.
See merge request !54