From 31a75b4fc45443cf2448c20b8262c668b32bfc5f Mon Sep 17 00:00:00 2001 From: Mitchell Richters Date: Thu, 22 Apr 2021 08:55:50 +1000 Subject: [PATCH 1/2] - Delete release log file that snuck in via 66e5b9ada7d3d7f0940a13b2385350e842452669. --- l | 34 ---------------------------------- 1 file changed, 34 deletions(-) delete mode 100644 l diff --git a/l b/l deleted file mode 100644 index 243f3dcab..000000000 --- a/l +++ /dev/null @@ -1,34 +0,0 @@ - - added a fallback generic record to grpinfo.txt for identifying Blood.rff based on content. - - gave key 7 a proper spawn record using the blue outline as image. A proper definition here is needed to allow dropping this item. The original code had a picnum of -1 here which caused crashes. - - cleanup of movie player code, migration to event interface. - - Screen Job refactoring to fix the volatile timer in there causing problems with the menu. - - split out the movie player into its own file. - - Duke: Clamp RRRA vehicle input in `processVehicleInput()`. - - Duke: Add `resurrected` flag to handle resurrection via cheating or when pissing in RR. - - added a filter to the directory loader to remove EDuke32's texture cache files. These cause problems with the texture manager. - - make map art work. - - allow specifying startup .con files via GAMEINFO. - - used the newly added game ID as reference for GAMEINFO to autoselect which game to start a mod with. - - added GameID field to GrpInfo. This is for allowing new features easier referencing of the various records. - - Exhumed: Redo player panning code, but guard it with cl_slopetilting as it does not work that well with mouselook. - - Exhumed: fix for moving on sloped floors - - added widescreen graphics credits to the Engine Credits menu. - - Blood: default skill is 3, not 2. - - fixed some bogus range checks in automap code. - - fixed the vertical offsets of the World Tour skies. They were rendered too low. - - added native support for Nightfright's Alien World Order" GRP generator. - - enable embedding of blood.rff and sounds.rff in mod archives when playing Blood Some mods provide pregenerated resources, this allows loading them without picking them apart first. - - Blood: add a dummy sound entry at index 0 so that no valid sound gets placed in this slot. - - Blood: fixed issue with INI detection when having content added by RFS files. - - added PlaySound CCNDs. - - Blood: fixed mixup of values 0 and -1 in sound code. - - added CHANF_FORCE flag for forcing non-looped sounds to start, even when sound is paused. - - make sure voxels are being precached. - - disabled the QAV preload calls in Blood. This is ultimately more harmful than useful as it forces loading of a large number of textures at the same time during gameplay instead of spreading them out. - - fixed texture precaching. After the migration to GZDoom's full backend this never created any textures when precaching things. - - fixed: alpha was never set for voxels. - - fixed palette setup for duplicate base palettes. Fixes #301 - Blood's invulnerability palette is identical to the base. - - activate the progress bar on the startup screen. - - make the startup banner in the initial console window work. - - Blood: undid restriction for original QAV for Guns Akimbo shotgun fix. - From ab4c18a73a7b396506dca17e8305941df44f905a Mon Sep 17 00:00:00 2001 From: Mitchell Richters Date: Thu, 22 Apr 2021 08:58:17 +1000 Subject: [PATCH 2/2] - `processMovement()`: Remove attenuation of `hidInput->dyaw` that was missed when scaling was removed from backend in 44e4c5ff786dcdca0725e3ab8bdff2feece0447e. --- source/core/gameinput.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/source/core/gameinput.cpp b/source/core/gameinput.cpp index bbd8b0968..3e10991ab 100644 --- a/source/core/gameinput.cpp +++ b/source/core/gameinput.cpp @@ -158,7 +158,7 @@ void processMovement(InputPacket* currInput, InputPacket* inputBuffer, ControlIn // process mouse and initial controller input. if (buttonMap.ButtonDown(gamefunc_Strafe) && allowstrafe) - currInput->svel -= xs_CRoundToInt((hidInput->mousemovex * mousevelscale) + (scaleAdjust * (hidInput->dyaw / 60) * keymove * cntrlvelscale)); + currInput->svel -= xs_CRoundToInt((hidInput->mousemovex * mousevelscale) + (scaleAdjust * hidInput->dyaw * keymove * cntrlvelscale)); else currInput->avel += hidInput->mouseturnx + (scaleAdjust * hidInput->dyaw * hidspeed * turnscale);