Also removed the entire cruft related to this - the pointless offsetting value and the precalculation of the timer value (as if we could not afford a single division for something that WAITS!
Unfortunately this required removal of the menu option for the time being.
This is a lot of changes in a lot of code because nothing here was abstracted into the sound system. :(
Hopefully most of the affected code here can be tossed out soon, it's not pretty.
This is going to be a lot of work consolidating the 3 frontends' settings but a necessary evil for eventually getting Shadow Warrior to work as it is quite lacking here.
After this revision, the only place timerUpdate() is called is from within handleevents(). S_Cleanup(), MUSIC_Update(), and G_HandleSpecialKeys() are now called from a timer callback set with timerSetCallback(). This more or less deprecates the usage of faketimerhandler() in EDuke32 and Mapster32, but other games still rely on the functionality.
git-svn-id: https://svn.eduke32.com/eduke32@8139 1a8010ca-5511-0410-912e-c29ae57300e0
# Conflicts:
# source/duke3d/src/astub.cpp
- consolidated Polymost precaching and removed precaching for static tiles because they now are always loaded.
- removed cache configurability. On modern systems this is relatively pointless - allocating 50 or 100 MB is a non-issue - and the cache is due for replacement anyway.
Using that higher precision, interpolate at a higher granularity.
Further, truncate the target interpolation time to vertical blank boundaries to avoid producing temporal artifacts.
Fix issues caused by interpolation calculations being handled differently in multiple places (and fix cases where smoothratios were being thrown away only to be redone without checking all proper conditions).
Ensure ClockTicks changes do not break other targets (EKenBuild, VoidSW), but note any interpolation there is not similarly updated.
git-svn-id: https://svn.eduke32.com/eduke32@8050 1a8010ca-5511-0410-912e-c29ae57300e0
# Conflicts:
# source/build/src/build.cpp
# source/build/src/sdlayer.cpp
It doesn't help when it turns out the compiler is broken and implementing std::chrono::high_resolution_clock as something that only counts in ms instead of properly aliasing it to std::chrono::steady_clock!
git-svn-id: https://svn.eduke32.com/eduke32@8002 1a8010ca-5511-0410-912e-c29ae57300e0
# Conflicts:
# source/build/src/sdlayer.cpp
Add a FOV option in the menu. Range from 75 to 120 degrees (at 4:3 resolution), default is 90.
New userdef "fov". Equals the FOV in 360 degrees.
Update Polymost projection hack, so it compensates for the FOV or height of the game view.
Fix FOV in Polymer when the full status bar is visible. Now the FOV depends of the width of the game view instead of the height.
git-svn-id: https://svn.eduke32.com/eduke32@7329 1a8010ca-5511-0410-912e-c29ae57300e0