commit dc0e6cc00a71235d788cc4a5c2e1d17de85a7ae0 Author: Evan Ramos Date: Sat Jun 6 15:24:01 2020 -0500 Clean up ksqrtasm_old to avoid compiler mis-optimizations commit 82b94a722c8e7a8b4438ebf3fbf841db6c1fa3ab Author: Evan Ramos Date: Sat Jun 6 16:29:35 2020 -0500 wad2map: Fix error: 'filelength' was not declared in this scope commit 64bc0cb7114bd975fdc177fdd3d3a0ea0152d718 Author: Evan Ramos Date: Sat Jun 6 16:22:47 2020 -0500 enumdisplay: Handle -Wcast-function-type warnings commit a0a1daca9f34292d15086117d098c8eb10f9e7d6 Author: Evan Ramos Date: Sat Jun 6 16:22:04 2020 -0500 Add Build Tool target names to .gitignopre commit 23173ae40733cf5bc4862dc0fa4a6cb057d73217 Author: NY00123 Date: Fri Jun 5 09:45:10 2020 +0300 Fix a possible jitter upon changing the player's action (e.g., beginning to jump, or landing on ground); Reproduced with the input being tied to framerate while SO interpolation is toggled on. This involves the following modifications: - PF2_INPUT_CAN_TURN and PF2_INPUT_CAN_AIM are now additionally set from various DoPlayerBegin* functions, allowing the player to continue turning/aiming as usual (right before the next call to domovethings), even in specific instances of player action changes. - If PF2_INPUT_CAN_TURN/PF2_INPUT_CAN_AIM was set before and after calling pp->DoPlayerAction from domovethings altogether, ensure that the player's oq16ang/oq16horiz is updated by making an appropriate call to DoPlayerTurn/DoPlayerHorizon. This is done in case a call to DoPlayerTurn/DoPlayerHorizon is missed. This change is not applied for a dead player, though. commit b47b123e844ae894c7850ec2d4d1a1c7c6403e23 Author: NY00123 Date: Wed May 27 23:17:18 2020 +0300 sw/src/draw.cpp:drawscreen: Removing the PF_DEAD test in 1a3c9e3a15ba788607dfd96ebcc75a2198be6d69 was a mistake. The interpolation should still apply, albeit not while the viewing angle is changed via the player's own input. We should also continue interpolating in coop view. commit 5b33797ce3ad38acc39f7a59691a465fbc773010 Author: NY00123 Date: Wed May 27 22:47:29 2020 +0300 SW: This should hopefully be a better way of fixing the lack of interpolation of player turning/aiming/movement, while being carried by a sector object, without SO interpolation. This is a continuation of 73a0aa394e906a65633d61f3c749c9b9b7e66aaa and bf31bc2987a3eccd31d343622327bd4ee0f9c5a1, aiming to fix a jitter in case the player is continuously getting pushed by a wall (e.g., on the boat in level 5). Basically, this moves the relevant assignments from track.cpp:MovePlayer and MovePoints to player.cpp:DoPlayerMove. Unless a call to one of these functions has been missed, pushwall and clipmove can be called from player.cpp in the following instances, which should be covered: - Via DoPlayerMove, which is the function getting the fix now. - Via DoPlayerSlide, which is called in the beginning of DoPlayerMove. - Via DoPlayerCurrent when called from DoPlayerCrawl/DoPlayerWade, followed by DoPlayerMove. - Via DoPlayerCurrent when called from DoPlayerDive, followed by DoPlayerMove if the player doesn't stop diving. See https://voidpoint.io/terminx/eduke32 for more details.