Make sure that the product of the weapon sprite scale factor
and its reciprocal is always at least FRACUNIT to
fix garbage lines at the top of weapon sprites.
See
b8aa0e7d8bFixes#1371
* experiment with -Wbad-function-cast
* cast FRACUNIT to double, instead of function return value
* assign sqrt() result to variable, cast and bit-shift this
* restore thinker function to intermediate variable
* cast pointer to int
* assign ShellExecute() return value to intermediate pointer, cast and compare this
* more compact fixes
* add -Wcast-function-type
* attempt to fix i_winmusic:PlayerProc()
* attempt to fix MSVC build
* back to PrBoom's float version of P_GetOffset()
* improve consistency with Win API
* attempt to fix P_DegenMobjThinker() signature
* add -Wno-cast-function-type-strict
* get rid of -Wcast-function-type again
* Add adjustable FOV
* Always use custom FOV when non-zero
* Fix pixels at edge of screen for 32:9 aspect ratio
* Remove in-game aspect ratio selection for now
* Revert "Fix pixels at edge of screen for 32:9 aspect ratio"
This reverts commit ab1df333f610f4097bca0256694b3c99f69eb9de.
* WIP: NanoBSP integration
* update to latest nano_bsp HEAD
* update to nano101 as posted on the DW forums
* include p_extnodes.h instead of declaring P_GetOffset()
* one comment
* update copyright information
* introduce W_LumpExistsWithName()/W_LumpLengthWithName()
* use W_LumpExistsWithName()/W_LumpLengthWithName() more thoroughly
* error out if no SECTORS lump found
* report failing map lump name, not number
* Check `oldlookdir` before disabling `centering`
When turning off mouselook/padlook, keep view centering enabled until `oldlookdir` is zero, meaning when the player's view actually appears centered.
* Move `viewangleoffset`
* Check dead state set by `P_KillMobj()`
* Smooth composite/mouse turning transitions
Blend interpolated composite input (e.g. keyboard) turning with direct mouse turning to prevent choppy transitions.
* Group inputs by composite/gamepad/mouse
* Update carry/input calculations
This also enables shorttics (lowres_turn) with fast mouse polling.
* Add mouse smoothing toggle
With mouse smoothing disabled (default), mouse movements are immediately reflected in each frame update, with the game simulation following behind. The higher the framerate, the lower the perceived input lag. With mouse smoothing enabled, mouse movements are delayed by up to one tic (~29 ms) due to interpolation. When recording older format demos with reduced turning resolution (or when using `-shorttics`), interpolation may still be preferred for smoother turning.
* Rename "mouse smoothing" to "raw mouse input"
* Skip calculations when using interpolation