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Bugfixes: Erratic mouselook; Terrain elevator nonstop sound; Cutscene audio; Mouselook held obj; Shift key sprint; Cutscene window resize; Gamma slider #165
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Otherwise uninitialized. Similar to email playback fix.
@@ -1165,7 +1165,7 @@ void pause_for_key(ulong wait_time) { | |||
waiting_for_key = false; | |||
} | |||
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void splash_draw() { | |||
void splash_draw(bool show_splash) { | |||
int pal_file; | |||
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We could probably just return early here, would make the logic clearer to follow than all of the added if blocks.
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You're right. Changed it.
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Might not have pushed that change, not seeing it in the commit log. Want to double check before I merge?
Edit: Nevermind, seeing it now!
You're right--I'll make the change.
…On Sat, Sep 1, 2018 at 11:54 AM Chad Cuddigan ***@***.***> wrote:
***@***.**** commented on this pull request.
------------------------------
In src/GameSrc/setup.c
<#165 (comment)>:
> @@ -1165,7 +1165,7 @@ void pause_for_key(ulong wait_time) {
waiting_for_key = false;
}
-void splash_draw() {
+void splash_draw(bool show_splash) {
int pal_file;
We could probably just return early here, would make the logic clearer to
follow than all of the added if blocks.
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During gamma slide, screen now visibly gammas; but after closing options, visible gamma goes back to default. Slider remains where set. Gamma preference goes back to default on each program run--is it saved to disk?
This is some good work, awesome stuff! Did find a bug in this: alt+enter no longer goes fullscreen on OSX, it just maximizes the window. Mouse look in that maximized window mode also only moves the view vertically, it's not possible to move the view back toward the ground. |
Also: On Windows fullscreen brightness is higher than windowed, so we compensate; other platforms?
I changed the fullscreen code back to use SDL_SetWindowFullscreen. I also added a hack to ensure the captured mouse cursor stays inside the client area. I need some feedback on this: On my Windows system, fullscreen mode displays brighter than windowed. This is not related to the gamma setting--that changes the palette. When the gamma is set to max, fullscreen mode is extremely bright and windowed is merely bright. So I set the brightness to 0.5 when fullscreen, and 1.0 when windowed to compensate. Is this behavior the same on other platforms (or other Windows systems)? I can put in an ifdef for Windows only if needed. |
On OSX with this hack things are super dark in Fullscreen, so you might want to do that. Didn't notice my fullscreen being super bright on my Windows box though. Edit: Going to merge this, but will back out that |
Clicking captured mouse cursor on window resize border (why is this allowed by SDL?) in windowed, non-mouselook mode, then switching to mouselook mode causes mouselook to behave erratically.
When capturing mouse, now also disable window border drag resize. Also added hack to actually keep captured mouse cursor inside client area.
Edit1: Added a fix for mouselook drift when clicking. Mouselook now only checks actual mouse move events.
Edit2: Added fix for terrain elevator sound not stopping when reversing an already moving terr elevator.
Edit3: Don't play cutscene audio if sound is turned off in options. Before this fix, cutscene audio did not stop when skipping cutscene. Also set data member of snd_digi_parms to NULL; otherwise uninitialized.
Edit4: Fix for mouselook toggle making held object change to crosshair, while obj still held.
Edit5: Hack to allow pressing shift after move key. For example, while holding 'w', repeatedly press and release shift to alternately run and walk.
Edit6: Hide mouse cursor during cutscenes. The transparent area around the cursor is not drawing properly anyway.
Edit7: Don't change screen size during cutscenes or after exiting full map display, and make changing screen size smarter. Uncapture mouse during cutscenes.
Edit8: Fixed gamma slider in options and gamma update in game loop.
Edit9: Stop all sound channels when pausing.
Edit10: Compensate for difference in brightness between fullscreen and windowed mode. May be platform-specific--tested on Windows.