diff --git a/CHANGELOG.txt b/CHANGELOG.txt index aed039a72..8df9392a4 100644 --- a/CHANGELOG.txt +++ b/CHANGELOG.txt @@ -1,5 +1,9 @@ D1X-Rebirth Changelog +20081122 +-------- +main/fvi.c, main/pysics.c: Took out the "disable_new_fvi"-hack. After all we do not need that specific optimisation anymore and also without it we can have more accurate collisions with non-player objects. After playtesting for a while let's just do this. + 20081121 -------- main/game.c: Do not allow to restore games while player is dead... again - to much trouble right now diff --git a/main/fvi.c b/main/fvi.c index 7e7a30635..438b6d711 100644 --- a/main/fvi.c +++ b/main/fvi.c @@ -18,8 +18,6 @@ COPYRIGHT 1993-1998 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED. */ -#define NEW_FVI_STUFF 1 - #include #include #include "error.h" @@ -352,12 +350,6 @@ int check_line_to_line(fix *t1,fix *t2,vms_vector *p1,vms_vector *v1,vms_vector return 1; //found point } -#ifdef NEW_FVI_STUFF -int disable_new_fvi_stuff=0; -#else -#define disable_new_fvi_stuff 1 -#endif - //this version is for when the start and end positions both poke through //the plane of a side. In this case, we must do checks against the edge //of faces @@ -373,9 +365,6 @@ int special_check_line_to_face(vms_vector *newp,vms_vector *p0,vms_vector *p1,se struct side *s=&seg->sides[side]; vms_vector closest_point_edge,closest_point_move; - if (disable_new_fvi_stuff) - return check_line_to_face(newp,p0,p1,seg,side,facenum,nv,rad); - //calc some basic stuff create_abs_vertex_lists(&num_faces,vertex_list,seg-Segments,side ,__FILE__,__LINE__); @@ -914,14 +903,12 @@ int fvi_sub(vms_vector *intp,int *ints,vms_vector *p0,int startseg,vms_vector *p //did we go through this wall/door? - //#ifdef NEW_FVI_STUFF if (startmask & bit) //start was also though. Do extra check face_hit_type = special_check_line_to_face( &hit_point, p0,p1,seg,side, face, ((num_faces==1)?4:3),rad); else - //#endif //NOTE LINK TO ABOVE!! face_hit_type = check_line_to_face( &hit_point, p0,p1,seg,side, diff --git a/main/physics.c b/main/physics.c index e598d97b5..dc9986531 100644 --- a/main/physics.c +++ b/main/physics.c @@ -193,8 +193,6 @@ int Dont_move_ai_objects=0; #define FT (f1_0/64) -extern int disable_new_fvi_stuff; - // ----------------------------------------------------------------------------------------------------------- // add rotational velocity & acceleration void do_physics_sim_rot(object *obj) @@ -337,8 +335,6 @@ void do_physics_sim(object *obj) n_phys_segs = 0; - disable_new_fvi_stuff = (obj->type != OBJ_PLAYER); - /* As this engine was not designed for that high FPS as we intend, we use F1_0/30 max. for sim_time to ensure scaling and dot products stay accurate and reliable. The object position intended for this frame will be scaled down later, after the main collision-loop is done.