Same logic but cleaned up version of https://github.com/1dot13/source/pull/602 which Tais contributed with Claude Code's help
Most calls to SOLDIERTYPE::IsDragging() aren't supposed to have a side effect of cancelling a drag, being simple queries.
Changing the default to reflect that is right move.
Assisted-by: Claude:
Hovering mouse over an option long enough that the popup text appears and scrolling to last page with mouse wheel would run into assertion error in gprintfdirty() Assert(pFontString!=NULL); if the option was one of the last ones that didn't have a text box in the last option page.
The LayerProp palette lookup was gated on the *filter* attribute instead
of the *palette* attribute -- the filter checks from the line above were
copy-pasted verbatim. As a result, any LayerProp with an empty filter but
a real palette never resolved its palette table: paletteTable stayed NULL
and the layer fell back to the merc's shade table.
The most visible victim is the heli fast-rope arrival layer
(filter="" palette="hats"): rendered with the merc palette, the rope's
pixel indices (45-81, 166-172) hit the merc's unreplaced orange/red glow
ramp instead of the rope's own tan/green, painting orange specks along the
rope. Testing the palette attribute restores the intended "hats" palette
and the correct rope colours; it also fixes any other empty-filter layers.
Co-Authored-By: Claude Opus 4.7
Fixes not being able to take all corpses from one tile, if multiple corpses were stacked on top of each other. With the structure not deleted, the GetCorpseAtGridNo would not find an existing corpse anymore.
Added detection of the NEWLINE_CHAR character "±" to enable line breaks not only when text exceeds display width, but also upon encountering NEWLINE_CHAR.
Note: This character has been conventionally adopted in the Chinese community as a line break marker within XML item descriptions. The modification affects Chinese text display only.
SGP did not seem to make any use of compilationFlags or debugFlags when
translating from msbuild to cmake, but there could be a thrice removed
transitive include I've missed.
there's a small probability this fixes some obscure UB or one-definition rule
violation that's causing the mystery crashes people have reported
* Replaced gCoverViewArea[2000][2000][2] with std::vector that is adjusted to the actual viewport size. Size difference for example in 720p resolution is 8 000 000 vs 3969 elements
* FPS improved in merc view mode 6-8 frames and in enemy view mode 10-20 frames
- These gameclock variables were not updated properly so it created a discrepancy between it and the proper gameclock variables, and it was causing issues with the lua hourly update script
- Function that heals boxers after they finish resting
Code used wrong item to calculate recoil and burst APs causing the burst length loop to be stuck until the whole 2000 round mg magazine would be fired in one go.