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- Fixed: The fullscreen console crashed when opened before starting a game.
SVN r642 (trunk)
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parent
813b59edee
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682e0dbe95
4 changed files with 5 additions and 6 deletions
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@ -1,4 +1,5 @@
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December 25, 2007
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- Fixed: The fullscreen console crashed when opened before starting a game.
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- Discovered that Shader Model 1.4 clamps my constants, so I can't use
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palettes smaller than 256 entries with the shader I wrote for it. Is there
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a list of gotchas like this listed some where? I'd really like to see it.
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@ -2257,7 +2257,7 @@ void G_InitLevelLocals ()
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BaseBlendA = 0.0f; // Remove underwater blend effect, if any
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NormalLight.Maps = realcolormaps;
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// [BB] Instead of just setting the color, we also have reset Desaturate and build the lights.
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// [BB] Instead of just setting the color, we also have to reset Desaturate and build the lights.
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NormalLight.ChangeColor (PalEntry (255, 255, 255), 0);
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level.gravity = sv_gravity * 35/TICRATE;
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@ -2690,7 +2690,7 @@ void G_SerializeLevel (FArchive &arc, bool hubLoad)
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FRemapTable *trans;
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if (arc.IsStoring ())
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{
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for (i = 0; i < translationtables[TRANSLATION_LevelScripted].Size(); ++i)
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for (unsigned int i = 0; i < translationtables[TRANSLATION_LevelScripted].Size(); ++i)
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{
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trans = translationtables[TRANSLATION_LevelScripted][i];
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int j;
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@ -677,6 +677,7 @@ void R_InitColormaps ()
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}
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}
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}
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NormalLight.Maps = realcolormaps;
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}
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void R_DeinitColormaps ()
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@ -379,12 +379,9 @@ void InitPalette ()
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}
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}
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// NormalLight.Maps will be set to realcolormaps no later than G_InitLevelLocals()
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// (which occurs before it is ever needed)
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// NormalLight.Maps = (BYTE *)Z_Malloc (NUMCOLORMAPS*256+255, PU_STATIC, 0);
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// NormalLight.Maps = (BYTE *)(((ptrdiff_t)NormalLight.Maps + 255) & ~0xff);
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NormalLight.Color = PalEntry (255, 255, 255);
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NormalLight.Fade = 0;
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// NormalLight.Maps is set by R_InitColormaps()
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// build special maps (e.g. invulnerability)
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int intensity;
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