Polymost visibility: compensate for the classic mode "truncating" the lookup shades by moving the fog ramp by the equivalent of 1/2 shade
Fix some issues with negative shade in GL fog.
git-svn-id: https://svn.eduke32.com/eduke32@7712 1a8010ca-5511-0410-912e-c29ae57300e0
It's garbage and the "functionality" it provided is something that will be able to be achieved in a better way in a future commit.
git-svn-id: https://svn.eduke32.com/eduke32@7708 1a8010ca-5511-0410-912e-c29ae57300e0
This codebase doesn't work on any platforms where int64_t isn't even a type.
git-svn-id: https://svn.eduke32.com/eduke32@7707 1a8010ca-5511-0410-912e-c29ae57300e0
This was necessary because everything is already allocated with the Xmalloc() functions, but a future commit will make blocks allocated with those functions no longer compatible with the system implementation of free(), which Bfree() wraps.
git-svn-id: https://svn.eduke32.com/eduke32@7705 1a8010ca-5511-0410-912e-c29ae57300e0
# Conflicts:
# source/build/src/build.cpp
# source/build/src/mdsprite.cpp
# source/build/src/polymer.cpp
# source/build/src/polymost.cpp
# source/build/src/texcache.cpp
# source/build/src/voxmodel.cpp
Some of the variable initialization ordering may look counterintuitive at first, but it's intended to avoid read-after-write memory access penalties.
git-svn-id: https://svn.eduke32.com/eduke32@7701 1a8010ca-5511-0410-912e-c29ae57300e0
This doesn't so much fix the issue as band-aid over it--it appears to be an OG BUILD bug that has happened since long before I ever began improving the clipping, I don't know what causes it, and I don't want to fuck everything up trying to fix it right now.
git-svn-id: https://svn.eduke32.com/eduke32@7698 1a8010ca-5511-0410-912e-c29ae57300e0
This may also fix a minor performance regression introduced in Polymer sometime after we switched to building as C++, caused by confusion between STRUCT_TRACKERS_ENABLED and UNTRACKED_STRUCTS. UNTRACKED_STRUCTS is now named UNTRACT_STRUCTS__ to dissuade use outside of buildtypes.h.
git-svn-id: https://svn.eduke32.com/eduke32@7695 1a8010ca-5511-0410-912e-c29ae57300e0
# Conflicts:
# source/build/src/polymer.cpp
Due to less branching, this is actually faster than trying to be clever.
git-svn-id: https://svn.eduke32.com/eduke32@7690 1a8010ca-5511-0410-912e-c29ae57300e0
This improves, but doesn't fix, the issue with sound popping when the player angle changes.
git-svn-id: https://svn.eduke32.com/eduke32@7676 1a8010ca-5511-0410-912e-c29ae57300e0
This removes some of the error handling for gamevar reads and writes and trades it for simpler code and a small-but-benchmarkable performance increase.
git-svn-id: https://svn.eduke32.com/eduke32@7674 1a8010ca-5511-0410-912e-c29ae57300e0
https://kristerw.blogspot.com/2016/02/how-undefined-signed-overflow-enables.html
Doing this as cleanly as possible involved demoting several function parameters concerning object sizes and counts from size_t to int--I'm fine with this change as the functions in question are not actually capable of handling input with sizes larger than what can be stored in a signed 32-bit integer, making the use of size_t here misleading at best.
git-svn-id: https://svn.eduke32.com/eduke32@7673 1a8010ca-5511-0410-912e-c29ae57300e0
# Conflicts:
# source/build/src/polymost.cpp
# source/build/src/texcache.cpp
# source/build/src/tilepacker.cpp
"Add 'bsubweapon' player structure. Same as 'subweapon', except that it writes a bit for each weapon. For example, 'ife player[].bsubweapon GROW_WEAPON 1' has the same result as 'ifand player[].subweapon 2048'."
git-svn-id: https://svn.eduke32.com/eduke32@7668 1a8010ca-5511-0410-912e-c29ae57300e0