The 'clean' and 'veryclean' targets are usually run without environment options.
It is preferable if they clean out all object files that are possible with any.
git-svn-id: https://svn.eduke32.com/eduke32@4591 1a8010ca-5511-0410-912e-c29ae57300e0
Note to MSVC users: You can get the revision number if you run `make rev o=obj` with MinGW before you build.
DONT_BUILD.
git-svn-id: https://svn.eduke32.com/eduke32@4565 1a8010ca-5511-0410-912e-c29ae57300e0
-sdlayer: Apple and GTK are not mutually exclusive.
-Makefile.common: Specify WITHOUT_GTK?=1 by default.
-Makefile: Limit linking with the QuickTime framework to OS X 10.6 and below.
One fix from me:
-osxbuild.sh: Fix building tools.
git-svn-id: https://svn.eduke32.com/eduke32@4548 1a8010ca-5511-0410-912e-c29ae57300e0
-Respect CC and CXX if already set in the environment.
-Respect CFLAGS, CXXFLAGS, and LDFLAGS if set or specified.
-Give packagers the setting "PACKAGE_REPOSITORY=1" to prevent us from adding our own optimization parameters.
git-svn-id: https://svn.eduke32.com/eduke32@4547 1a8010ca-5511-0410-912e-c29ae57300e0
Available in the game and editor. Provide test/shadexfog.lua, containing a
function to creating a set of 32 shade tables corresponding to different shades
of the same fog palookup table, together with some tests and convenience
functions.
Also,
- Add gv.LUNATIC_CLIENT{,_EDUKE32,_MAPSTER32}
- Add LUNATIC_FIRST_TIME in the global env for the game
- defs_m32.lua: add reload() convenience function
- Failed attempt at recreating the base shade table. It is NOT a linear ramp
of the base palette colors to (0,0,0). That is, it's not created by
build/util/transpal.exe!
git-svn-id: https://svn.eduke32.com/eduke32@4236 1a8010ca-5511-0410-912e-c29ae57300e0
We keep needing more and more hacks as libbfd keeps becoming dependent on additional libraries we don't need...
git-svn-id: https://svn.eduke32.com/eduke32@4076 1a8010ca-5511-0410-912e-c29ae57300e0
- libs and headers are expected in platform/Windows/* (not there yet)
- prefix Lua #includes with luajit-2.0/
- build bytecode objects with absolute path name (used for debug info)
git-svn-id: https://svn.eduke32.com/eduke32@4000 1a8010ca-5511-0410-912e-c29ae57300e0
- 'copy' may have them as source, 'getarraysize' works fine
- 'setarray' and 'resizearray' are obviously forbidden
- 'readarrayfromfile' and 'writearrayfromfile' is not implemented for them
(use case?)
Also, in the Makefile: don't use realpath on directories. It may give an empty
string.
git-svn-id: https://svn.eduke32.com/eduke32@3940 1a8010ca-5511-0410-912e-c29ae57300e0
For pre-1.3 CONs, determining the older script version with gamestartup and/or
definelevelname is not implemented.
git-svn-id: https://svn.eduke32.com/eduke32@3806 1a8010ca-5511-0410-912e-c29ae57300e0
- add LuaJIT's 'v' module printing trace info
- translator: fix game function name definitions
- revert math.fmod -> math.modf, they are different!
- disable JIT compilation for a function we're getting strange crashes with
- Make some of DukePlayer_t's members 'bool' on the Lua side. It's way
too easy to write something like "ps.jetpack_on" where "ps.jetpack_on~=0"
was meant. [Background: Kyle873 observed that Duke was always floating.]
- Error out if looping in our_module(). I find this behavior more logical
than returning true.
- fix a couple of missed FORBID variables
git-svn-id: https://svn.eduke32.com/eduke32@3530 1a8010ca-5511-0410-912e-c29ae57300e0