This introduces a Makefile variable EDUKE32_MY_DEVELOPER_ID, which is
expected to come from the environment, so that minor disagreements/
preferences can be handled -- don't let it go overboard though! -- to keep
the working directory clean of stuff that one doesn't actually work on.
My ID is 805120924, i.e. "helix".
git-svn-id: https://svn.eduke32.com/eduke32@2718 1a8010ca-5511-0410-912e-c29ae57300e0
Usage is from 3D mode only. When a sector (or wall) is committed to the
clipboard, it (or the wall's sector) is saved, and is subsequently used
when auto-aligning [;-ENTER] another sector's ceiling or floor against the
reference one's. This temp. sector is reset on any structurally modifying
operation except setting first walls; also, aligning extended ceilings or
floors is impossible as they use .*xrepeat internally.
The auto-alignment does not change picnums (this can be accomplished with
the ['+ENTER] combination), but copies the orientation bits 2^{2..6} to the
alignee. Afterwards, if the reference is relative-aligned, it tweaks them,
so that every case where the two firstwalls are either parallel or perpendi-
cular is handled correctly.
It does not yet calculate the panning values.
git-svn-id: https://svn.eduke32.com/eduke32@2715 1a8010ca-5511-0410-912e-c29ae57300e0
This is so that people know where to enable it. One day, all these
debugging switches ought to go into the Makefiles in one form or
another.
git-svn-id: https://svn.eduke32.com/eduke32@2714 1a8010ca-5511-0410-912e-c29ae57300e0
Also factor out the code (2x) setting the alignment bits for sprites.
git-svn-id: https://svn.eduke32.com/eduke32@2712 1a8010ca-5511-0410-912e-c29ae57300e0
It works perfectly fine without it for me, and including it for no reason
is just an annoyance to other people building from source.
git-svn-id: https://svn.eduke32.com/eduke32@2708 1a8010ca-5511-0410-912e-c29ae57300e0
Defines SPRITES_OF(Statnum, Iter) and SPRITES_OF_SECT(Sectnum, Iter)
[The first is so that STAT_* can be substituted for Iter and it reads nicely.]
Usage should be self-explanatory, but one thing to keep in mind is that
the sprites that are iterated over MUST NOT be deleted.
git-svn-id: https://svn.eduke32.com/eduke32@2707 1a8010ca-5511-0410-912e-c29ae57300e0
This fixes the glitches/corruption whereever showview is used from
EVENT_DISPLAYROOMS while the scene is actually rendered to a tile instead of the
frame buffer, for example because we have a tilted view or "pixel doubling"
enabled. Fixing it for real (i.e. so that the showview actually completes)
will require more effort.
git-svn-id: https://svn.eduke32.com/eduke32@2706 1a8010ca-5511-0410-912e-c29ae57300e0
vbit was being accessed with an int32 e.g. at address 3200 when only 3203 were
allocated. We simply alloc +1 byte.
git-svn-id: https://svn.eduke32.com/eduke32@2705 1a8010ca-5511-0410-912e-c29ae57300e0
This is done by kopen4loadfrommod'ing and immediately closing the file
(since the checker is still run from there when not ingame).
On my system, times were like 0.12 ms, 0.2 ms and 0.5 ms for each
openfrompath/findfrompath, openfrompath/Bopen and SHGetFileInfo
respectively, so it shouldn't have a too noticable impact on initial
loading times.
git-svn-id: https://svn.eduke32.com/eduke32@2704 1a8010ca-5511-0410-912e-c29ae57300e0
I experienced the following on Windows XP: a few openfrompath() -->
findfrompath() calls were taking enormously long (4.5 secs) to complete, having
been passed a file name like "//bla/qwe.asd". My guess is that Windows then
tried to interpret these as a network FS path in access(), and the 4.5 secs
represents a timeout value.
git-svn-id: https://svn.eduke32.com/eduke32@2703 1a8010ca-5511-0410-912e-c29ae57300e0
The first means that the expensive (~0.5 ms) SHGetFileInfo() calls won't inter-
fere with smooth gameplay, but files that are opened only at game-time like
sounds won't be checked. The second means that there are now less false
positives, i.e. warnings about files that would be found due to the
check-all-{upper,lower} hack.
git-svn-id: https://svn.eduke32.com/eduke32@2702 1a8010ca-5511-0410-912e-c29ae57300e0
This fixes the crash on Wii when looking sidewards (e.g. when dying), but
makes the tilted view look more pixelated.
The problem was that an attempt was made to render onto a 640x640 tile for
the rotated view, but the base engine arrays were too small for that.
git-svn-id: https://svn.eduke32.com/eduke32@2698 1a8010ca-5511-0410-912e-c29ae57300e0
Also, correct the loadboard() return value checks in premap.c to be
aware of a returned -2 ("wrong map version").
git-svn-id: https://svn.eduke32.com/eduke32@2694 1a8010ca-5511-0410-912e-c29ae57300e0
Most of the time, Windows file name lookup is case-insensitive. Reading the
docs (see MSDN's CreateFile help, for example), it seems like case-sensitivity
can be controlled on a per-file basis where applicable (NTFS), but people
should be concerned about matching case in the DEFs/on disk *especially* in
that case.
Also, note that this hack will not always help on systems with case-sensitive
lookup.
git-svn-id: https://svn.eduke32.com/eduke32@2693 1a8010ca-5511-0410-912e-c29ae57300e0
When a file from the local file system is opened, its real file name is gotten
with SHGetFileInfo() and compared against the one that was passed. In the case
they're not identical, a warning is issued.
This is one step towards eliminating mismatched file names in DEFs etc., which
cause trouble on systems that look them up case-sensitively. However, it's not
perfect because the issue is trickier than it appears on first sight.
For one thing, this will only check the last (i.e. file) part in the path,
falsely accepting mismatched directory names. However for these, it reports
them ruthlessly, even for those names where the try-other-case hack (try all
uppercase, all lowercase) would find the correctly-cased file.
git-svn-id: https://svn.eduke32.com/eduke32@2692 1a8010ca-5511-0410-912e-c29ae57300e0
They were broken by r2666, which made their elements intptr_t instead of
int32_t, but this change was not reflected in related allocation code.
WARNING: players on 64-bit platforms should not attempt to load games saved
with r2665 or earlier.
git-svn-id: https://svn.eduke32.com/eduke32@2689 1a8010ca-5511-0410-912e-c29ae57300e0
Note: You may encounter a crash if you try to test your map and Mapster32 is running fullscreen.
git-svn-id: https://svn.eduke32.com/eduke32@2684 1a8010ca-5511-0410-912e-c29ae57300e0
- alloc_multimapstate() helper
- make g_netMapRevision a uint32 and store save->revision in sequence order
(without &(NET_REVISIONS-1))
- one assert, one XXX comment, stylistic changes
git-svn-id: https://svn.eduke32.com/eduke32@2674 1a8010ca-5511-0410-912e-c29ae57300e0
This should be more correct, since previously, the saved PNGs were way too
contrasty when looked from within a browser. Now, they'll always be
slightly darker than in-game (assuming one has a gamma greater than 1).
git-svn-id: https://svn.eduke32.com/eduke32@2673 1a8010ca-5511-0410-912e-c29ae57300e0
For Lunatic, we'll want to get rid of the t_data --> script indirections, since
the latter will be no more. Thus, all parameters are saved in t_data directly.
For the normal build, there are no changes, only stylistic tweaks.
git-svn-id: https://svn.eduke32.com/eduke32@2669 1a8010ca-5511-0410-912e-c29ae57300e0