Disabling netcode compilation can be interesting on memory-constrained
systems, or those that have no means of accessing the network anyway.
Note: I'm OK with maintaining this myself, i.e. it's fine if netcode dev
breaks compilation with NETCODE=0.
git-svn-id: https://svn.eduke32.com/eduke32@3260 1a8010ca-5511-0410-912e-c29ae57300e0
... instead of switch/case-ing them in A_CheckEnemyTile().
Because this requires bumping BYTEVERSION, we also get rid of the
excess trailing bytes in the save game's "rest" data. (See r3052.)
git-svn-id: https://svn.eduke32.com/eduke32@3257 1a8010ca-5511-0410-912e-c29ae57300e0
That is, fix some oversights introduced in the preceding runs.
listglobals.sh is a helper to find global accesses.
Translator: add "number-conversion" warning option, max. error limit.
git-svn-id: https://svn.eduke32.com/eduke32@3256 1a8010ca-5511-0410-912e-c29ae57300e0
- more codegen
- make more members const, some char unsigned
- fix some "geom" metamethods
- '^' operator
git-svn-id: https://svn.eduke32.com/eduke32@3253 1a8010ca-5511-0410-912e-c29ae57300e0
If you see any weird behavior in synthesis builds after this change, please
let Plagman know!
git-svn-id: https://svn.eduke32.com/eduke32@3233 1a8010ca-5511-0410-912e-c29ae57300e0
Commit breaks MSVC builds by failing to provide NOWARN macros to MSVC.
git-svn-id: https://svn.eduke32.com/eduke32@3232 1a8010ca-5511-0410-912e-c29ae57300e0
The attribute is set per tile from DEF: either
nofullbrightrange <begintile> <endtile>
or
tilefromtexture <tile> { ... nofullbright ... }
As a special case, the list may only contain "nofullbright", in which case the
texture is not changed. (This is analogous to "texhitscan".)
Example:
// make piggy's eyes fullbright red only when it fires the shotgun
nofullbrightrange 2000 2034
nofullbrightrange 2040 2049
nofullbrightrange 2055 2061
git-svn-id: https://svn.eduke32.com/eduke32@3230 1a8010ca-5511-0410-912e-c29ae57300e0
The two uses are from hitscan and neartag. The functionality is reproduced
exactly (assuming I made no mistake), down to different distance checking
(<= vs. <).
git-svn-id: https://svn.eduke32.com/eduke32@3228 1a8010ca-5511-0410-912e-c29ae57300e0
This introduces winbits.[ch] in the engine, containing layer-independent code migrated from winlayer, including nedmalloc, ebacktrace1, OS version detection, and high-resolution profiling timers.
sdlayer has been expanded to include the code from winbits under _WIN32.
All uses of RENDERTYPEWIN in the source have been examined and changed to _WIN32 (or removed) where the block in question is layer-independent.
git-svn-id: https://svn.eduke32.com/eduke32@3221 1a8010ca-5511-0410-912e-c29ae57300e0
This needs improvements to bring it up to par with winlayer, but it is functional. In particular, a good amount of code from winlayer could be used for both layers, including the profiling timers, the version printing code, and the hInstance and hModule sharing.
Known problems: the mouse cursor is not trapped, and the game starts before the startup window shows options.
git-svn-id: https://svn.eduke32.com/eduke32@3219 1a8010ca-5511-0410-912e-c29ae57300e0
Loops are controlled by two tags in the Vorbis Comment, both in PCM samples.
LOOP_START holds the beginning of the loop, the position to which playback returns at the end of the loop.
LOOP_END is optional; it holds the end of the loop, after which the game seeks to LOOP_START. If undefined, the end of the OGG is the end of the loop. The primary purpose of LOOP_END is if you want to give your file a proper ending for listening outside the game.
To preview a looped OGG you have assembled, give it a ".logg" extension and play it using the vgmstream plugin for Winamp or foobar2000.
git-svn-id: https://svn.eduke32.com/eduke32@3218 1a8010ca-5511-0410-912e-c29ae57300e0