Commit Graph

1863 Commits

Author SHA1 Message Date
plagman 458ad8fa04 Polymer: Don't draw back faces of sector masks.
We normally enable backface culling always, but turn it off for
two-sided sprites; we need to make sure it's re-enabled after that
as sector masks are drawn after.

git-svn-id: https://svn.eduke32.com/eduke32@1990 1a8010ca-5511-0410-912e-c29ae57300e0
2011-08-21 19:41:22 +00:00
hendricks266 233e48141e quotes don't print at all if blank
git-svn-id: https://svn.eduke32.com/eduke32@1989 1a8010ca-5511-0410-912e-c29ae57300e0
2011-08-20 23:28:36 +00:00
hendricks266 a34f007fe2 add weapons.con.sample, a direct port of the HUD display code to CON
git-svn-id: https://svn.eduke32.com/eduke32@1988 1a8010ca-5511-0410-912e-c29ae57300e0
2011-08-20 23:28:19 +00:00
hendricks266 6cbc6a1a0c add support for the include command to names.h loaded by Mapster32, and names.h no longer requires # in front of commands for CON compatibility
git-svn-id: https://svn.eduke32.com/eduke32@1987 1a8010ca-5511-0410-912e-c29ae57300e0
2011-08-20 23:28:14 +00:00
hendricks266 8f55e7c94a change the help dialog to say 'demo.edm' instead of 'demo.dmo', change support for drag and drop demo files from '.dmo' to '.edm', and change the debughelp dialog to remove the reference to the removed '-nD' gamevars.txt dumping parameter
git-svn-id: https://svn.eduke32.com/eduke32@1986 1a8010ca-5511-0410-912e-c29ae57300e0
2011-08-20 23:28:06 +00:00
hendricks266 4f491342b2 gut and update enhance.con.sample
git-svn-id: https://svn.eduke32.com/eduke32@1985 1a8010ca-5511-0410-912e-c29ae57300e0
2011-08-20 23:28:02 +00:00
hendricks266 6218f7528c update soundefs.h to match the final v1.5 DEFS.CON
git-svn-id: https://svn.eduke32.com/eduke32@1984 1a8010ca-5511-0410-912e-c29ae57300e0
2011-08-20 23:27:58 +00:00
hendricks266 6f6b7e759e add two tile labels which Todd forgot to move from GAME.CON to DEFS.CON and therefore did not make it to names.h
git-svn-id: https://svn.eduke32.com/eduke32@1983 1a8010ca-5511-0410-912e-c29ae57300e0
2011-08-20 23:27:46 +00:00
plagman 8e5bf7a89c Polymer: fix external view.
Some of the ROR code was operating under the assumption that drawasks
always correspond to one call of polymer_displarooms(), but that's not
necessarily the case; external view draws all sectors from the top
polymer_drawrooms(), which was causing crashes. Just ignore the sector
mask queues in external view mode, we already don't draw masked walls.

git-svn-id: https://svn.eduke32.com/eduke32@1982 1a8010ca-5511-0410-912e-c29ae57300e0
2011-08-20 21:06:00 +00:00
plagman 0423ff8184 Polymer: propagate lights across vertical boundaries.
Check all the bunch siblings if we get a floor/ceiling hit and walk
them if their own planes hit.

git-svn-id: https://svn.eduke32.com/eduke32@1981 1a8010ca-5511-0410-912e-c29ae57300e0
2011-08-20 21:05:49 +00:00
plagman 8250e5f3e8 Polymer: add preliminary support for sector masks.
When walking the sectors in displayrooms, detect floor/sector masks to
place them in a mask queue. The queues are allocated on the heap, but
a stack pointer is maintained by the displayrooms to allow it to play
nice with mirror recursion.

Right now the masks are drawn after all of drawmasks is finished; that
means you can see sprites and wall masks through sector masks, but not
the opposite. There is a slight attempt at blending far to near, but
nothing too conclusive yet; that means that in some cases some sector
masks won't be visible through other sector masks, but it should work
for trivial cases.

The next step would be to copy all the drawmasks logic into Polymer
and have it (attempt to) properly interleave sector masks where they
belong in the blending order.

git-svn-id: https://svn.eduke32.com/eduke32@1980 1a8010ca-5511-0410-912e-c29ae57300e0
2011-08-20 21:05:38 +00:00
plagman e77548d42a Polymer: Don't draw 1-way walls twice.
Previously they would get counted both as 1-way walls for immediate
drawing and as mask walls for delayed drawing.

git-svn-id: https://svn.eduke32.com/eduke32@1979 1a8010ca-5511-0410-912e-c29ae57300e0
2011-08-20 21:05:24 +00:00
plagman 98061f3a38 Polymer: Don't bother fogcalc()ing invisible planes.
Doesn't actually matter that much.

git-svn-id: https://svn.eduke32.com/eduke32@1978 1a8010ca-5511-0410-912e-c29ae57300e0
2011-08-20 21:05:14 +00:00
plagman 5b379decc6 Polymer: handle floor/ceiling translucency.
Assigns the right alpha value to floor/ceiling planes if their
translucency bits are set and make sure that changing the cstat now
triggers an update of the material for editing purposes.

This doesn't do anything by itself, but will be needed to correctly
draw floor/ceiling masks.

git-svn-id: https://svn.eduke32.com/eduke32@1977 1a8010ca-5511-0410-912e-c29ae57300e0
2011-08-20 21:05:04 +00:00
plagman e7fc03ed33 Polymer: Reorganize main displayrooms loop a bit.
When walking the sectors, put more drawing work between queuing and
reaping the occlusion queries to potentially make them more efficient.

git-svn-id: https://svn.eduke32.com/eduke32@1976 1a8010ca-5511-0410-912e-c29ae57300e0
2011-08-20 21:04:53 +00:00
plagman 936147e33b Polymer: Correct(er) TROR walking.
Enumerate the vertical siblings of each walked sector and check them
against the current frustum. No occlusion queries yet, but that should
correct any missing sectors until a flaw in that logic is discovered.

git-svn-id: https://svn.eduke32.com/eduke32@1975 1a8010ca-5511-0410-912e-c29ae57300e0
2011-08-20 21:04:42 +00:00
plagman 6de59ef085 Polymer skeleton cleanup.
Reorganize polymer.c a bit to match the order of prototypes from the
header, move macros from the middle into the header.

git-svn-id: https://svn.eduke32.com/eduke32@1974 1a8010ca-5511-0410-912e-c29ae57300e0
2011-08-20 21:04:28 +00:00
helixhorned c8bf3682e0 disable undo/redo editor feature until I can debug the disappearing sprites
git-svn-id: https://svn.eduke32.com/eduke32@1973 1a8010ca-5511-0410-912e-c29ae57300e0
2011-08-20 11:54:16 +00:00
helixhorned c0697e2e6b disable hidden switch heuristic of r1968
git-svn-id: https://svn.eduke32.com/eduke32@1972 1a8010ca-5511-0410-912e-c29ae57300e0
2011-08-20 11:53:52 +00:00
helixhorned 4d8d392bbf slight tweak for software renderer sprite picking: don't pick them if they're behind a TROR portal from the current position.
git-svn-id: https://svn.eduke32.com/eduke32@1971 1a8010ca-5511-0410-912e-c29ae57300e0
2011-08-18 22:01:18 +00:00
helixhorned 5c2be94bff Make Ctrl-Alt-A also remove gray walls in the side-view mode. This makes TROR-heavy maps look much less cramped when used in conjunction with Ctrl-A.
git-svn-id: https://svn.eduke32.com/eduke32@1970 1a8010ca-5511-0410-912e-c29ae57300e0
2011-08-18 22:01:01 +00:00
helixhorned 5262a0f24c Various cleanup work:
- fix an earlier 'oops': make highpals load correctly again
 - maphack lights shouldn't be double-loaded now
 - slight tweak to the loading screen fadein/out timing
 - two bound checks
 - make some variables static in engine.c

git-svn-id: https://svn.eduke32.com/eduke32@1969 1a8010ca-5511-0410-912e-c29ae57300e0
2011-08-17 18:52:54 +00:00
helixhorned 5d79003e60 Take a stab at hidden model switch handling. There are at least two ways by
which switches have been hidden in the original and user maps. One is to make
it face a wall, and another is to 'embed' it in e.g. the floor, like the
monitor with the burning fuse in E4L1. Both kinds show up when the switches
are rendered as models, revealing the secrets that the mapper sought to hide.
My proposal, implemented in this commit, is to apply a heuristic for such
switches at premap and make them invisible (set cstat bit 32768). The
conditions are re-checked during the game in case there is a switch coming
out of the floor, for example. A new spriteext bit is used for this feature.

git-svn-id: https://svn.eduke32.com/eduke32@1968 1a8010ca-5511-0410-912e-c29ae57300e0
2011-08-17 18:52:16 +00:00
helixhorned ff5c3b660f * "Fix" two bugs introduced by r1450. In quotation marks, because I merely tracked down the offending changes without understanding them. Mild breakage of TX's ROR is expected.
The two bugs are:
    - RPG projectiles don't pass through water
    - can't emerge from slime in bobsp2
* Coalesce Polymer lights that are at the same position for FIRE-like sprites so that only one light is actually generated. This is good for usermaps that have multi-sprite fires, like bobsp2 again.

git-svn-id: https://svn.eduke32.com/eduke32@1967 1a8010ca-5511-0410-912e-c29ae57300e0
2011-08-16 19:17:45 +00:00
helixhorned 6e7a13448d fix sector updating between TROR bunches, leading to 'being stuck' glitches. Difference: one character.
git-svn-id: https://svn.eduke32.com/eduke32@1966 1a8010ca-5511-0410-912e-c29ae57300e0
2011-08-15 15:46:42 +00:00
plagman 58ba283c45 Fix colored fog in Polymer.
This fixes a ridiculous interaction problem between non-black fog and
additive lighting passes. Plagman is stupid.

git-svn-id: https://svn.eduke32.com/eduke32@1965 1a8010ca-5511-0410-912e-c29ae57300e0
2011-08-15 03:41:42 +00:00
terminx b996f92c28 Fix gamearray overallocation on 64-bit... was being allocated as (array size * sizeof(intptr_t)) when the struct actually contains a ptr to a block of int32_t
git-svn-id: https://svn.eduke32.com/eduke32@1964 1a8010ca-5511-0410-912e-c29ae57300e0
2011-08-12 15:40:28 +00:00
terminx 0cb474f6be ENet 1.3.3
git-svn-id: https://svn.eduke32.com/eduke32@1963 1a8010ca-5511-0410-912e-c29ae57300e0
2011-08-12 06:07:21 +00:00
helixhorned 1dbcae56d5 fix rotscrnang weirdness for any r_usenewaspect
git-svn-id: https://svn.eduke32.com/eduke32@1962 1a8010ca-5511-0410-912e-c29ae57300e0
2011-08-11 21:49:18 +00:00
helixhorned fbb6cc5e7e make r_usenewaspect imply NOT glwidescreen (i.e. disable r_anamorphic there, because that would be redundant). r_projectionhack is still active, but doesn't seem to do much.
git-svn-id: https://svn.eduke32.com/eduke32@1961 1a8010ca-5511-0410-912e-c29ae57300e0
2011-08-10 11:58:59 +00:00
helixhorned a3443cd1dd * fix screen warping with r_usenewaspect: now you have a larger FOV when being shrunk
* fix 'squishing' when taking off shrunk (the reason was TROR game code using updatesectorz) and a potential sector[-1] access

git-svn-id: https://svn.eduke32.com/eduke32@1960 1a8010ca-5511-0410-912e-c29ae57300e0
2011-08-10 11:47:23 +00:00
helixhorned 26a25bdce5 * Address http://forums.duke4.net/topic/3911-true-room-over-room/page__view__findpost__p__103306
by using setspritez() instead of setsprite() for the sectnum updating.
* Change 'yax-nextwall(0/1)' to 'upwall/downwall' in the corruption checker, makes it much nicer to read.

git-svn-id: https://svn.eduke32.com/eduke32@1959 1a8010ca-5511-0410-912e-c29ae57300e0
2011-08-09 16:03:56 +00:00
helixhorned 3ca7ed1c2e don't crash wall alignment with void-tiled walls
git-svn-id: https://svn.eduke32.com/eduke32@1958 1a8010ca-5511-0410-912e-c29ae57300e0
2011-08-08 19:30:24 +00:00
helixhorned b6d729a553 * skip grayed out sectors when changing tags in 2d mode
* make Ctrl-Alt-A (formerly 'toggle inner gray walls') now remove all gray walls entirely in 2d mode
* make r_usenewaspect enabled by default

git-svn-id: https://svn.eduke32.com/eduke32@1957 1a8010ca-5511-0410-912e-c29ae57300e0
2011-08-06 11:50:45 +00:00
helixhorned 54f345f78f Add a warning when calling {save,load}mapstate from EVENT_ANIMATESPRITES (forgotten from earlier changes).
git-svn-id: https://svn.eduke32.com/eduke32@1956 1a8010ca-5511-0410-912e-c29ae57300e0
2011-08-03 17:22:46 +00:00
helixhorned aa8b2e4e05 Lots of M32script tweaks:
* fix breaking out of 'switch' blocks and compilation of the 'default' case
* Have a way of assigning 'special function' menu [' F] entries to script states. Writing a string literal after the state name will register the state under that name. Menu names are limited to 24 characters and it's possible to have up to 16 of them.
* new branching command 'ifinteractive', true if a state runs from the menu mentioned above.
* new command: getnumberfromuser <<retvar>> "query_string" <maxnum> <flags>

See 'state collect_teleporting_sectors' in a.m32 for a combined usage of the new functionality.

git-svn-id: https://svn.eduke32.com/eduke32@1955 1a8010ca-5511-0410-912e-c29ae57300e0
2011-08-03 17:22:25 +00:00
helixhorned cbf122fa80 fix a typo that made TROR-nextwall corruptions only detected for the ceiling and write an auto-correction routine for inconsistencies with them.
git-svn-id: https://svn.eduke32.com/eduke32@1954 1a8010ca-5511-0410-912e-c29ae57300e0
2011-08-01 19:04:41 +00:00
helixhorned 80d9badb9b Patch up this issue:
http://forums.duke4.net/topic/4685-glitch-on-keyboard-customization-page/
by setting the key_names[] characters in the non-ASCII range to '?' on Windows

git-svn-id: https://svn.eduke32.com/eduke32@1953 1a8010ca-5511-0410-912e-c29ae57300e0
2011-07-30 20:36:04 +00:00
helixhorned 0713c44219 * a.m32: new state 'correctslopes' which will check all ceilings and floors for a stat&2 and heinum mismatch and correct accordingly (the result isn't visible, but such an inconsistency can prevent planes from TROR-joining)
* helper feature: when shade preview is enabled, the ceilings and floors of highlighted sectors are shown in pal 6. This makes it possible to highlight the TROR-joining candidate sectors in 3D mode using e.g. 'sethighlightsector searchsector 1' while aiming at the respective ceilings and floors, and get visual feedback.
* when failing TROR-joining early ('no consistent joining combinations found'), print to the console why it failed.
* more Makefile.deps updating

git-svn-id: https://svn.eduke32.com/eduke32@1952 1a8010ca-5511-0410-912e-c29ae57300e0
2011-07-30 13:03:07 +00:00
helixhorned 4124618874 update Makefile.deps
git-svn-id: https://svn.eduke32.com/eduke32@1951 1a8010ca-5511-0410-912e-c29ae57300e0
2011-07-29 22:08:02 +00:00
helixhorned 85fba8755b maint 2: refactor bits of code that twiddle/untwiddle pointers for persistent storage into a G_Util_PtrToIdx() function
git-svn-id: https://svn.eduke32.com/eduke32@1950 1a8010ca-5511-0410-912e-c29ae57300e0
2011-07-29 22:07:49 +00:00
helixhorned 864cc11463 maint 1: refactor 3 redundant instances of the same code into G_ResetInterpolations()
git-svn-id: https://svn.eduke32.com/eduke32@1949 1a8010ca-5511-0410-912e-c29ae57300e0
2011-07-29 22:07:28 +00:00
hendricks266 e9b15edd25 move tiles.cfg out of eduke32/samples/ into eduke32/ and update synthesis.sh to reflect that
git-svn-id: https://svn.eduke32.com/eduke32@1948 1a8010ca-5511-0410-912e-c29ae57300e0
2011-07-28 21:12:02 +00:00
hendricks266 e64b1714d1 minor change in duke3d.def.sample to link to the wiki, but it still needs a major overhaul
git-svn-id: https://svn.eduke32.com/eduke32@1947 1a8010ca-5511-0410-912e-c29ae57300e0
2011-07-28 21:10:59 +00:00
hendricks266 4aba6785b4 fix shrinker/expander glowing bug
git-svn-id: https://svn.eduke32.com/eduke32@1946 1a8010ca-5511-0410-912e-c29ae57300e0
2011-07-28 21:09:24 +00:00
helixhorned 2f6f395ee6 add 'gametics' to the 'dncoords' display, this gives a feeling for how often things are updated wrt the game clock
git-svn-id: https://svn.eduke32.com/eduke32@1945 1a8010ca-5511-0410-912e-c29ae57300e0
2011-07-27 19:59:09 +00:00
helixhorned 13dde60ccd More fog/visibility tweaking. This makes Polymost's not depend on the screen width.
git-svn-id: https://svn.eduke32.com/eduke32@1944 1a8010ca-5511-0410-912e-c29ae57300e0
2011-07-24 18:40:10 +00:00
helixhorned 7e9b2eae0f * Clean up after myself. It seems that Polymost isn't very clean with handling texture IDs sometimes, so switching between the two GL renderers could mess them up with the last revision. This is fixed now by always uninitializing Polymer when changing from it to another renderer.
* New shade/visibility calculation code, which is activated with 'r_usenewshading' (on by default), and is closer to the classic look. Also tweak the FOGSCALE macro to have approximately the same fog distance with all renderers.

* Mapster32: END modifier to RShift. If it's pressed when RShift is released, sprites which are in grayed out sectors are also selected;  Make changing shade affect all highlighted sprites in 3D mode (when aiming at one of them).

* some debug code to watch out for suspicious glGenTexture/glDeleteTextures calls, not active.


git-svn-id: https://svn.eduke32.com/eduke32@1943 1a8010ca-5511-0410-912e-c29ae57300e0
2011-07-24 15:15:57 +00:00
helixhorned 793aadebc5 Janitorial work part 2, perfect for a rainy day. This fixes a lot of leaks, both on the client side as well as for memory allocated by OpenGL. If you had crashes after a few times of restartvid'ing in Polymer, this should fix it.
git-svn-id: https://svn.eduke32.com/eduke32@1942 1a8010ca-5511-0410-912e-c29ae57300e0
2011-07-22 22:00:53 +00:00
helixhorned d4f234b09f A bit of cleanup with memory issues.
First, it is now possible to disable the memcache (which is there to cache the texcache) by setting the new cvar 'r_memcache' to 0. Do this if you're constrained on memory or getting crashes when e.g. doing vidrestart often. Also, the memcache will disable itself (and free its storage, if it's there) the first time it fails to allocate.

Fix a strcpy with identical arguments in game.c and a couple of uninitialized mem accesses related to Polymer lights.


git-svn-id: https://svn.eduke32.com/eduke32@1941 1a8010ca-5511-0410-912e-c29ae57300e0
2011-07-22 13:32:01 +00:00
hendricks266 38879d58ab fix my earlier keep.me fix to not print a newline so that the produced files match the svn copy
git-svn-id: https://svn.eduke32.com/eduke32@1939 1a8010ca-5511-0410-912e-c29ae57300e0
2011-07-21 23:40:01 +00:00
hendricks266 8b5761c14d My first commit!
The main feature is the addition of -mx and -mh command-line parameters to EDuke32 and Mapster32. These parameters include a con and def "module" respectively. This translates into essentially including the file from the bottom of the compiled script.

I fixed the classic buggy behavior of the BROKEHYDROPLANT and REACTOR2 sprites.

I also fixed a small, long-standing bug where FRAMEEFFECT1 blurs are not affected by sector floorpal. You can see one example of this by shrinking the Enforcer on the upper inside of the toppled building in E3L11: Freeway.

I tweaked the Makefile so that it would automatically regenerate the keep.me files in the $(OBJ) and $(EOBJ) directories after they are deleted for cleaning.

One final change is a slight positioning cleanup of both programs' --help dialog boxes.

git-svn-id: https://svn.eduke32.com/eduke32@1937 1a8010ca-5511-0410-912e-c29ae57300e0
2011-07-21 22:39:29 +00:00
helixhorned 049cc20022 fix stupid crash with Alt-C (picnum replacer)
git-svn-id: https://svn.eduke32.com/eduke32@1936 1a8010ca-5511-0410-912e-c29ae57300e0
2011-07-21 21:01:31 +00:00
helixhorned 563d42856e Build fix for OSX/PowerPC
git-svn-id: https://svn.eduke32.com/eduke32@1935 1a8010ca-5511-0410-912e-c29ae57300e0
2011-07-20 23:04:20 +00:00
helixhorned a9290a0d29 Make useractor's <actortype> bit 4 mean 'this actor will not move by itself' to make it possible to have it in a rotating sector with full rounding correction. No token name is provided because the three others come from CON and I don't want to clutter the namespace; fix the editor issue where the box wasn't shown on occasion in the tile selector (8-bit)
git-svn-id: https://svn.eduke32.com/eduke32@1934 1a8010ca-5511-0410-912e-c29ae57300e0
2011-07-20 22:08:05 +00:00
helixhorned 8b6857b360 VP8 video playback as (side-by-side) replacement of ANM moving pictures.
Usage: For an ANM file <somefile>.anm/ANM, EDuke32 looks for <somefile>.ivf, which is the VP8 stream transported by an IVF container. It can be extracted from a WebM file with e.g.

  mkvextract tracks <filename>.webm 1:<filename>.ivf
  (part of Mkvtoolnix, the Matroska toolset)

Libvpx is required, and the 'YUV'-->RGB conversion is implemented using a fragment shader, so it's for OpenGL modes only. Also, this commit doesn't enable the code.

Unfinished: sound, aspect correction for fullscreen w/ non-square pixels, ... ?
---

Make MAXNODESPERLINE in engine_priv.h actually a macro that depends on MAXYSAVES and MAXDIM instead of using the obsolete precomputed value. I think this might have been the cause for the latest patched-up overhead view crash.


git-svn-id: https://svn.eduke32.com/eduke32@1933 1a8010ca-5511-0410-912e-c29ae57300e0
2011-07-18 19:06:29 +00:00
helixhorned 24dcfc6633 Make smostcnt an int32 to prevent overflow (and subsequent crash) with too many saved positions; In Mapster, make it possible to bunch-join an extended with a non-extended floor inner to the first one, so that inner sectors created out of loops can be deleted by joining the sectors then.
git-svn-id: https://svn.eduke32.com/eduke32@1932 1a8010ca-5511-0410-912e-c29ae57300e0
2011-07-13 16:42:29 +00:00
helixhorned a15d8bfb98 * new editor cfg options: corruptcheck_noalreadyrefd (silinces 'already referenced warning'), r_usenewaspect, r_screenxy
* Read-only CON access to sector bunchnums by adding the labels '.ceilingbunch' and '.floorbunch' to the CON sector structure

git-svn-id: https://svn.eduke32.com/eduke32@1931 1a8010ca-5511-0410-912e-c29ae57300e0
2011-07-10 15:39:21 +00:00
helixhorned 606589f605 * Join-bunch functionality in 2d mode ('J'). When applied to two adjacent extended floors with different bunchnums, this makes them equal so that their sectors can be joined in a next step if their ceiling bunchnums are equal. The two floors also must be non-sloped and at the same height.
* slightly tweaked status line, now also displaying the number of bunches
* fix a couple of issues unearthed by valgrind and a TROR nextwall corruption when joining sectors

git-svn-id: https://svn.eduke32.com/eduke32@1930 1a8010ca-5511-0410-912e-c29ae57300e0
2011-07-09 17:36:02 +00:00
terminx 9a14859e68 Fix embedded gog.com duke3d URLs... zero functional changes in this commit
git-svn-id: https://svn.eduke32.com/eduke32@1929 1a8010ca-5511-0410-912e-c29ae57300e0
2011-07-05 04:56:51 +00:00
helixhorned 57379654a7 Addresses posts #180 and #181 of the TROR thread. Specifically,
* it is now possible to paste (and have an outer red wall automatically) highlighted sectors into a sector that is extended on one side and non-sloped on the other. For this, the highlighted sectors must be in one connected component.
* Make it possible to not display inner gray walls, toggled with Ctrl-Alt-A, but only when no manual grayout (Ctrl-R) is in effect.

* bugfix: don't clear original TROR-nextwall link when duplicating extended highlighted sector
* m32script: protect wall members relevant to TROR
* save autogray (Ctrl-A) and showinnergray (see above) to mapster32.cfg


git-svn-id: https://svn.eduke32.com/eduke32@1928 1a8010ca-5511-0410-912e-c29ae57300e0
2011-07-04 21:20:59 +00:00
helixhorned ee4d060b1f * New m32script commands:
- sethighlightsector <sectnum> <on?>
 - updatehighlightsector
 - collectsectors <<array_to_collect_sectnums>> <initial_sector> <<num_collected_sectors>> <sector_filtering_state>

The latter does a breadth-first search starting from an initial sector and collects nextsectors only when the filtering state, given a sectnum as RETURN input, writes a nonzero value into RETURN. As a usage example, a.m32 includes the state 'collect_teleporting_sectors', that collects all sectors containing an SE7 and highlights them afterwards. This way, it should be possible to retrofit old maps with TROR by distributing small scripts that do most of the work (right now, joining has to be done by hand, though).


* corruption checker: for the 'nextwall inconsistent with nextsector' corruption, suggest an alternative fix by searching fitting nextwalls and changing the nextwall of the corrupt wall (as opposed to the nextsector). It will display with a leading '?' in the listing, and can be demanded by suffixing 'corruptcheck tryfix' with it. For example,

corruptcheck tryfix 9-21 ?

would fix some corruptions in Billy Boy's cranium.map without introducing drawing errors.


* fix demo playback (tueidj figured this out)


git-svn-id: https://svn.eduke32.com/eduke32@1927 1a8010ca-5511-0410-912e-c29ae57300e0
2011-07-03 22:51:28 +00:00
helixhorned 43ecbb1019 * We cansee() now through TROR portals, making enemies recognize you from above and below
* fixed subway roof interpolation; also small tweak to make this possible: http://forums.duke4.net/topic/3911-true-room-over-room/page__view__findpost__p__99099
* API change: Sect_{Set,Clear}Interpolation now takes sectnums directly


git-svn-id: https://svn.eduke32.com/eduke32@1926 1a8010ca-5511-0410-912e-c29ae57300e0
2011-07-01 17:15:07 +00:00
helixhorned 4e0da757ef fix MSVC build
git-svn-id: https://svn.eduke32.com/eduke32@1925 1a8010ca-5511-0410-912e-c29ae57300e0
2011-07-01 12:22:12 +00:00
helixhorned 6a713133cf * Fix usage of uninitialized array (\!), which could result in TROR connections being deleted at random when deleting sectors. I guess this is a sign of approaching senility :(
* When dragging highlighted sprites, do a setsprite() after each position update. This way, they won't end up on the wrong level
* TROR support for SE 31 and 32 in-game, example provided in test map
* some uncommited stuff for TROR: SE 6/14


git-svn-id: https://svn.eduke32.com/eduke32@1924 1a8010ca-5511-0410-912e-c29ae57300e0
2011-06-29 19:57:05 +00:00
helixhorned 1eec50be5f make min. resolution 320x200 (Hendricks266's request)
git-svn-id: https://svn.eduke32.com/eduke32@1923 1a8010ca-5511-0410-912e-c29ae57300e0
2011-06-27 10:55:08 +00:00
helixhorned 87f726bfd7 fix highlighted sector deleting and probably a couple of other inconsistencies stemming from that bug
git-svn-id: https://svn.eduke32.com/eduke32@1922 1a8010ca-5511-0410-912e-c29ae57300e0
2011-06-26 23:29:51 +00:00
helixhorned 83ab50d66e * Make destructable ceilings and floors (SE 13 pointing down) behave well with TROR; also carry sprites and players on the roof of a subway. The latter uses t_data[9] on the pivot sprite.
* Make the minimum resolution possible 640x480. Sometimes you'd accidentally enter something like 'vidmode 800 60' and crashes would ensue...
* fix a warning


git-svn-id: https://svn.eduke32.com/eduke32@1921 1a8010ca-5511-0410-912e-c29ae57300e0
2011-06-26 21:59:42 +00:00
helixhorned 3bc56d267c Polymost: crash prevention for bad pal sprites (and warning in Mapster 3D mode)
git-svn-id: https://svn.eduke32.com/eduke32@1920 1a8010ca-5511-0410-912e-c29ae57300e0
2011-06-26 13:00:31 +00:00
plagman 0bc508eecd Polymer ROR support, but no support for masked floor/ceilings yet.
git-svn-id: https://svn.eduke32.com/eduke32@1919 1a8010ca-5511-0410-912e-c29ae57300e0
2011-06-26 08:54:02 +00:00
terminx 26cd2b309c Fix the blacked out bonus screen and run game.c through astyle
git-svn-id: https://svn.eduke32.com/eduke32@1918 1a8010ca-5511-0410-912e-c29ae57300e0
2011-06-25 16:37:10 +00:00
helixhorned 6509f45dd6 another small fix
git-svn-id: https://svn.eduke32.com/eduke32@1917 1a8010ca-5511-0410-912e-c29ae57300e0
2011-06-24 13:23:53 +00:00
helixhorned cf0e5b53c7 Don't crash G_ShowCacheLocks when there are many locks; Better sprite interpolation in subways
git-svn-id: https://svn.eduke32.com/eduke32@1916 1a8010ca-5511-0410-912e-c29ae57300e0
2011-06-24 11:16:12 +00:00
terminx f339feb0ad Patch from Hendricks266 to add "-rts" command line parameter
git-svn-id: https://svn.eduke32.com/eduke32@1915 1a8010ca-5511-0410-912e-c29ae57300e0
2011-06-23 15:41:08 +00:00
helixhorned 21297f8bcf I now understand SE0's
git-svn-id: https://svn.eduke32.com/eduke32@1914 1a8010ca-5511-0410-912e-c29ae57300e0
2011-06-22 19:26:11 +00:00
helixhorned 5cb1132d56 Make certain sprites in rotating sectors impervious against diverging from their initial position due to roundoff error accumulation. The sprites affected are those with statnums 0, STANDABLE, FX, and FALLER (also SE lights, but that shouldn't be considered permanent) contained in sectors with SE 0, 6 or 14. Fix some interpolation issues with such sprites in passing, though they still jitter on occasion. For usage examples, take a look at the updated trueror1.map.
Implementation note: the so instrumented sprites use actor[].t_data[7] to hold a magic number (0x18190000 + pivot spr idx), and t_data[8] and [9] for the initial coords relative to the pivot point.

git-svn-id: https://svn.eduke32.com/eduke32@1913 1a8010ca-5511-0410-912e-c29ae57300e0
2011-06-22 19:12:47 +00:00
helixhorned ffde01b0ca fix NOASM=1 build
git-svn-id: https://svn.eduke32.com/eduke32@1912 1a8010ca-5511-0410-912e-c29ae57300e0
2011-06-20 21:07:47 +00:00
helixhorned 924dccca21 safer sprintf
git-svn-id: https://svn.eduke32.com/eduke32@1911 1a8010ca-5511-0410-912e-c29ae57300e0
2011-06-19 18:42:48 +00:00
helixhorned 51fb860650 * Thin out models in memory by removing unused frames. This saves 200MB with DNE on Polymer.
* fix memory corruption when loading a Polymer savegame using another renderer and then change to Polymer
* fix possible crash in OSD_Exec() and uninitialized mem access in game config reader
* move makeasmwriteable() to baselayer.c


git-svn-id: https://svn.eduke32.com/eduke32@1910 1a8010ca-5511-0410-912e-c29ae57300e0
2011-06-19 18:30:32 +00:00
terminx ef61e48c25 Patch from Hendricks266 and whatever changes happened to be in my tree. I hope they work ;)
"The most noticeable change is the addition of the "includedefault" CON and DEF command, which will attempt to include eduke.con (or nam.con, or ww2gi.con), then game.con, or duke3d.def, or nam.def, or ww2gi.def. This is useful for TCs like my add-ons, where for my pseudo-mutators I currently say "include EDUKE.CON", but I also have to juggle this terrible order of paths, so that I can have an EDUKE.CON file in my HRP which says "include GAME.CON" to allow the mainline game to actually run, but also allow DukePlus to load its EDUKE.CON file (since it uses that and not an -x switch), and also allow any custom EDUKE.CON files in the root to be used."


git-svn-id: https://svn.eduke32.com/eduke32@1909 1a8010ca-5511-0410-912e-c29ae57300e0
2011-06-19 00:11:52 +00:00
helixhorned 5a632bc1f0 * Tighter y[ud]most clamping in TROR/classic. This fixes the overdraw bug when standing on the rails in the test map.
* Voxel tweaks: horizontally scale wall-aligned ones by 5/4, make them ignore per-tile yoffset in classic (i.e. emulate Polymost; I think this is more sensible since they're not clipped to floors/ceilings anyway), make Polymost know the voxel scale
* Always cull back-facing, one-sided, wall-aligned sprites (classic/Polymost), irrespective of whether it's a sprite, voxel or model. This can lead to falsely not drawing them in certain circumstances, but IMO that's preferable to visible hidden switches etc.
* Change defaults for r_novoxmips to 1 and lazytileselector to 0


git-svn-id: https://svn.eduke32.com/eduke32@1908 1a8010ca-5511-0410-912e-c29ae57300e0
2011-06-18 13:02:08 +00:00
helixhorned fdcfd8db0f also fix eduke32 on x86 and include a script for compiling all four versions, packing each into a fat binary and zipping the whole pack.
git-svn-id: https://svn.eduke32.com/eduke32@1907 1a8010ca-5511-0410-912e-c29ae57300e0
2011-06-17 13:11:19 +00:00
helixhorned e1378c3020 Replacing 'NSApp' with the value returned from [NSApplication sharedApplication] is the last step to avoid null addresses in the x86 code. Go figure...
git-svn-id: https://svn.eduke32.com/eduke32@1906 1a8010ca-5511-0410-912e-c29ae57300e0
2011-06-17 11:58:37 +00:00
helixhorned 043c756676 A couple more OSX tweaks: pull in 'nibless' SDLMain.m into tree for future hacking, fix backspace ('delete') key in OSD, almost everything to make x86 binaries actually run.
git-svn-id: https://svn.eduke32.com/eduke32@1905 1a8010ca-5511-0410-912e-c29ae57300e0
2011-06-17 11:53:41 +00:00
helixhorned 116ab2ed99 Fix mapster's command-line parsing and copy over some of the 'custom mod dir' logic, currently used in the sound board to also find files outside of GRPs.
git-svn-id: https://svn.eduke32.com/eduke32@1904 1a8010ca-5511-0410-912e-c29ae57300e0
2011-06-16 19:39:22 +00:00
helixhorned dd355636ff A couple of OSX fixes: one 64-bit cleanup, compilation fix on ppc (is that ever used?), nasm command line fix for x86
git-svn-id: https://svn.eduke32.com/eduke32@1903 1a8010ca-5511-0410-912e-c29ae57300e0
2011-06-15 10:38:12 +00:00
terminx 97cab051df ENet 1.3.2
git-svn-id: https://svn.eduke32.com/eduke32@1902 1a8010ca-5511-0410-912e-c29ae57300e0
2011-06-04 16:56:47 +00:00
helixhorned e1d868dc20 A couple of tweaks for easier work with TROR:
* When TROR-joining and sectors reachable through former red walls could need displacement, ask the user; if something is wrong with the walls of the two components to join, jump to that place and print coordinates of offending wall and its point2 in the OSD
 * Ctrl-TAB in 2D mode now toggles filling of the currently aimed-at sector; it's not very in sync with the rest of the controls though (e.g. some commands will potentially affect each sector that contains the crosshair)
 * Fill sectors slightly different so that highlighted sectors above each other are easier to distinguish
 * In the editor, always clear the screen to a 'rainbow' of the palette before each frame. This makes no-draw ('HOM') and accidental translucency glitches stand out more clearly
 * a few misc. tweaks, consistency checks, and fixes


git-svn-id: https://svn.eduke32.com/eduke32@1901 1a8010ca-5511-0410-912e-c29ae57300e0
2011-06-04 00:06:08 +00:00
helixhorned d3a9dec77c -- TROR:
* Mapster32 now makes sandwiches, too: select all floors of a bunch and 'extend them below'. This will put a new sector between the highlighted ones and the their lower neighbors and displace the z's accordingly. Make sure you have enough headroom.
 * To facilitate the above, RAlt now has two more modifier keys (checked at release time, as usual): for every sector that would be selected, END will select all sectors whose floor bunchnum equals the first (this is useful for sandwiching), and HOME will select all sectors whose ceiling bunchnum equals it (not very useful, but provided for completeness).
 * Sloping extended sectors is now checked more rigorously

-- misc:
 * When deleting highlighted sectors with DEL, pressing LShift will now always delete them irrespective whether the mouse pointer is over one of them. This is useful for the cleanup of corrupted maps.
 * 2D drawing is slightly tweaked so that active walls always display over inactive ones


git-svn-id: https://svn.eduke32.com/eduke32@1900 1a8010ca-5511-0410-912e-c29ae57300e0
2011-05-29 23:10:51 +00:00
helixhorned 95a33b72bd editor: tweak RShift so that unnecessary gray walls aren't selected; fix ugly bug with TROR joining
game: when entering/leaving water or slime, delay changing palette by one game tic to make it look right


git-svn-id: https://svn.eduke32.com/eduke32@1899 1a8010ca-5511-0410-912e-c29ae57300e0
2011-05-29 12:30:38 +00:00
helixhorned 61117d4e7b fix crash with RTS playback
git-svn-id: https://svn.eduke32.com/eduke32@1898 1a8010ca-5511-0410-912e-c29ae57300e0
2011-05-28 14:15:41 +00:00
terminx 5a7183ab79 Fix CON_SCRIPTSIZE
git-svn-id: https://svn.eduke32.com/eduke32@1897 1a8010ca-5511-0410-912e-c29ae57300e0
2011-05-27 21:24:01 +00:00
helixhorned 480df8187b set op support for loop highlighting with RCtrl-RShift
git-svn-id: https://svn.eduke32.com/eduke32@1896 1a8010ca-5511-0410-912e-c29ae57300e0
2011-05-24 21:46:51 +00:00
helixhorned 68dff06533 TROR: join sectors to a new bunch. For this, highlight exactly two connected components having the same outline and being TROR-consistent (same height etc.) and press Ctrl-J. Any ambiguity (connect c/f with f/c?, move which component?) is resolved by asking the user. Warning: hot off the keyboard and likely buggy
git-svn-id: https://svn.eduke32.com/eduke32@1895 1a8010ca-5511-0410-912e-c29ae57300e0
2011-05-23 22:42:39 +00:00
helixhorned 4fb043483d Increase default tile cache size to 24M in Mapster32 and add a command-line parameter '-cachesize <kilobytes>'
git-svn-id: https://svn.eduke32.com/eduke32@1894 1a8010ca-5511-0410-912e-c29ae57300e0
2011-05-23 18:07:45 +00:00
helixhorned 5f8cc046cc fix: loop joining/sector splitting with TROR'ed sectors, rendering bugs due to slopes. change keys: [I] toggles invisibility preview, ['I] toggles sprite invisibility bit
git-svn-id: https://svn.eduke32.com/eduke32@1893 1a8010ca-5511-0410-912e-c29ae57300e0
2011-05-23 14:22:32 +00:00
helixhorned e92099b2f7 Polymost:
* rudimentary TROR support
 * free mixing of multi- and single-tile pskies
 * Don't cull models behind you. That is, treat them like floor sprites in that respect. This way large models like corpses don't disappear from the view unexpectedly.

Classic:
 * tweak the last row and column of the translucency table so that e.g. a transparent sprite against a FANSPRITE wall doesn't show up purple (only if Duke3D table is found)

Misc.:
 * fixes TROR-nextwall corruption when deleting sectors
 * tile selector 'goto' now has also completion
 * I forgot a file for the non-OpenGL build last time


git-svn-id: https://svn.eduke32.com/eduke32@1892 1a8010ca-5511-0410-912e-c29ae57300e0
2011-05-22 21:52:22 +00:00
terminx 8e75a11188 Fix some CON compile errors I introduced in r1857
git-svn-id: https://svn.eduke32.com/eduke32@1891 1a8010ca-5511-0410-912e-c29ae57300e0
2011-05-20 02:34:41 +00:00
helixhorned 0c190bfa55 * Auto-grayout for plain old sectors toggled with Ctrl-A. When it is in effect, _all_ sectors which fall outside the [min ceiling z, max floor z] bounds of all active extended sectors are deactivated.
* make it possible to duplicate from extended sectors; all extensions are cleared from them
* lazy hightile loading in tile selector can now be disabled in mapster32.cfg
* fixes USE_OPENGL=0 build


git-svn-id: https://svn.eduke32.com/eduke32@1890 1a8010ca-5511-0410-912e-c29ae57300e0
2011-05-18 22:44:09 +00:00
helixhorned 219dc6dd26 Translucent slope texture mapping; make overhead view always display grayed-out walls instead of only non-TRORed ones
git-svn-id: https://svn.eduke32.com/eduke32@1889 1a8010ca-5511-0410-912e-c29ae57300e0
2011-05-17 21:48:13 +00:00
helixhorned b391bb8ad9 yay, I forgot the example and test map
git-svn-id: https://svn.eduke32.com/eduke32@1888 1a8010ca-5511-0410-912e-c29ae57300e0
2011-05-15 23:23:10 +00:00
helixhorned 137cb06bd6 ~-_-~-_-~ lift the curtain for... ~-_-~-_-~
True  Room
            over
            Room
    (also known as PROR)
  (or YAX)

 ~-_-~-_-~ ~~~~~~~~~~~~~~~~~~~~~~~ ~-_-~-_-~


git-svn-id: https://svn.eduke32.com/eduke32@1887 1a8010ca-5511-0410-912e-c29ae57300e0
2011-05-15 23:16:37 +00:00
helixhorned 873375025f * Include file cleanup by dragging most declarations into editor.h
* more useful auto-red wall feature: if no structure-changing operations have been applied after highlighting and duplicating, now also paste 'visual' fields of outer walls (this is one example of the use of a system that temporarily keeps track of nextwalls for former red lines)
* multi-pkies now have individual parallaxyscale


git-svn-id: https://svn.eduke32.com/eduke32@1886 1a8010ca-5511-0410-912e-c29ae57300e0
2011-05-15 22:37:24 +00:00
terminx 682981b50e Fix SE49 and SE50 breakage
git-svn-id: https://svn.eduke32.com/eduke32@1885 1a8010ca-5511-0410-912e-c29ae57300e0
2011-05-14 02:00:21 +00:00
terminx 19d65b699c Add null ptr check to minitext and fix the quotes for DNCLIP
git-svn-id: https://svn.eduke32.com/eduke32@1884 1a8010ca-5511-0410-912e-c29ae57300e0
2011-05-13 05:48:22 +00:00
helixhorned b9d47fa7df sure enough, I forgot a file
git-svn-id: https://svn.eduke32.com/eduke32@1883 1a8010ca-5511-0410-912e-c29ae57300e0
2011-05-12 23:35:29 +00:00
helixhorned 98456aefe3 -- engine:
* support for free mixing of multi- and single-tile parallaxed skies in classic
* make visibility independent of yxaspect and viewingrange in OpenGL modes

-- editor:
* when dragging walls, restore pixel width after that (only for the left and right walls of pointhighlight, and its nextwalls, if any)
* pasting on walls and auto-aligning them now carries over a few more fields

-- fixes:
* visibility in OpenGL modes wasn't incremented gradually (regression due to making 'clamp' an inline function instead of a macro)
* memory corruption due to calling qlz_compress with less than the recommended surplus storage of 400 bytes
* decorative sprites in the mirror showing non-flipped
* make the subway SE message (much) more helpful by showing which sector the game considers to be the track sector


git-svn-id: https://svn.eduke32.com/eduke32@1882 1a8010ca-5511-0410-912e-c29ae57300e0
2011-05-12 23:31:13 +00:00
plagman 76be874e7e Only invoke pkg-config for non-Windows platforms.
git-svn-id: https://svn.eduke32.com/eduke32@1881 1a8010ca-5511-0410-912e-c29ae57300e0
2011-05-11 22:15:35 +00:00
plagman 8c5492ec2e Fix two warnings I introduced a while back.
git-svn-id: https://svn.eduke32.com/eduke32@1880 1a8010ca-5511-0410-912e-c29ae57300e0
2011-05-11 22:14:06 +00:00
plagman bfd38b4a89 Fixes for building on OpenBSD. Doesn't break Linux, pending Win32 synthesis
results.



git-svn-id: https://svn.eduke32.com/eduke32@1879 1a8010ca-5511-0410-912e-c29ae57300e0
2011-05-11 21:58:19 +00:00
helixhorned a0ca3ed041 fix a.m32 script, inserted light SEs now have nonzero repeat
git-svn-id: https://svn.eduke32.com/eduke32@1878 1a8010ca-5511-0410-912e-c29ae57300e0
2011-05-08 20:12:16 +00:00
helixhorned 203cf0b7b1 A crapload of random stuff.
* Polymer light access to m32script (light[<lightidx>].<field>). As an application, provide a state 'insertlights' that takes the currently active lights and puts them into the map as SEs (e.g. for maphack recovery).
* Prototype of a mechanism to gray out certain portion of a map, making them inactive to various, but not all, editing operations. Highlighting a set of sectors and pressing Ctrl-R will make the Z bounds be [(least ceiling z), (greatest floor z)] of all selected ones, pressing Ctrl-R when no sectors are highlighted will reset them. Not sure if it's for production use at this stage...
* The 'align walls' feature [.] now has three independently toggleable behaviours: recurse nextwalls (toggled when Ctrl is pressed), iterate point2s (disabled when Shift is pressed), and also copy pixel width (toggled when Alt is pressed).
* Make shades clamp instead of overflowing in the editor

Fixes:
* crash when carrying out certain operations on walls with xrepeat 0
* the Pause key on linux. Also make demo recording start on Shift-ScrollLock because ScrollLock alone is too easily pressed when pausing


git-svn-id: https://svn.eduke32.com/eduke32@1877 1a8010ca-5511-0410-912e-c29ae57300e0
2011-05-07 18:23:34 +00:00
helixhorned bd410d8557 fixes a horrible uninitialized value bug with the tag-labeling system
git-svn-id: https://svn.eduke32.com/eduke32@1876 1a8010ca-5511-0410-912e-c29ae57300e0
2011-05-02 21:33:11 +00:00
helixhorned 367afadf39 tweak point deleting for less checksectorpointer calls
git-svn-id: https://svn.eduke32.com/eduke32@1875 1a8010ca-5511-0410-912e-c29ae57300e0
2011-05-02 16:58:11 +00:00
helixhorned 9c3889e59b Fix more overheadmap crashes, this time with 'Last Pissed Time'. Mapster32 now asks to jump to a sector, wall, sprite, or coordinates with 'J. Also fix crash when pressing '-' (not KP-) when aiming at something with tile 0.
git-svn-id: https://svn.eduke32.com/eduke32@1874 1a8010ca-5511-0410-912e-c29ae57300e0
2011-04-28 21:28:33 +00:00
plagman c7280a140b Fix the bug where Mapster32 tile selection would display the detail map of a
tile.



git-svn-id: https://svn.eduke32.com/eduke32@1873 1a8010ca-5511-0410-912e-c29ae57300e0
2011-04-27 14:30:48 +00:00
helixhorned d9a047df8a Fix two overheadmap-related crashes.
git-svn-id: https://svn.eduke32.com/eduke32@1872 1a8010ca-5511-0410-912e-c29ae57300e0
2011-04-25 19:50:08 +00:00
terminx 942c0fc852 Fix NAM/WW2GI support...
git-svn-id: https://svn.eduke32.com/eduke32@1871 1a8010ca-5511-0410-912e-c29ae57300e0
2011-04-25 18:58:14 +00:00
helixhorned 9a0aa6f81e ahem...
git-svn-id: https://svn.eduke32.com/eduke32@1870 1a8010ca-5511-0410-912e-c29ae57300e0
2011-04-22 22:51:03 +00:00
helixhorned 243e50db4b Insert two divide-by-zero checks that seem to fix the overhead map crash, but only with NOASM=1. Fix a couple of Mapster32 bugs and prettify some code there. Fix EDuke32 bug where the demo system overwrote boardname[] while using the file picker, making navigation between directories impossible.
git-svn-id: https://svn.eduke32.com/eduke32@1869 1a8010ca-5511-0410-912e-c29ae57300e0
2011-04-22 22:48:06 +00:00
helixhorned e35be69a0c fix compilation warning
git-svn-id: https://svn.eduke32.com/eduke32@1868 1a8010ca-5511-0410-912e-c29ae57300e0
2011-04-17 17:37:20 +00:00
helixhorned 64e22b9c6f * Support for entering names instead of numbers in various contexts (TAB-autocompletion included): first, when querying for a tile number, and second:
* Tag labeling system for 'link'-type tags, including saving and restoring the tag labels to a separate file '<mapname>.maptags'.  Whether a tag is eligible for linking, is determined by a hardcoded (but extensible via m32script) function.


git-svn-id: https://svn.eduke32.com/eduke32@1867 1a8010ca-5511-0410-912e-c29ae57300e0
2011-04-17 17:01:20 +00:00
helixhorned a2b3b6006c * Correctly draw floor-aligned sprites with non-power-of-two textures in classic renderer.
* Sprite cstat 2048 ('use own shade', [N]) now works more or less. (Issues may arise when combined with sector light effects.)
* Begin work on 'smart' tag labeling system for Mapster32.  Right now, it only displays a '+' after tags with linking semantics.
* 


git-svn-id: https://svn.eduke32.com/eduke32@1866 1a8010ca-5511-0410-912e-c29ae57300e0
2011-04-14 20:48:08 +00:00
helixhorned 1e937bb5aa slightly better linehighlight handling in 2d side-view mode
git-svn-id: https://svn.eduke32.com/eduke32@1865 1a8010ca-5511-0410-912e-c29ae57300e0
2011-04-11 22:28:58 +00:00
helixhorned 621da89b37 fix demo playback on 64-bit systems; bump demo minor version number to reflect changes in r1857
git-svn-id: https://svn.eduke32.com/eduke32@1864 1a8010ca-5511-0410-912e-c29ae57300e0
2011-04-09 22:38:39 +00:00
terminx 6127590367 Add missing ENet license
git-svn-id: https://svn.eduke32.com/eduke32@1863 1a8010ca-5511-0410-912e-c29ae57300e0
2011-04-09 18:58:40 +00:00
helixhorned 5d91ec502a Revert 'move sprites with ceiling/floor'-behaviour, maybe fix tile drawing?
git-svn-id: https://svn.eduke32.com/eduke32@1862 1a8010ca-5511-0410-912e-c29ae57300e0
2011-04-09 15:35:46 +00:00
helixhorned a1c4c6dce7 another 64-bit fix
git-svn-id: https://svn.eduke32.com/eduke32@1861 1a8010ca-5511-0410-912e-c29ae57300e0
2011-04-09 13:28:28 +00:00
helixhorned 76a7799d7c Revise shade preview; fix PGUP/PGDN with selected sectors; allow INS/DEL in 2D side-view mode; 64-bit printf cleanup
git-svn-id: https://svn.eduke32.com/eduke32@1860 1a8010ca-5511-0410-912e-c29ae57300e0
2011-04-09 13:27:08 +00:00
terminx 8eda9d683d Fix crash from http://forums.duke4.net/topic/3719-svn1857-dukeplus/page__view__findpost__p__80340
git-svn-id: https://svn.eduke32.com/eduke32@1859 1a8010ca-5511-0410-912e-c29ae57300e0
2011-04-08 22:05:32 +00:00
terminx ef39c49049 Fuck, oops
git-svn-id: https://svn.eduke32.com/eduke32@1858 1a8010ca-5511-0410-912e-c29ae57300e0
2011-04-07 17:36:11 +00:00
terminx 1fdafcdad6 Cleaning out my tree... mostly internal changes. Adds workaround to disable texture compression with the crappy fglrx driver on Linux, fixes FIRE sprites so that they don't render at their sector's floorz all the time, changes CON compiler around a bit to use a loop instead of calling C_ParseCommand() 10 million times.
git-svn-id: https://svn.eduke32.com/eduke32@1857 1a8010ca-5511-0410-912e-c29ae57300e0
2011-04-07 01:16:29 +00:00
helixhorned 958c207622 editor and makefile tweaks
git-svn-id: https://svn.eduke32.com/eduke32@1856 1a8010ca-5511-0410-912e-c29ae57300e0
2011-03-25 11:42:07 +00:00
terminx f037cdc827 Fix this fuckery: http://forums.duke4.net/index.php?showtopic=3646
git-svn-id: https://svn.eduke32.com/eduke32@1855 1a8010ca-5511-0410-912e-c29ae57300e0
2011-03-24 16:55:44 +00:00
helixhorned 46964b322b * Lazy hightile loading in Mapster32 tile selector (first display all as lowtiles, then load each one while allowing movement)
* Consolidate the various, slightly different, methods of bounding a sprite between a sector's ceiling and floor into one common function
* Fixes for accumulated bugs: shade preview, r_shadescale_unbounded, and a couple of unreported ones
* Yaks, gnus, and bisons...


git-svn-id: https://svn.eduke32.com/eduke32@1854 1a8010ca-5511-0410-912e-c29ae57300e0
2011-03-23 17:41:01 +00:00
helixhorned a01f69c8e3 remove my mudflap related code in makefile.common
git-svn-id: https://svn.eduke32.com/eduke32@1853 1a8010ca-5511-0410-912e-c29ae57300e0
2011-03-19 18:16:41 +00:00
helixhorned 06afc4dcc5 * Comment out some practically dead code (rendmode 1 and 2, pcx screenshots), cutting some 8k from the release binary.
* Refactor two nearly identical chunks in polymost.c into one function in the hope of getting some more, but interestingly that did nothing at all. At least it's more readable this way...
* Commit, but don't enable, code for writing PNG screenshots (I'm tired of converting them every time). Requires libpng which in turn requires zlib.

git-svn-id: https://svn.eduke32.com/eduke32@1852 1a8010ca-5511-0410-912e-c29ae57300e0
2011-03-19 18:07:12 +00:00
terminx cfd4661b0b Don't return the "out of memory" error code from daskinloader() if kplib reports either of the dimensions are 0. Instead, return the generic failure code.
git-svn-id: https://svn.eduke32.com/eduke32@1851 1a8010ca-5511-0410-912e-c29ae57300e0
2011-03-19 18:01:13 +00:00
terminx 9b0cd02e8a angry nerd rage
git-svn-id: https://svn.eduke32.com/eduke32@1850 1a8010ca-5511-0410-912e-c29ae57300e0
2011-03-19 17:59:09 +00:00
terminx 0517f094be Update s_buildDate in preparation for an update of http://eduke32.com/VERSION and eduke32_current.zip
git-svn-id: https://svn.eduke32.com/eduke32@1849 1a8010ca-5511-0410-912e-c29ae57300e0
2011-03-19 17:35:49 +00:00
helixhorned 4dba12a5d3 Tweakery in various places.
Engine stuff:
 * Add 'r_shadescale_unbounded' cvar. When set to 0, OpenGL renderers should never
   draw completely black objects (currently only implemented for Polymost)

Mapster32:
 * Add 'r_shadescale' to config
 * In 3D mode, make SPACE behave the same as holding down a mose button: the
   currently pointed-at object is locked. Required some modification of a.m32
   to play well (i.e. not reset SPACE). This is useful by itself but more so
   in conjunction with the next point
 * make Alt behave as a modifier with PGUP/PGDN: when aiming at a 2-sided wall,
   move the other side's sector's ceiling or floor (only this is new).
 * Auto-alignment of walls can be controlled in a finer grained fashion now:
   When pressing '.', only the immediate neighbors get aligned. Use Ctrl-. for
   the old behaviour.
 * When inserting a point in 2D mode, auto-align the neighboring wall


git-svn-id: https://svn.eduke32.com/eduke32@1848 1a8010ca-5511-0410-912e-c29ae57300e0
2011-03-17 23:37:38 +00:00
plagman 9a51ea8b95 Don't warp mouse if DEBUGGINGAIDS is enabled; this'll make us ignore events if
they happen to exactly go the the center of the screen, but not that big of a
deal.



git-svn-id: https://svn.eduke32.com/eduke32@1847 1a8010ca-5511-0410-912e-c29ae57300e0
2011-03-17 01:27:24 +00:00
helixhorned bdc993bb3c fix getnumber256 crash
git-svn-id: https://svn.eduke32.com/eduke32@1846 1a8010ca-5511-0410-912e-c29ae57300e0
2011-03-14 20:00:13 +00:00
helixhorned 900a115b5a fix lone sector drawing
git-svn-id: https://svn.eduke32.com/eduke32@1845 1a8010ca-5511-0410-912e-c29ae57300e0
2011-03-14 17:36:46 +00:00
terminx faead764ad SDL 1.3 fixes
git-svn-id: https://svn.eduke32.com/eduke32@1844 1a8010ca-5511-0410-912e-c29ae57300e0
2011-03-14 03:10:25 +00:00
helixhorned 16557ff1bb fixes: various ones accumulated in the forum (falling into infinity, stuck in doors), crash in polymer mouse picker when in void space, creation of surplus loops on sector split when sector has weird geometry.
addition: disable sprite sectnum checking with m32script expert mode enabled.

git-svn-id: https://svn.eduke32.com/eduke32@1843 1a8010ca-5511-0410-912e-c29ae57300e0
2011-03-13 11:59:32 +00:00
terminx 44ab4b6ca1 Disable texture compression when ATI's horrible OpenGL implementation is detected
git-svn-id: https://svn.eduke32.com/eduke32@1841 1a8010ca-5511-0410-912e-c29ae57300e0
2011-03-12 16:37:45 +00:00
terminx 3eb9d8fb5c Addresses http://forums.duke4.net/index.php?s=&showtopic=2961&view=findpost&p=77346
git-svn-id: https://svn.eduke32.com/eduke32@1840 1a8010ca-5511-0410-912e-c29ae57300e0
2011-03-11 21:28:04 +00:00
plagman ebfb0b1ad6 MD3 export script for Blender, based off the XReal hosted one and modified to
not prompt you for shader paths, collapsed into a single file and to avoid
transforming normals. This might break for rotations, but I don't think such
transforms should happen with a straight import from ASE -> export to MD3.


git-svn-id: https://svn.eduke32.com/eduke32@1839 1a8010ca-5511-0410-912e-c29ae57300e0
2011-03-11 08:01:43 +00:00
plagman f1c2dcaef8 Blender ASE: fix animation import.
git-svn-id: https://svn.eduke32.com/eduke32@1838 1a8010ca-5511-0410-912e-c29ae57300e0
2011-03-11 04:55:02 +00:00