- Don't attempt to play an ANM file if it is empty (warn) or too short (error).
- If failing to read IVF file header or initializing VPX codec, don't play ANM.
- Return early from gltexapplyprops() if not in GL modes.
git-svn-id: https://svn.eduke32.com/eduke32@3628 1a8010ca-5511-0410-912e-c29ae57300e0
While the functionality was already internally in place for gametext as one of two hacks using ROTATESPRITE_MAX (the other still used by minitext_() to align with the statusbar) we must codify a bit in the engine for safe external use. (Otherwise, ROTATESPRITE_MAX could/would theoretically increase and leave modders high and dry.)
(Dev note: In G_DrawTXDigiNumZ(), ROTATESPRITE_MAX was used to bitshift the value used to calculate digit spacing for no reason I can ascertain other than to introduce rounding errors into the zoom/textscale calculations. It was never used anywhere, so I removed it.)
Bonus: The scaling code for digitalnumberz and gametextz has been modified so that the spacing is no longer affected by rounding errors. Try animating the zoom value and compare how the text used to jump but now does not.
git-svn-id: https://svn.eduke32.com/eduke32@3608 1a8010ca-5511-0410-912e-c29ae57300e0
Previously, only the <0 condition was checked. However, the passed sectnums
could be >= MAXSECTORS (at least in C-CON), for example when issuing 'canseespr'
on a sprite not in the game world.
git-svn-id: https://svn.eduke32.com/eduke32@3603 1a8010ca-5511-0410-912e-c29ae57300e0
... into a macro MFLAGS_NOCONV(m). Since it currently expands to (0), some dead
code will be eliminated.
Introduce a "compilation option" macro DO_MD2_MD3_CONV in mdsprite.c.
git-svn-id: https://svn.eduke32.com/eduke32@3588 1a8010ca-5511-0410-912e-c29ae57300e0
This enables ART animations to take effect on voxels in classic, voxels and models in Polymost, and models in Polymer.
git-svn-id: https://svn.eduke32.com/eduke32@3580 1a8010ca-5511-0410-912e-c29ae57300e0
- Make _buildargv[_buildargc] NULL.
- With SDL layer, pass argv and argc directly and get rid of _build* ones.
- Add tilesiz* to dynsymlists.
git-svn-id: https://svn.eduke32.com/eduke32@3573 1a8010ca-5511-0410-912e-c29ae57300e0
This fixes an update issue: start EDuke32 without warping to a map in Polymost,
change to classic, and change to Polymost again. The OSD background will be
displaced.
git-svn-id: https://svn.eduke32.com/eduke32@3525 1a8010ca-5511-0410-912e-c29ae57300e0
If m32script gamevar "move_by_one" is nonzero, the some keys move the
"player arrow" by increments of 1:
- Without SHIFT: LEFT/RIGHT absolute x, DOWN/UP absolute y, A/Z absolute z.
- With SHIFT: DOWN/UP (unbounded!) horiz, LEFT/RIGHT angle.
This can be useful to debug renderer bugs that show a high sensitivity to the
exact location ("are transient in space").
git-svn-id: https://svn.eduke32.com/eduke32@3509 1a8010ca-5511-0410-912e-c29ae57300e0
Face- and wall-aligned sprites are drawn using the wall routines in BUILD.
However, the per-x-screen-coordinate distance (swall[]) is calculated in a way
that potentially incurs great precision loss (for example 5 bits for
xdimen=1280, yxaspect=65536). This leads to the starting (top) vertical texture
coordinate possibly wrapping to large values, leaving an unsightly "stray line"
on top of the sprite from certain viewing angles/horiz values.
The approach to fix it has two parts: first, the distance is calculated using
float values, preventing the precision loss. Because this doesn't fully prevent
the unwanted lines, the texture coords are clamped to the mininum and maximum
(0 and UINT32_MAX respectively) when calculating them for sprites.
Note that stray lines may still appear at the *bottom* of sprites under certain
circumstances, for example when viewing at a y-flipped sprite from above.
These should be less noticable in real-world usage though.
The feature is guarded by a macro HIGH_PRECISION_SPRITE in case using floating
point or 64-bit integers is undesirable/impossible on some platforms.
git-svn-id: https://svn.eduke32.com/eduke32@3483 1a8010ca-5511-0410-912e-c29ae57300e0
That is, first check if the sprite is in the game world and then if it
already has the desired sector or status number. This doesn't change anything
in our codebase, since the return values of these functions are never examined.
git-svn-id: https://svn.eduke32.com/eduke32@3474 1a8010ca-5511-0410-912e-c29ae57300e0
The usual: declare locals more tightly, const-qualify them where it helps
readability, remove dead code...
git-svn-id: https://svn.eduke32.com/eduke32@3470 1a8010ca-5511-0410-912e-c29ae57300e0
Most of them are already aligned to their natural boundaries, so lowering
the alignment to 1 byte can only worsen things by making the C compiler
generate poorer (unaligned access) code for some platforms.
The layout of structures is not specified by the C Standard, but is rather
given by a particular platform + toolchain's ABI (application binary interface).
Most ABIs follow the expected pattern "alignment of scalars is their size,
alignment of arrays is that of its element type, alignment of structs is the
maximum alignment of its members". A couple of links to particular ABIs are
given in build.h.
Problems are expected with archs that care about unaligned access when a pointer
to a non-packed struct is taken that resides in a packed aggregate, but these
uses should be weeded out (I'm not sure if there are any in our codebase).
The following types are affected, only hitdata_t changes its size:
sectortype, walltype, spritetype, spriteext_t, spritesmooth_t,
struct validmode_t, picanm_t, palette_t, vec2_t, vec3_t, hitdata_t.
git-svn-id: https://svn.eduke32.com/eduke32@3455 1a8010ca-5511-0410-912e-c29ae57300e0
Its only use is to have a actor -> tsprite mapping for the EVENT_ANIMATESPRITE
event and .tspr will be set before it is run.
git-svn-id: https://svn.eduke32.com/eduke32@3448 1a8010ca-5511-0410-912e-c29ae57300e0