The texture warping mode will need to be set depending on whether we're
actually drawing a parallaxed sky or not.
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This fixes the vertical (~1 texel wide) stripes that are especially
noticable with tiled art skies and Polymost with r_parallaxskyclamp=1
or Polymer (which always uploads skies with repeating s and t coords).
What constitutes a sky tile is currently hardcoded to be >=78 and <=99.
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and restore_highlighted_sector functions. What this means is that TROR bunches
are now correctly duplicated too (only if all sectors of a given bunch are
highlighted).
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(i.e. first press RAlt, then hold RShift to make it active), consider all
sectors, even the grayed out ones.
This makes 6 modifier keys in 4 categories for RAlt. Can you name them all?
Also spell out the labels that get drawn near the reticle when applying
some of the modifiers and make them not show when not actually selecting
(e.g. pressed RShift alone, but have highlighted sectors)
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that bunches and nextwall links are restores, too. Now, to coalesce two
TROR maps (e.g. for a CBP), one could
do for i allsectors, sethighlightsector i 1
on the console, and then load the 'other' map to copy over the contents
of the first, including all TROR stuff. Note that neither selecting
all sectors with RAlt, nor duplicating them with Insert would lead to
the desired effect (yet).
Internally,
- yax_setbunch() now has different behavior for bunchnums -1, -2 and -3
(it either clears the nextwalls or not)
- build.c has a helper function free_n_ptrs(). This could be handy in
other situations where many blocks of memory must be allocated
consecutively and freed in case of failure
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suboptimal, but at least 'correct' and won't produce the aforementioned
corruptions anymore.
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can be caused by copying map parts from one map to another (or a new one).
The copying system is slightly broken right now....
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next{wall,sector} indices instead of using checksectorpointer() so
that the nextwalls will be restored exactly as they were (provided
that they are copied). Also fix tweaking the sectnums of sprites.
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Called 'loop punching'. In addition to duplicating the loop, the inner
portions of the original and cloned loop are made into a new bunch, and
the loop walls are made to be neighbors, linking their movement to each
other. This gives a way to create island sectors with a differing
bunchnum in the midst of an already extended area.
Usage:
For an extended sector containing a CCW inner loop, select its points
using Ctrl+Shift. Press Ctrl-E to be queried whether to duplicate the
points into the upper or lower extension (even if it's unambiguous).
A number of conditions must be met for a successful 'punch', which
should hopefully be more or less obvious. Among them:
- loop walls should all be red
- the starting wall is only considered among the non-grayed-out ones
- the neighboring sector must not contain points inside or at the loop
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would break out of the 2D mode loop when splitting a sector would exceed
limits.
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- Don't crash when sector joining fails under certain circumstances.
- Increase the point lock (Manhattan) distance from 1/16th to 1/8th
of the grid square length, making it easier to snap to vertices not
lying at the grid points with grid lock on
- When drawing walls, don't snap to any of them except the first drawn
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When having drawn N new points (and having one 'free') and pressing
ENTER, the N line segments between the new points are checked one by
one for intersection with every non-grayed-out wall and a wall vertex
is inserted at every intersecting point. This may be viewed as a
prerequisite for a 'cutter' style tool.
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This function only handles the actual insertion, also taking care of
constrained TROR walls. Anything around the inserting such as backing up
drawn walls or snapping the x/y position to the grid is handled outside.
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The main change consist of adding a key press (and release) callback
whose only purpose is to be used from m32script as EVENT_KEYPRESS.
When entering that event, the RETURN variable will be set to the
keystatus code of the key, and whether it was pressed or released can
be checked by looking at keystatus[] at that code (ifholdkey and
ifhitkey do this). The purpose of this, then, is to be able to remap
keys in a more general (and complicated) fashion than is possible with
the mapster32.cfg 'remap' option. Various other additions build around
this central one:
- add an example EVENT_KEYPRESS to a.m32, among other things emulating
the keypad arrows with Alt-<normal arrows> for notebook convenience;
disabled initially
- a.m32: set 'owner' with Alt-KP2: now Alt-Shift-KP2, because of
collision with the above
- new m32script command: setkey <keycode>, setting keystatus[<keycode>]
to 1 (note: may be restricted to use in EVENT_KEYPRESS only in the
future)
- fix indexing an m32script array with a defined label, there used to
be a 'not a gamevar' error instead
- add the following constant labels for some key codes:
KEY_SCROLL, KEY_F1 .. KEY_F12
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with no highlighted sectors; and when entering 3D mode, even if there are
highlighted sectors. This should have almost no effect, but I find it cleaner
that way.
- Check map for corruption every time an editing change is done. This was
accidentally disabled when commenting out the undo code (which I've yet
to debug).
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of SPACE and C when in side-view mode. Now, this is accomplished by checking
directly in the overheadeditor code.
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selector. This could lead to a crash when OpenGL wasn't initialized before.
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(lazy_tileselector=1 in mapster32.cfg). We're drawing tiles one by one,
so glDrawBuffer(GL_FRONT_AND_BACK) is our friend.
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sector c/f and moving one of them would go beyond the other side (ceilingz >
floorz), don't move any sector c/f at all. When moving only one sector in that
case, move so that ceilingz == floorz.
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Now, if more than one sectors are affected, always move them by the same
amount. That is, if one of them would be sticking against the other side,
don't move the rest. Another change consists of determining the z delta
first, and only then moving the sprites by that amount. This fixes the
problem where you'd e.g. raise a 'floor door' against the ceiling, and the
effector sprites would be raised one time too much, preventing them from
being lowered the next time.
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- new mapster32.cfg and OSD variable 'fixmaponsave_sprites', telling the
editor whether to 'fix' the sprite sectnums on saving and entering 3D
mode. Note that a) sprite sectnums are never fixed when 'script_expertmode'
is enabled, as before, and b) sprites that have out-of-bounds sectnums
are still fixed if a proper sector is found
- if saving and some sprite sectnums have thus been tweaked, inform the
mapper on the status line and print the changes in the OSD
- fix update issue similar to an earlier one: when 'saving as', the astub.c-
based file name is now updated too, so saving with Ctrl-S now saves into
the one save with 'save as' (and not the old one)
- don't attempt to recheck wall pointers from scratch (when saving and running
with -check) if it's a TROR map
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Hopefully this fixes the periodic pausing/unpausing that a few people
have been experiencing.
Also fix build with GCC 3.
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with RAND_MAX > 32767 (everything except Windows?). The 'displayrand' command
now returns values from 0 to 32767 inclusive, across all platforms.
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setactorsoundpitch <actor#> <sound#> <pitchoffset>
which can be used to change the pitch of a playing sound.
The pitch offset has the same meaning as the definesound pitch range endpoints,
i.e. the units are 1/100th of a seminote. Note that just like the random pitch
offset, increasing the pitch makes the sound duration shorter (and vice versa).
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member, so maybe not *that* bad) and an invalid memory access when trying to
access a per-player gamevar in a player-less context (e.g. WGR2 SVN r25
WGR2GAME.CON line 10448).
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playback functions. Without these, there would be an uninitialized access
in line 444 of multivoc.c (if the memory in question was allocated with malloc,
but still...)
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and some VoiceNode struct members with a const, commit forgotten vorbis.c
changes.
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last one + this one:
A couple of tweaks against accidental overwriting of maps.
- first, fix a bug where the map name wasn't reset to 'newboard.map' when starting a
new map
- When saving with Ctrl-S, query the user for confirmation and also show the file name
where the map will be written
- when going into the ESC-menu, print the file name where the map will be written
on pressing 'S' above the '(S)ave' text
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Keep in mind that MUSICANDSFXs with ambient sounds must still have lotags
less than 999 because values >=1000 are used for the amount of reverb.
(999 can't be used because the original code reads '< 999' and I'm not
sure whether it has any special significance... probably not though)
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