the additional rendering pass
- Remove r_preview_mouseaim cvar from the game, since it's only for Mapster
- sdlmusic.c: (Failed) attempt to fix a call of waitpid() with a non-existent
process ID in the external MIDI playing code. I think there's a race there...
git-svn-id: https://svn.eduke32.com/eduke32@2025 1a8010ca-5511-0410-912e-c29ae57300e0
Specifically, now also consider the sprite tile's yoffset, and fix an
issue when a tsprite got duplicated 'toward' the viewer. Also add a
couple of tests in trueror1.map.
git-svn-id: https://svn.eduke32.com/eduke32@2004 1a8010ca-5511-0410-912e-c29ae57300e0
With script_expertmode enabled, SHIFT-BACKSPACE clears the upwall link and CTRL-
BACKSPACE the downwall link. These functions are useful because the automatic
nextwall determination code sometimes gets it wrong (not corrupting anything) or
if you want to vertically displace a sector attached to a higher or lower level.
Also add the exploding ceiling example to the TROR test map.
git-svn-id: https://svn.eduke32.com/eduke32@1997 1a8010ca-5511-0410-912e-c29ae57300e0
* 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
* 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
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