whenever we change to another renderer etc. and define it for the game and
editor. The purpose of the function is to clean up references to Polymer
resources like lights.
This fixes 1) all lights becoming spot lights in the game and 2)
an issue with maphack lights in the editor (can't recall which exactly).
git-svn-id: https://svn.eduke32.com/eduke32@2006 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
This makes the latter also correct when testing a map from the editor.
git-svn-id: https://svn.eduke32.com/eduke32@2001 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
TROR portals that works with a little help from updatesectorz() (change not visible
from CON code). Relies only on the presence of an extension whose portal isn't
blocked and also plays nicely with corner cases like being shrunk and enabling
the jetpack. This should fix the upward moving platforms in WGR2.
git-svn-id: https://svn.eduke32.com/eduke32@1996 1a8010ca-5511-0410-912e-c29ae57300e0
on the command-line isn't found (instead of saying nothing)
* editor: Move inconsistent (stat&2)/heinum detection into the corruption
checker. This makes a lot of original maps spew countless 'errors', but
it's preferable for new maps since such floors and ceilings could behave
strangely with TROR.
git-svn-id: https://svn.eduke32.com/eduke32@1995 1a8010ca-5511-0410-912e-c29ae57300e0
In cases where performing occlusion queries for multiple red walls
leading to the same sector, we would sometimes leak a number of
query objects. This was apparently harmless on NVIDIA drivers, but
would leak tons of memory on ATI.
git-svn-id: https://svn.eduke32.com/eduke32@1993 1a8010ca-5511-0410-912e-c29ae57300e0
The code was using the Polymer-cached version of the sector cstat to
determine the translucency of its diffuse material, meaning it would
never get it right on the first try; that's what you get for having
completely different variables named 's' and 'sec'.
git-svn-id: https://svn.eduke32.com/eduke32@1991 1a8010ca-5511-0410-912e-c29ae57300e0
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
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
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
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
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
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
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
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
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
- 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
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
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
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
* 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
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
* 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