That is, make interpolation work properly there -- both when 'using' a
VIEWSCREEN and when rendering the scene onto a TILE_VIEWSCR. This makes
a difference only if the camera is in a moving sector.
git-svn-id: https://svn.eduke32.com/eduke32@4847 1a8010ca-5511-0410-912e-c29ae57300e0
- At a given time, at most one viewscreen may display TILE_VIEWSCR, namely
that one which is g_curViewscreen
- sync kinds of distance to compare against VIEWSCREEN_ACTIVE_DISTANCE (was
Manhattan vs. dist(), now both the latter)
- fix resetting to VIEWSCREEN tile when player is greater from it than that
distance. When the player is closer to it again, it is *not* reset to
TILE_VIEWSCR.
- more sync'd g_curViewscreen and sprite[i].yvel (for 'i' being the viewscreen
sprite)
Note: in a multiplayer context, this needs to be thought about once more.
git-svn-id: https://svn.eduke32.com/eduke32@4843 1a8010ca-5511-0410-912e-c29ae57300e0
Also, rewrite the loops in Gv_Free() and Gv_Clear() in the plain fashion so
that they are correct even if the number of gamearrays exceeds the number of
gamevars.
git-svn-id: https://svn.eduke32.com/eduke32@4839 1a8010ca-5511-0410-912e-c29ae57300e0
Specifically, we must make sure that dasizeof <= LZWSIZE (or so) in
c1d_{read,write}_compressed() (what the assertion in the last commit was about,
and is now redundant). This fixes saving of e.g. large gamearrays with the C-CON
build. Bump BYTEVERSION.
An alternative for setting dasizeof to 1 would be to factor it and keep dividing
as long as it's > LZWSIZE.
git-svn-id: https://svn.eduke32.com/eduke32@4838 1a8010ca-5511-0410-912e-c29ae57300e0
Analogously to the way models are processed in a deferred manner for Polymer.
git-svn-id: https://svn.eduke32.com/eduke32@4836 1a8010ca-5511-0410-912e-c29ae57300e0
defs.c: sync some dup'd code for 'definevoxel' and 'voxel' DEF tokens.
engine.c: factor out PolymerProcessModels().
git-svn-id: https://svn.eduke32.com/eduke32@4835 1a8010ca-5511-0410-912e-c29ae57300e0
The only semantic change is that an out-of-sync instance of a distance to
check (viewscreen sprite <-> player sprite) is changed in
actors.c:G_MoveStandables(), from 2048 (as in Duke3D 1.5) to 8192, now
represented by the define VIEWSCREEN_ACTIVE_DISTANCE. I have not yet observed
any change in behavior regarding this change (but there ought to be one).
Also, in DNCOORDS display, print 'totalclock' count, too.
git-svn-id: https://svn.eduke32.com/eduke32@4831 1a8010ca-5511-0410-912e-c29ae57300e0
This prevents displaying W_FORCEFIELD+1 masks (as e.g. in front of viewscreens)
completely black with ART mapping. The old behavior, which is inconsistent with
classic, is kept for one-sided masked walls, though.
git-svn-id: https://svn.eduke32.com/eduke32@4830 1a8010ca-5511-0410-912e-c29ae57300e0
*Move the FPS display down from the top of the screen, as we do for quotes.
*Don't show a non-functional mouse cursor in the center of the screen.
*Don't display the "Startup window" option in Game Settings.
*Display the IR pointer crosshair in addition to the aiming crosshair, not instead of it.
*Eliminate some assumptions from wiibuild.bat.
*DONT_BUILD.
git-svn-id: https://svn.eduke32.com/eduke32@4818 1a8010ca-5511-0410-912e-c29ae57300e0
So that stack traces can be gotten with optimized DEBUGANYWAY builds, e.g. for
Linux's 'perf' --> flame graphs. DONT_BUILD.
git-svn-id: https://svn.eduke32.com/eduke32@4817 1a8010ca-5511-0410-912e-c29ae57300e0