Various code checked for switch tiles in the following manner,
for (ii=0; ii<2; ii++)
switch (DynamicTileMap[sprite[i].picnum-1+ii]) { case SOME_SWITCH: ... }
which blows for picnum 0. Now, we simply disallow it.
git-svn-id: https://svn.eduke32.com/eduke32@2174 1a8010ca-5511-0410-912e-c29ae57300e0
(getzrange, hitscan, clipmove, drawmapview).
They're reproducible with DNE1.3D; Since these angle values most likely come
from CON code, my suggestion would be to bit-and all values representing angles
with 2047 when setting the from CON, but I'd have to think about potential
side-effects of doing this.
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callback 'G_Polymer_UnInit'.
- In astub.c, reset spritelightid to -1 when nulling the spritelightptr of
a sprite (no crashes observed, just precaution)
- In sdlayer.c, catch SIGILLs with our signal handler too, since illegal
instructions are what the instrumented debug builds will execute when
attempting to carry out an undefined (per C) operation.
git-svn-id: https://svn.eduke32.com/eduke32@2169 1a8010ca-5511-0410-912e-c29ae57300e0
How in the name of hell this could pass undetected for so long is a
mystery to me.
git-svn-id: https://svn.eduke32.com/eduke32@2163 1a8010ca-5511-0410-912e-c29ae57300e0
values; check the color index that is potentially gotten from the string to
be printed.
git-svn-id: https://svn.eduke32.com/eduke32@2162 1a8010ca-5511-0410-912e-c29ae57300e0
menu. If some sectors are highlighted, save their indices. The highlighting
of those particular sectors can then be restored at a later time (but careful
across structural modifications that tweak sector indices) by running the same
function. Shares a 'gamearray' with function 'collect_teleporting_sectors',
so the latter will reset this one when run.
git-svn-id: https://svn.eduke32.com/eduke32@2155 1a8010ca-5511-0410-912e-c29ae57300e0
one sector was filled and the 'clear bunch' message was displayed even if the
operation was canceled.
git-svn-id: https://svn.eduke32.com/eduke32@2153 1a8010ca-5511-0410-912e-c29ae57300e0
represents a pointer into the script for label types other than LABEL_DEFINE
instead of checking inclusion of the value in the script bounds. This
assertion was tested with WGR2 SVN.
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them has a different height, print the sectnums of two differing sectors
to so that the mapper can find and examine them with Ctrl-J.
git-svn-id: https://svn.eduke32.com/eduke32@2146 1a8010ca-5511-0410-912e-c29ae57300e0
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
git-svn-id: https://svn.eduke32.com/eduke32@2130 1a8010ca-5511-0410-912e-c29ae57300e0
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.
git-svn-id: https://svn.eduke32.com/eduke32@2125 1a8010ca-5511-0410-912e-c29ae57300e0
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.
git-svn-id: https://svn.eduke32.com/eduke32@2123 1a8010ca-5511-0410-912e-c29ae57300e0
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
git-svn-id: https://svn.eduke32.com/eduke32@2122 1a8010ca-5511-0410-912e-c29ae57300e0
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.
git-svn-id: https://svn.eduke32.com/eduke32@2119 1a8010ca-5511-0410-912e-c29ae57300e0
selector. This could lead to a crash when OpenGL wasn't initialized before.
git-svn-id: https://svn.eduke32.com/eduke32@2117 1a8010ca-5511-0410-912e-c29ae57300e0
(lazy_tileselector=1 in mapster32.cfg). We're drawing tiles one by one,
so glDrawBuffer(GL_FRONT_AND_BACK) is our friend.
git-svn-id: https://svn.eduke32.com/eduke32@2115 1a8010ca-5511-0410-912e-c29ae57300e0
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.
git-svn-id: https://svn.eduke32.com/eduke32@2112 1a8010ca-5511-0410-912e-c29ae57300e0
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.
git-svn-id: https://svn.eduke32.com/eduke32@2111 1a8010ca-5511-0410-912e-c29ae57300e0
- 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
git-svn-id: https://svn.eduke32.com/eduke32@2110 1a8010ca-5511-0410-912e-c29ae57300e0
Hopefully this fixes the periodic pausing/unpausing that a few people
have been experiencing.
Also fix build with GCC 3.
git-svn-id: https://svn.eduke32.com/eduke32@2108 1a8010ca-5511-0410-912e-c29ae57300e0
with RAND_MAX > 32767 (everything except Windows?). The 'displayrand' command
now returns values from 0 to 32767 inclusive, across all platforms.
git-svn-id: https://svn.eduke32.com/eduke32@2105 1a8010ca-5511-0410-912e-c29ae57300e0
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).
git-svn-id: https://svn.eduke32.com/eduke32@2104 1a8010ca-5511-0410-912e-c29ae57300e0
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).
git-svn-id: https://svn.eduke32.com/eduke32@2102 1a8010ca-5511-0410-912e-c29ae57300e0
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...)
git-svn-id: https://svn.eduke32.com/eduke32@2101 1a8010ca-5511-0410-912e-c29ae57300e0
and some VoiceNode struct members with a const, commit forgotten vorbis.c
changes.
git-svn-id: https://svn.eduke32.com/eduke32@2100 1a8010ca-5511-0410-912e-c29ae57300e0
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)
git-svn-id: https://svn.eduke32.com/eduke32@2093 1a8010ca-5511-0410-912e-c29ae57300e0
cursor, query the mapper to pick one. The joining can still fail afterwards,
which makes it only a semi-automatic helper feature.
git-svn-id: https://svn.eduke32.com/eduke32@2092 1a8010ca-5511-0410-912e-c29ae57300e0
allowed circle-walls started on the unconstrained _other_ side of a constrained
wall. Also fix a potential invalid wall access when inserting a point (pretty
serious, that!)
git-svn-id: https://svn.eduke32.com/eduke32@2091 1a8010ca-5511-0410-912e-c29ae57300e0
also for make-circle (C, SPACE). There's still a TROR corruption happening
probably when inserting on constrained walls, but I've yet to get behind the
real cause.
git-svn-id: https://svn.eduke32.com/eduke32@2090 1a8010ca-5511-0410-912e-c29ae57300e0
some wall drawing state is ripped out from overheadeditor() into a
a file-scope struct (even if we don't yet need it there). If the deleting
touches the first drawn point, the walls drawn so far are cleared.
git-svn-id: https://svn.eduke32.com/eduke32@2089 1a8010ca-5511-0410-912e-c29ae57300e0
overheadeditor() by allocating temp variables in the blocks where they
are needed.
git-svn-id: https://svn.eduke32.com/eduke32@2088 1a8010ca-5511-0410-912e-c29ae57300e0
- fix arg checking in checkdefs.sh
- some tilenum and quote ID validation in the CON interpreter
- G_DrawDigiNum and friends: eliminate redundant strlen calls
git-svn-id: https://svn.eduke32.com/eduke32@2086 1a8010ca-5511-0410-912e-c29ae57300e0
ATI cards.
From the time of OpenGL initialization, gamma lookup in classic/fullscreen
will be done in software. Before that, always do a setgamma() after setting the
palette, since this is what resets the HW gamma. However, this may lead to
unappealing artifacts with portions of the scene being sent to the screen with
different gammas.
git-svn-id: https://svn.eduke32.com/eduke32@2085 1a8010ca-5511-0410-912e-c29ae57300e0
add it to the 'all' target instead
source/midi.c: eliminate one 'variable set but not used' warning
git-svn-id: https://svn.eduke32.com/eduke32@2084 1a8010ca-5511-0410-912e-c29ae57300e0
maybe replace them with the proper names.
Usage:
checkdefs.sh <some.def> [[<some_dir>] -patch]
<some_dir> is taken to be the base directory of the search path.
-patch uses 'sed -i' to replace the offending findings
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We pack our own copy of glext.h to avoid build breakages on older environments,
and having gl.h include its own was defeating all that.
git-svn-id: https://svn.eduke32.com/eduke32@2080 1a8010ca-5511-0410-912e-c29ae57300e0
fashion. Among other things, this makes the FOV widening when shrunk
work. User CON code should always check the initial viewingrange value
when attempting to do FOV effects like zoom, because it is not guaranteed
to be 65536 due to different screen aspect ratios etc.
git-svn-id: https://svn.eduke32.com/eduke32@2078 1a8010ca-5511-0410-912e-c29ae57300e0
First, when pressing 'S on signed members (like the shade), display
the real signed value instead of the value cast to an unsigned type.
Second, when aiming at an overwall and pressing G, affect the overwall
instead of the wall. Maybe these changes affect a few other queries too...
git-svn-id: https://svn.eduke32.com/eduke32@2077 1a8010ca-5511-0410-912e-c29ae57300e0
ceilings or floors. In such cases, you're not squished unconditionally (instead
of fetching the ceiling or floor height of the neighbor sector), but TROR isn't
meant for small-scale RoR anyway.
git-svn-id: https://svn.eduke32.com/eduke32@2071 1a8010ca-5511-0410-912e-c29ae57300e0
polymer_addlight(). I have no idea whether it's the 'right' thing,
but it fixes this:
Conditional jump or move depends on uninitialised value(s)
at polymer_updatelights (polymer.c:5090)
by polymer_drawrooms (polymer.c:938)
. . .
Uninitialised value was created by a stack allocation
at loadmaphack (engine.c:9482)
Fix another uninitialized access when rendering jpegs.
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This fixes a crash when loading a map afterwards.
Tweak a few debugging messages and some whitespace.
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Also move a 'int16_t editstatus' declaration from polymost.c to engine_priv.h.
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My choice of solution is simply to add an extra set of values duplicating the previous five because doing so would definitely show the user no changes. I could have tinkered with the messy loop where the out-of-bounds references are made but there is no guarantee I could have succeeded or kept compatibility.
git-svn-id: https://svn.eduke32.com/eduke32@2061 1a8010ca-5511-0410-912e-c29ae57300e0
Getting the texture handles without requiring invalidation means we can
handle ART-animating tilenums without impacting performance too much.
git-svn-id: https://svn.eduke32.com/eduke32@2058 1a8010ca-5511-0410-912e-c29ae57300e0
Polymer has a hack that snaps horiz values of spotlights between 90 and 110
to 90 and 110 to avoid triggering aliasing artifacts with perfectly horizontal
spotlights. Propagate that change all the way to the spotlight SE sprite so
that the code won't think that the horiz is always different from the light
and mark it invalid each frame.
git-svn-id: https://svn.eduke32.com/eduke32@2057 1a8010ca-5511-0410-912e-c29ae57300e0
This won't actually do anything until the a debug bit is added when
creating the context, but that requires support for GLX_create_context
which SDL doesn't support. I'll add support for WGL_create_context to
winlayer in a bit as a stopgap.
Also updates our local copy of glext.h with a fresh one from the
Khronos registry.
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We need to Y-invert the projection texcoords when sampling
from the lightmap.
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Sprites would stick with their old material on global palette change.
This goes through all prsprites and clobbers their CRCs so that an
alternate skin / tint / highpal can be applied accordingly.
git-svn-id: https://svn.eduke32.com/eduke32@2053 1a8010ca-5511-0410-912e-c29ae57300e0
The winding order of faces is different if only flipping about X or Y,
and we were unconditionally culling CW faces.
git-svn-id: https://svn.eduke32.com/eduke32@2052 1a8010ca-5511-0410-912e-c29ae57300e0
the nextwall pointers correctly; Add some 'asksave=1' and 'make old-nextwalls
invalid'.
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First, if we're in Polymer, don't precache tinted tiles that have a highpal
for that certain pal. Second, don't precache tiles for palnum 251 (the last
non-reserved one, which is used as a crosshair pal). Assuming that there are
no other tints, this cuts the initial precache time and cache size on disk in
half.
git-svn-id: https://svn.eduke32.com/eduke32@2045 1a8010ca-5511-0410-912e-c29ae57300e0
of the picnums of all sprites, omit the newly inserted sprite itself!
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three individual loops and compile the enclosing function at -O3 (-O1 for
debugging builds). Now, the time for this conversion ranges from 7 to 18
ms per frame across various tested machines, a clear improvement.
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This way, crashlogs will really be appended. Additionally, print a time
at the end of each backtrace.
winlayer.c: load ebacktrace1.dll instead of the old one
Makefile.common: when building with DEBUGANYWAY=1, don't omit frame pointers
This will let us get a stack trace for crashes with the release build code.
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and build our own DLL, now called ebacktrace1.dll. The change consists of
breaking the link to the libintl lib and its dependencies, so the backtrace dll
is now the only one required.
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./configure --disable-vp8-encoder --disable-multithread
Also add VPX/VP8 headers for an easy build on Windows. Throw in the
necessary lines into the Makefile but do not enable VPX support yet.
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- when pasting to walls or maskwalls, the following user bits are kept now:
4 (top/bottom alignment [O])
1+64 (blocking, hitscan)
8+256 (x/y-flip)
- print '(one-sided)' when pressing Shift + ([B] or [H]) on a wall
git-svn-id: https://svn.eduke32.com/eduke32@2033 1a8010ca-5511-0410-912e-c29ae57300e0
Keep track of which side is getting culled, swap around mirrors, swap
around model drawing.
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is picked" but still not perfect. In particular, sometimes a wrong wall is
selected, and sprites don't get picked through portals. As a rule of thumb,
don't be too far away from the objects you're modifying in 3D mode.
git-svn-id: https://svn.eduke32.com/eduke32@2030 1a8010ca-5511-0410-912e-c29ae57300e0
before, and additionally a mode that doesn't clip against masked walls
and sprites.
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