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
* New shade/visibility calculation code, which is activated with 'r_usenewshading' (on by default), and is closer to the classic look. Also tweak the FOGSCALE macro to have approximately the same fog distance with all renderers.
* Mapster32: END modifier to RShift. If it's pressed when RShift is released, sprites which are in grayed out sectors are also selected; Make changing shade affect all highlighted sprites in 3D mode (when aiming at one of them).
* some debug code to watch out for suspicious glGenTexture/glDeleteTextures calls, not active.
git-svn-id: https://svn.eduke32.com/eduke32@1943 1a8010ca-5511-0410-912e-c29ae57300e0
* Consolidate the various, slightly different, methods of bounding a sprite between a sector's ceiling and floor into one common function
* Fixes for accumulated bugs: shade preview, r_shadescale_unbounded, and a couple of unreported ones
* Yaks, gnus, and bisons...
git-svn-id: https://svn.eduke32.com/eduke32@1854 1a8010ca-5511-0410-912e-c29ae57300e0
* Refactor two nearly identical chunks in polymost.c into one function in the hope of getting some more, but interestingly that did nothing at all. At least it's more readable this way...
* Commit, but don't enable, code for writing PNG screenshots (I'm tired of converting them every time). Requires libpng which in turn requires zlib.
git-svn-id: https://svn.eduke32.com/eduke32@1852 1a8010ca-5511-0410-912e-c29ae57300e0
Engine stuff:
* Add 'r_shadescale_unbounded' cvar. When set to 0, OpenGL renderers should never
draw completely black objects (currently only implemented for Polymost)
Mapster32:
* Add 'r_shadescale' to config
* In 3D mode, make SPACE behave the same as holding down a mose button: the
currently pointed-at object is locked. Required some modification of a.m32
to play well (i.e. not reset SPACE). This is useful by itself but more so
in conjunction with the next point
* make Alt behave as a modifier with PGUP/PGDN: when aiming at a 2-sided wall,
move the other side's sector's ceiling or floor (only this is new).
* Auto-alignment of walls can be controlled in a finer grained fashion now:
When pressing '.', only the immediate neighbors get aligned. Use Ctrl-. for
the old behaviour.
* When inserting a point in 2D mode, auto-align the neighboring wall
git-svn-id: https://svn.eduke32.com/eduke32@1848 1a8010ca-5511-0410-912e-c29ae57300e0
fix FastLZ mipmap corruption issue
fix Polymer MSVC warnings
rewrote qsprintf to take up to 32 parameters, either quotes or gamevars
added qstrncat to concatenate n characters of one quote to another
exposed internal sectorofwall() function to CON
changed CON parser to count ( ) ; and , as whitespace so people can make their code more readable
added ACTIVATOR and ACTIVATORLOCKED support to SE49 and SE50
added SPRITE_USEACTIVATOR flag to allow actor execution based on whether a sector is "locked" or not
rearranged a few structures for faster array lookups
fixed EVENT_HOLSTER
git-svn-id: https://svn.eduke32.com/eduke32@1457 1a8010ca-5511-0410-912e-c29ae57300e0