Also,
- add a static assertion to engine.c
- gameexec.c: compile out an unused function in Lunatic builds
git-svn-id: https://svn.eduke32.com/eduke32@4451 1a8010ca-5511-0410-912e-c29ae57300e0
This makes the game not process as many ticks as have elapsed during the saving
afterwards.
git-svn-id: https://svn.eduke32.com/eduke32@4450 1a8010ca-5511-0410-912e-c29ae57300e0
The extended PALETTE.DAT format can now carry a trailing byte, called
'lognumalphatables'. If it is present, the engine assumes that alpha blending
tables are loaded at blend indices 1 to 1<<lognumalphatables and handles
rotatesprite's alpha and spriteext[].alpha accordingly.
The ability to save this new byte is added to engine.lua:savePaletteDat()
and the corresponding convenience functions in shadexfog.lua.
Examples test/screentext.con and test/sprite_access.con are updated for
demonstration purposes.
git-svn-id: https://svn.eduke32.com/eduke32@4426 1a8010ca-5511-0410-912e-c29ae57300e0
The overall situation is thus as follows:
- in C and from Lua, that member is called 'fogpal'
- In CON (both C-CON and LunaCON), it's 'fogpal' with 'alignto' being an alias;
'filler' wasn't available before, either.
- In m32script, it's 'fogpal' or 'alignto' ('filler' is not available any more)
git-svn-id: https://svn.eduke32.com/eduke32@4416 1a8010ca-5511-0410-912e-c29ae57300e0
That is, if that member has a nonzero value, that one is taken for the color of
the GL fog instead of (most of the time) sector[].floorpal. "Sky sectors", that
is, skyboxes or simply parallaxed floors/ceilings are *not* handled.
git-svn-id: https://svn.eduke32.com/eduke32@4415 1a8010ca-5511-0410-912e-c29ae57300e0
Also, extend the documentation for r_usenewshading a little. Specifically,
note when the different modes were introduced. BUILD_LUNATIC.
git-svn-id: https://svn.eduke32.com/eduke32@4410 1a8010ca-5511-0410-912e-c29ae57300e0
It was plainly noticeable in the editor's tile info display, for
example.
git-svn-id: https://svn.eduke32.com/eduke32@4409 1a8010ca-5511-0410-912e-c29ae57300e0
This is done by factoring out some polymer.c:polymer_getbuildmaterial() code
into polymer_eligible_for_artmapping() and using that. The one in polymer.c
can still determine to not use ART mapping on some ("rare"?) occasions, so
it's not 100% in sync.
git-svn-id: https://svn.eduke32.com/eduke32@4407 1a8010ca-5511-0410-912e-c29ae57300e0
- factor out eligible_for_tileshades()
- remove some rendmode 1 code
- move some auto vars further down
git-svn-id: https://svn.eduke32.com/eduke32@4406 1a8010ca-5511-0410-912e-c29ae57300e0
With this mode, the near distance of the linear fog is always 0, unlike being
negative with r_usenewshading 2.
git-svn-id: https://svn.eduke32.com/eduke32@4393 1a8010ca-5511-0410-912e-c29ae57300e0
Fix a case in G_MovePlayers(), where the player sprite's shade is approached
toward the ceiling/floor's shade. Before, it could stop at one above or below!
git-svn-id: https://svn.eduke32.com/eduke32@4392 1a8010ca-5511-0410-912e-c29ae57300e0
Make Mapster32 save as map-text if there is a wall with non-zero 'blend'.
git-svn-id: https://svn.eduke32.com/eduke32@4368 1a8010ca-5511-0410-912e-c29ae57300e0
For a 1680x1050 scene standing directly in front of a mirror, this increases
FPS from ~90 to ~95 for me.
git-svn-id: https://svn.eduke32.com/eduke32@4363 1a8010ca-5511-0410-912e-c29ae57300e0
One potential use is to add r_togglecomposition "0" if you don't like Aero turning on and off every time you switch between 2D mode and 32-bit 3D mode.
git-svn-id: https://svn.eduke32.com/eduke32@4344 1a8010ca-5511-0410-912e-c29ae57300e0
- Mapster32: before loading LOOKUP.DAT, set palookup[0][239]=239 to
make an identity map of the base shade table's shade 0
- Rewrite color index remapping case of makepalookup() for clarity
BUILD_LUNATIC.
git-svn-id: https://svn.eduke32.com/eduke32@4336 1a8010ca-5511-0410-912e-c29ae57300e0