Because gltexinvalidate*() could be called too often when setgamepalette is used
while having a tint overlaid else. Pending thorough analysis/reworking of the
32-bit mode base palette handling / texture invalidation.
git-svn-id: https://svn.eduke32.com/eduke32@2620 1a8010ca-5511-0410-912e-c29ae57300e0
That is, have a second loop over all models run for each deleted tex and
null the texname. This is ugly, sure, but it's better than calling
glDeleteTextures on stale names.
git-svn-id: https://svn.eduke32.com/eduke32@2619 1a8010ca-5511-0410-912e-c29ae57300e0
Specifically, it was in the "determine searchwall when aiming at floor or
ceiling" part. Now, if prsectors[]->ceil.plane (or ->floor.plane) is NULL,
we set the searchwall to the sector's firstwall and return.
git-svn-id: https://svn.eduke32.com/eduke32@2610 1a8010ca-5511-0410-912e-c29ae57300e0
This has been there since searchbottomwall introduction in r1466.
git-svn-id: https://svn.eduke32.com/eduke32@2604 1a8010ca-5511-0410-912e-c29ae57300e0
Previously, we only set the viewingrange according to the physical screen's
dimensions, but didn't correct yxaspect for a potential non-square pixel
ratio.
git-svn-id: https://svn.eduke32.com/eduke32@2603 1a8010ca-5511-0410-912e-c29ae57300e0
Consequently, it's not saved as a setting in either the game or editor
config files. We do this by calling "GetSystemMetrics(SM_CXSCREEN)"
(accordingly for y) and calculating the cvar by dividing common factors,
since it has to be in the form WWHH. This may fail for _really_ strange
screen dimensions, so a log message is printed at the very beginning.
git-svn-id: https://svn.eduke32.com/eduke32@2601 1a8010ca-5511-0410-912e-c29ae57300e0
Because this doesn't even seem to work on XP, we're being spammed with
DDERR_SURFACELOST messages...
git-svn-id: https://svn.eduke32.com/eduke32@2600 1a8010ca-5511-0410-912e-c29ae57300e0
Previously, it was possible to leave a sector with less than three walls if
a point got deleted transitively by a TROR link. Now, a proper check is done
for all deletion candidates and a message stating which wall and sector is
problematic is printed. Thanks for Diaz for pointing out the brokenness.
git-svn-id: https://svn.eduke32.com/eduke32@2599 1a8010ca-5511-0410-912e-c29ae57300e0
- factor out many identical checks in a convenient function; some messages
may read slightly differently now and tile ranges may be handled more strictly
(error out if one of the limits is invalid)
- factor out two instances of identical (up to one arg) code into
tile_from_truecolpic
- factor out setting picsiz[] and stuff into set_picsizanm
- some checks
- Make "undefmodelof" non-functional and warn.
- in "animtilerange", if the tile difference is >= 64, error out since we
can't store it in picanm[]
git-svn-id: https://svn.eduke32.com/eduke32@2588 1a8010ca-5511-0410-912e-c29ae57300e0
Allow all drivers for now; if anything, we should start maintaining a
blacklist now that most Intel chips have decent enough support to be
able to run stuff satisfactorily.
git-svn-id: https://svn.eduke32.com/eduke32@2580 1a8010ca-5511-0410-912e-c29ae57300e0
This requires one tweak in drawrooms' umost/dmost setup to prevent oob access.
Specifically, a coordinate difference of 0 is allowed. In the classic renderer,
this would mean a one-pixel (real screen coords) height or width. In Polymost,
it would currently mean a one-pixel height and zero-pixel width, but this might
be subject to change.
git-svn-id: https://svn.eduke32.com/eduke32@2574 1a8010ca-5511-0410-912e-c29ae57300e0
(That is, the base shade table.) Before, we allocated each palookup buffer.
For a vanilla setup, this means that we're now saving 224*32*256 ~= 1.8 megs,
which might be interesting for low-memory gadgets.
git-svn-id: https://svn.eduke32.com/eduke32@2571 1a8010ca-5511-0410-912e-c29ae57300e0
First, it's unlikely in our day and age. Second, they're always free'd at the end,
so allocache'ing them is incorrect.
git-svn-id: https://svn.eduke32.com/eduke32@2570 1a8010ca-5511-0410-912e-c29ae57300e0
Also,
- use this in game.c and astub.c palookup loading code
- when makepalookup() is passed a 0 palnum, return early. This means that
'fogpal' will silently fail when attempting to change pal 0.
- in 'makepalookup' DEF command, error out if passed a pal of 0.
git-svn-id: https://svn.eduke32.com/eduke32@2569 1a8010ca-5511-0410-912e-c29ae57300e0
The syntax is as follows:
makepalookup { <token-list...> }
where valid tokens are
* pal <palnum>: the palette number, 1 .. 250
* red <num>, green, blue (or r, g, b): the fog color components on a 0 to 63 scale.
Components that are not present are assumed to be 0.
* remappal <palnum>: the palette number to take the index remapping from, i.e. 21
for blue -> red. When absent, defaults to 0.
* remapself: when present, specifies that the remappal is the same as the 'pal'.
This is to prevent textual redundancy when overwriting existing palookups.
Examples (best tested with tile #251):
1) makepalookup { pal 200 red 30 remappal 23 }
This creates palookup 200 with a fog of (30,0,0) and a blue-to-yellow remapping
(assuming it has not been changed before)
2) makepalookup { pal 21 red 30 remapself }
This 'fogifies' palookup 21 with a red fog.
3) makepalookup { pal 21 red 30 }
This overwrites palookup 21 with a red fog, but clears the blue-to-red remapping.
The fog aspect of this command affects the GL modes just like 'fogpal', but the
remapping has no effect for hightiles.
- Also, silently clamp 'fogpal' r,g,b values to the range 0 .. 63.
git-svn-id: https://svn.eduke32.com/eduke32@2568 1a8010ca-5511-0410-912e-c29ae57300e0
Alongside, these make into into the header:
- the 'tokenlist' type (a typedef'd struct)
- the T_EOF and T_ERROR enumeration values
git-svn-id: https://svn.eduke32.com/eduke32@2549 1a8010ca-5511-0410-912e-c29ae57300e0
- Help window text cleaned and made more consistent between game and editor
- Added help entry for "-clipmap"
- Log text for using CON, DEF, and RTS files has been made consistent
- All instances of '%s' have been replaced with \"%s\" because ' is a valid filename character. (At least on Windows.)
git-svn-id: https://svn.eduke32.com/eduke32@2538 1a8010ca-5511-0410-912e-c29ae57300e0
This was broken ever since updatesprite() had been forked off drawsprite() and
would cause static lights to never hit static sprites until one or the other
changed, after which the light would always get culled against outdated sprite
geometry.
git-svn-id: https://svn.eduke32.com/eduke32@2536 1a8010ca-5511-0410-912e-c29ae57300e0
Since updatesprite() only happens once for static sprites, avoiding
light culling if we hit it in a shadow pass means that sprite will
never be lit as long as that happens.
git-svn-id: https://svn.eduke32.com/eduke32@2535 1a8010ca-5511-0410-912e-c29ae57300e0
There are instances where oob picnums may propagate to that function, so
protect it. The digitanumber[z] bound check is actually made more permissive,
but could also just as well be removed now.
git-svn-id: https://svn.eduke32.com/eduke32@2533 1a8010ca-5511-0410-912e-c29ae57300e0
This makes the differences in these codes stand out much more clearly.
git-svn-id: https://svn.eduke32.com/eduke32@2526 1a8010ca-5511-0410-912e-c29ae57300e0
- Fix typo, correctly adding SDL libs to the tools on OS X so that makesdlkeytrans builds.
- Move all mention of $(LIBS) out of build/Makefile into build/Makefile.shared because no linking takes place in the engine itself so LIBS additions were lost. This should fix USE_LIBPNG=1 on Windows at least.
- Other assorted cleanup.
git-svn-id: https://svn.eduke32.com/eduke32@2523 1a8010ca-5511-0410-912e-c29ae57300e0
- Fix up and add building instructions for kmd2tool, getdxdidf, and makesdlkeytrans.
- Add kmd2tool to "utils" build job.
- Fix warning in and cross-platform building of generateicon.
- Source and text cleanup!
git-svn-id: https://svn.eduke32.com/eduke32@2521 1a8010ca-5511-0410-912e-c29ae57300e0
We shouldn't assume a particular bytes-per-line value and use ylookup[] instead.
Specifically, windowed modes on Windows use a frame buffer that always has odd
x dimension.
git-svn-id: https://svn.eduke32.com/eduke32@2505 1a8010ca-5511-0410-912e-c29ae57300e0
- in Mapster, pre-form the default 10 clip map names before returning from
G_CheckCommandLine() so it gets loaded even if we passed no cmdline args.
- malloc + strlen + strcpy --> strdup
- don't need to spank dead variables ;)
- we may call calloc with zero size, which isn't bad by itself, but asserting
for non-null afterwards is. Allocs of 0 are implementation-defined, and may
well return a null pointer (C99 7.20.3).
git-svn-id: https://svn.eduke32.com/eduke32@2502 1a8010ca-5511-0410-912e-c29ae57300e0
Gives a couple more fps for scenes where much screen estate is covered by
stuff, like when holding the devastator.
git-svn-id: https://svn.eduke32.com/eduke32@2499 1a8010ca-5511-0410-912e-c29ae57300e0
With the same setup as before, a screen-filling translucent wall (with nothing
drawn behind it) renders at about 7 fps faster (from 60-something fps initially)
git-svn-id: https://svn.eduke32.com/eduke32@2498 1a8010ca-5511-0410-912e-c29ae57300e0
These two functions draw a vertical line 4 neighboring pixels at a time.
This gives a significant speed boost for a full screen solid and masked wall
scene for x86_64 (where we have plenty of registers), about 60 --> 76 fps.
git-svn-id: https://svn.eduke32.com/eduke32@2497 1a8010ca-5511-0410-912e-c29ae57300e0
Also, a very minor change in the con/def module code. (int --> int32_t)
git-svn-id: https://svn.eduke32.com/eduke32@2495 1a8010ca-5511-0410-912e-c29ae57300e0
Previously, if the sprite turned really out to be in void space, either freelist
inconsistency (before the list rewrite) or oob access (now) would happen.
Also add an bound-checking assert() for insertsprite's sectnum argument (it's not
a bound check!)
git-svn-id: https://svn.eduke32.com/eduke32@2480 1a8010ca-5511-0410-912e-c29ae57300e0
New engine variable 'int32_t Numsprites', not yet saved into savegames
or mapstates. (The capitalization is to distinguish it from the often-used
'numsprites' locals or structure member names.
In the editor, get rid of updatenumsprites().
git-svn-id: https://svn.eduke32.com/eduke32@2478 1a8010ca-5511-0410-912e-c29ae57300e0
Previously, the lists starting at headspritestat[MAXSTATUS] and
headspritesect[MAXSECTORS] were both used as sprite freelists and were always
in complete synchrony. Now, make only the statnum list keep the free sprites.
This way, it has no CON compatibility implications because
headspritesect[MAXSECTORS] is inaccessible there. Leave the array at its
original size for now.
git-svn-id: https://svn.eduke32.com/eduke32@2477 1a8010ca-5511-0410-912e-c29ae57300e0
The major outside-visible change is that this fixes the sound cutoff bugs that
happened because newly-spawned sprites took the place of those whose sounds
had not yet finished playing.
Besides, there are these changes:
- remove deletesprite{sect,stat}
- we have a new engine variable 'tailspritefree' that keeps track of the
sprite freelist tail
- we need to store it in savegames and mapstates, so bump the savegame
minor version
git-svn-id: https://svn.eduke32.com/eduke32@2470 1a8010ca-5511-0410-912e-c29ae57300e0
This is simply done by using the two list helper functions defined earlier
instead of a deletespriteX/insertspriteX pair.
git-svn-id: https://svn.eduke32.com/eduke32@2469 1a8010ca-5511-0410-912e-c29ae57300e0
Factor out two helper functions, do_deletesprite{sect,stat}
and do_insertsprite_at_headof{sect,stat}.
git-svn-id: https://svn.eduke32.com/eduke32@2466 1a8010ca-5511-0410-912e-c29ae57300e0
These operations aren't executed THAT often to warrant exposing four internal
functions. Besides, I'll be hacking on them and need everything laid out
cleanly. Should somebody complain, they can go change them to __fastcall or
something.
git-svn-id: https://svn.eduke32.com/eduke32@2465 1a8010ca-5511-0410-912e-c29ae57300e0
In changesprite{stat,sect}, don't check for deletesprite{stat,sect} failure,
because the only way it can fail was already checked for above. So, this is
essentially dead code elimination.
git-svn-id: https://svn.eduke32.com/eduke32@2462 1a8010ca-5511-0410-912e-c29ae57300e0
- JFBuild ports: arttool, givedepth, and mkpalette
- All viable tools are now built when 'make utils' is invoked, not just some
- Revert "initprintf" hack of previous commit and replace it with "compat_tools.c"
- Move Bstrtolower from baselayer.c to compat.c
- Makefiles: Add start and finish messages for the tools
- Makefiles: To prevent "-Wimplicit" from being passed to the C++ compiler, create $(*CONLYFLAGS)
git-svn-id: https://svn.eduke32.com/eduke32@2458 1a8010ca-5511-0410-912e-c29ae57300e0
- Adding $(EXESUFFIX) where it belongs in the Makefile.
- Eliminating a call to initprintf() from compat.c. This may not be ideal.
git-svn-id: https://svn.eduke32.com/eduke32@2457 1a8010ca-5511-0410-912e-c29ae57300e0
- forgot a glogy --> logy in a-c.c
- comment out stretchhline and slopevlin2 in a.nasm, the former also in a-c.c
- make transmaskvline2 use a uintptr_t where appropriate
git-svn-id: https://svn.eduke32.com/eduke32@2448 1a8010ca-5511-0410-912e-c29ae57300e0
With VBOs enabled, the virtual pointer to the geometry of frame 0 of a model
is always NULL. This was confusing the polymer code responsible for deciding
whether to enable smooth animations or not, which meant that any animation
that would loop to frame 0 would do it as if animation interpolation was
disabled, which looks very choppy.
git-svn-id: https://svn.eduke32.com/eduke32@2443 1a8010ca-5511-0410-912e-c29ae57300e0
- make some variables static
- conditionally compile out some code with DEBUG_ALLOCACHE_AS_MALLOC
- exit(1) on failure (instead of exit(0))
- some formatting
git-svn-id: https://svn.eduke32.com/eduke32@2438 1a8010ca-5511-0410-912e-c29ae57300e0
Note: I'm not really sure whether I'm initializing it in the right places.
git-svn-id: https://svn.eduke32.com/eduke32@2429 1a8010ca-5511-0410-912e-c29ae57300e0
When drawing from inside the mirror, there may be no 'bunches' (BUILD lingo,
not TROR ones) collected, but following code used the first one unconditionally.
git-svn-id: https://svn.eduke32.com/eduke32@2427 1a8010ca-5511-0410-912e-c29ae57300e0
Hlines for masked and translucent masked ceiling/floor (sprites).
- apply the --> 'do { ... } while (--cnt)' transformation, making these
functions iterate cnt+1 times like the asm version. This also fixes an
off-by-one issue where sprites or masked ceilings/floors had a one-pixel
non-drawn line to the right.
- This time, only declare-as-local two 'extern' globals (asm1 and asm2).
It seems that I was too eager with "localing" all file-scoped vars earlier.
GCC is able to remove the loads from memory inside the loop by itself, whereas
clang is not. This is not trivial, since it has to prove that the 'screen'
pointer passed to the functions will never alias these globals.
git-svn-id: https://svn.eduke32.com/eduke32@2424 1a8010ca-5511-0410-912e-c29ae57300e0
The apparent horizon (in units proportional to pixels by a constant factor)
was being calculated without normalizing to viewingrange, resulting a
discrepancy between the drawn and actual up/down angle with non-default
viewingranges (e.g. with r_usenewaspect=1, or when setting it from setaspect).
This also means that the center-of-aim will now be the same regardless of
the aspect.
This fixes many derived bugs:
* inconsistency w/ crosshair when shooting a gun and aiming up/down (obviously)
* bugs resulting from being able to look up/down too far (garbage non-slope
texture-mapping and viewing BIGORBIT skies above the borders in classic).
Note: mods that had workaround logic for this bug will have to remove it...
git-svn-id: https://svn.eduke32.com/eduke32@2414 1a8010ca-5511-0410-912e-c29ae57300e0