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
The format is
snd #<sound number>
inst <instance of that sound>:
voice <internal voice handle>,
ow <owner's sprite ID/-1> (this is the interesting part)
git-svn-id: https://svn.eduke32.com/eduke32@2441 1a8010ca-5511-0410-912e-c29ae57300e0
- make a couple variables static in sounds_mapster32.c
- KHz --> Hz in initialization text
git-svn-id: https://svn.eduke32.com/eduke32@2439 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
- Conditional disabling of the build for each architecture
- Conditional enabling of debug building
- Detection of the OS X version, disabling incompatible builds and establishing a minimum version
- Fail-safe assembly of fat binaries and the archive (each item is checked first)
- Lovely factored 'for' loops and parameter expansion
git-svn-id: https://svn.eduke32.com/eduke32@2437 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
added: sector extra; viewingrange and yxaspect before the main drawrooms call
removed: randomseed
git-svn-id: https://svn.eduke32.com/eduke32@2413 1a8010ca-5511-0410-912e-c29ae57300e0
This has no measureable difference. Oh well, maybe it benefits weaker
machines, since the generated loop code should definitely be prettier.
git-svn-id: https://svn.eduke32.com/eduke32@2408 1a8010ca-5511-0410-912e-c29ae57300e0
This doesn't give much, maybe 0.5 fps more, probably because the
loop body is pretty long.
git-svn-id: https://svn.eduke32.com/eduke32@2406 1a8010ca-5511-0410-912e-c29ae57300e0
Affected functions: hlineasm4, vlineasm1, mvlineasm1, tvlineasm1.
Optimizations:
- declare all used variables as possibly const-qualified locals in each
function. This removes unnecessary loads from memory in the loops.
- rewrite "for (; cnt>=0; cnt--) {...}" to "cnt++; do {...} while (--cnt);"
in the three last ones (yes, these function iterate cnt+1 times). This
makes them functionally equivalent to the asm versions (madness ensues for
cnt < 0) and allows the compiler to remove one 'test' instruction at the
end of each loop.
- in the translucence function, replace addition by ORing
Observations (system: Core2 Duo Linux x86_64):
With a 1680x1050 window fully covered by the respective type of wall (simple,
masked, trans. masked), fps increases by 3-4 from the baseline of approx. 60.
git-svn-id: https://svn.eduke32.com/eduke32@2405 1a8010ca-5511-0410-912e-c29ae57300e0
- remove the objects too on 'clean'
- fix warning with 'transpal' on x64
(generates translucency and shade tables)
git-svn-id: https://svn.eduke32.com/eduke32@2404 1a8010ca-5511-0410-912e-c29ae57300e0
- print compilation status for building the final executable
- add 'cleanutils' target in build/Makefile
- don't link against pthread, seems unnecessary
- don't build nedmalloc.o when not requested in Makefile.common
git-svn-id: https://svn.eduke32.com/eduke32@2403 1a8010ca-5511-0410-912e-c29ae57300e0
- Exclude "Apple/lib" rather than "Apple" so that required files are not left out of the tarball.
- Add one to $lastrevision before generating the ChangeLog so that it only includes what is new to an update.
osxbuild.sh:
- Add stronger detection of the SVN revision by adding support for 1.7 (no longer relying on an ".svn" directory) and having a specific fallback in case the build location is neither svn nor git.
- Echo the SVN revision to source/rev.h before the build processes and revert it afterwards.
git-svn-id: https://svn.eduke32.com/eduke32@2402 1a8010ca-5511-0410-912e-c29ae57300e0
It needs to have the sound quality box removed and the Game directory box added, possibly among other things.
git-svn-id: https://svn.eduke32.com/eduke32@2396 1a8010ca-5511-0410-912e-c29ae57300e0
The replacement of atoi with strtol in r2374 had the side-effect that numbers
out of the range of a 32-bit integer were being returned as LONG_MAX/LONG_MIN
instead of being converted by taking the bits and re-interpreting them (note
that it was a coincidence that atoi behaved that way; to be strict, the
behavior was undefined and there is no regression).
Now, we implement parsing decimal integers using strtoll (with assuming
"long long" being the same as int64_t) and check in which range the number
falls. If it's in the range (INT32_MAX <= x <= UINT32_MAX), issue a warning;
if it's not in (INT32_MIN <= x <= UINT32_MAX), warn too (though this better
ought to be an error?). In each case, the bit representation is converted to
the CON number type (int32 to assume maximum portability) by re-interpreting
the bits [this is the same as an int/int cast, with GCC at least; more
generally, it's implementation-defined per C99].
git-svn-id: https://svn.eduke32.com/eduke32@2392 1a8010ca-5511-0410-912e-c29ae57300e0
(Classic renderer). We don't need 64-bit integers; also use the nice
asm version of divscale32() if possible.
git-svn-id: https://svn.eduke32.com/eduke32@2390 1a8010ca-5511-0410-912e-c29ae57300e0
This fixes mirrors consisting of more than one walls not drawing when the
first assigned mirror wall breaks. It still does not let you have more
than one mirror (i.e. mirror sectors) showing up at the same time in
the scene. Affects classic and Polymost only.
git-svn-id: https://svn.eduke32.com/eduke32@2387 1a8010ca-5511-0410-912e-c29ae57300e0
* update Windows icons to include 64x64, 128x128, and 256x256 sizes
* add "orange_icon.ico" (unused; classic orange color of logo)
* remove unused 32x32 "build_icon.bmp" file
git-svn-id: https://svn.eduke32.com/eduke32@2382 1a8010ca-5511-0410-912e-c29ae57300e0
This was causing oob sector accesses with code like this:
getwall[hitwall].nextsector temp
ifvarvare sector[temp].floorz sector[temp].ceilingz setvar tempb 1
(from DT's HYPERCORE).
Also validate quote indices passed to CON's quote and userquote commands at
runtime.
git-svn-id: https://svn.eduke32.com/eduke32@2381 1a8010ca-5511-0410-912e-c29ae57300e0
Such game text was shown starting from about the center of the screen.
The reason for the bug was this code:
t += 1 + isdigit(*(t+2));
The sequence points here are at the beginning and end of this assignment
expression, and the updating of t may happen anywhere between these (C99
6.5.16 #3). Please don't write such code. When in doubt, and assignment
and reference to the same object should be split!
git-svn-id: https://svn.eduke32.com/eduke32@2380 1a8010ca-5511-0410-912e-c29ae57300e0
This plays more nicely with automatic formatters. Also indent accordingly.
git-svn-id: https://svn.eduke32.com/eduke32@2379 1a8010ca-5511-0410-912e-c29ae57300e0
Because: 1) It used to be like this; 2) guard against bad CON input.
git-svn-id: https://svn.eduke32.com/eduke32@2378 1a8010ca-5511-0410-912e-c29ae57300e0
Encountered with Scent.map. Since the SE21 are deleted after they have
been used, the search for them in the ST28 code in sector.c may come up
empty, in which case sector[-1] would be accessed.
git-svn-id: https://svn.eduke32.com/eduke32@2377 1a8010ca-5511-0410-912e-c29ae57300e0
This was discovered because viewscreens (TILE_VIEWSCR) ceased being drawn
with the MAXTILES increase (reported by Hank, who also did the bisect).
git-svn-id: https://svn.eduke32.com/eduke32@2376 1a8010ca-5511-0410-912e-c29ae57300e0
That is, everyplace a user input is to be converted. The only remaining
instance of atoi() is now atoi(s_buildDate).
git-svn-id: https://svn.eduke32.com/eduke32@2374 1a8010ca-5511-0410-912e-c29ae57300e0
Internally, the last argument to neartag is now a pointer to a function
int32_t (*blacklist_sprite_func)(int32_t i),
which is supposed to return 1 if sprite[i] should NOT be considered for hitting.
This is now used in the hard-coded neartag() calls in sector.c, but not in any
way in CON (there's neither a C blacklist function provided, nor is there a
possibility to define one in CON). There, all sprites with picnums >=1 and <=10
(i.e. the effectors) will be blacklisted. This remedies problems where such
sprites would get in the way of switches.
Note that a whitelist approach (only consider a predefined set, namely those
picnums which will be checked afterwards) has back-compatibility implications
since people may have used e.g. lotagged window sprites to cover a switch.
Also, the >=1 to <=10 range is [sic] (the static, not dynamic values are used),
since anyone redefining effector picnums is clearly out of their mind.
git-svn-id: https://svn.eduke32.com/eduke32@2373 1a8010ca-5511-0410-912e-c29ae57300e0
lzwcompress can access one byte after lzwrawbuf[LZWSIZE] when provided with
an uncompleng of LZWSIZE, so we increase that array's size by one.
git-svn-id: https://svn.eduke32.com/eduke32@2369 1a8010ca-5511-0410-912e-c29ae57300e0
Remove dfread and kdfwrite, only leave a recipe how to get their
source from the respective used functions.
git-svn-id: https://svn.eduke32.com/eduke32@2368 1a8010ca-5511-0410-912e-c29ae57300e0
I'm not getting this warning (synthesis is) but I think it's justified because
the VOC block parsing code isn't terribly validating...
git-svn-id: https://svn.eduke32.com/eduke32@2364 1a8010ca-5511-0410-912e-c29ae57300e0
The following functions have const qualifiers attached for the 'destination'
arguments: kdfwrite, dfwrite in cache1d.c and copybuf{byte,reverse,} in the
pragmas source or headers. A couple uses of the latter ones were replaced
with calls to standard library functions.
git-svn-id: https://svn.eduke32.com/eduke32@2361 1a8010ca-5511-0410-912e-c29ae57300e0
This is useful to debug out-of-bound violations for memory allocated
with that function.
git-svn-id: https://svn.eduke32.com/eduke32@2360 1a8010ca-5511-0410-912e-c29ae57300e0
- RENDERER SETUP is now also accessible from classic, with only 2 options:
'aspect ratio' and 'ambient light level'
- remove the latter option from the VIDEO SETUP menu
- When compiled with OpenGL, the aspect ratio option cycles between 3 states:
r_usenewaspect=1 (the modern way), and r_usenewaspect=0 but r_widescreen=0/1.
In non-GL builds, there are only 2 states.
- don't display black translucent overlay in COLOR CORRECTION menu
git-svn-id: https://svn.eduke32.com/eduke32@2358 1a8010ca-5511-0410-912e-c29ae57300e0
This makes more sense because the game selector draws the names with uppercase
letters and the hotkeys to jump to a map starting with a particualar letter
aren't case sensitive, either. Mapster32's selector will still display maps
starting with upper case first.
git-svn-id: https://svn.eduke32.com/eduke32@2356 1a8010ca-5511-0410-912e-c29ae57300e0
The bulk are whitespace changes; the only exception is a
"if (expr) { stmt; }" --> "if (expr) stmt;"
git-svn-id: https://svn.eduke32.com/eduke32@2353 1a8010ca-5511-0410-912e-c29ae57300e0
Also, there's a "ladder" that passes through a TROR portal, and the mirror
in that map has been fixed for the classic renderer.
git-svn-id: https://svn.eduke32.com/eduke32@2351 1a8010ca-5511-0410-912e-c29ae57300e0
The reason was that drawmasks(), which was where the resetting of the fake
RoR textures happened under Polymer, can be called from polymer_displayrooms()
when mirrors are present. I was assuming that drawmasks() was only ever called
after the 'main' drawrooms and that hence the sequence of fake RoR tile tweaking
was set, reset, set, reset, ... which it was not.
Now, do the resetting explicitly after every drawmasks() in the editor.
git-svn-id: https://svn.eduke32.com/eduke32@2350 1a8010ca-5511-0410-912e-c29ae57300e0
I find this cleaner for two reasons. First, lotags won't get in the way of
neartag(), so that doors and switches near constrained TROR walls can be
pushed. Second, this removes the information leak so that CON coders aren't
tempted to read that values directly before a proper API for that comes along.
When writing out a map in-game (e.g. with dndebug), restore the respective
members so that it can be loaded in the editor again.
git-svn-id: https://svn.eduke32.com/eduke32@2349 1a8010ca-5511-0410-912e-c29ae57300e0
getzrange() returns the floor rather than the sprite if their heights are
equal. Now, make an exception for extended floors (analogously, ceilings).
git-svn-id: https://svn.eduke32.com/eduke32@2347 1a8010ca-5511-0410-912e-c29ae57300e0
- Maintain a position relative to the start of the data. VOC doesn't
mandate an EOF marker (blocktype 0). If we go over the end, fake
that marker, so as to restart a looping sound or stop a one-shot one.
This fixes an uninitialized mem access with the corrupt SNAKRM.VOC.
- When encountering the EOF marker, don't read the 3 bytes of block size,
since they may not be there.
- Read blocksize by ORing and shifting the 3 bytes, not with *(int32_t *)...
git-svn-id: https://svn.eduke32.com/eduke32@2346 1a8010ca-5511-0410-912e-c29ae57300e0
- guard cansee() against negative sectnums (return 0 immediately), since
it's often called with the player sectnum as one argument
- in resetpspritevars(), don't inset APLAYER sprite if sectnum < 0, which
can happen if a map is started in void space accidentally (e.g. from
the editor)
- two checks before accessing sector[] with a player sectnum
git-svn-id: https://svn.eduke32.com/eduke32@2342 1a8010ca-5511-0410-912e-c29ae57300e0
This fixes updateanimation picking up foreign (and thus potentially oob)
frame numbers at "3: c > n".
git-svn-id: https://svn.eduke32.com/eduke32@2339 1a8010ca-5511-0410-912e-c29ae57300e0
Uncomment #define DEBUG_VALGRIND_NO_SMC in duke3d.h to be able to
valgrind --smc-check=none (or the default stack-only)
with Polymost and Polymer renderers.
git-svn-id: https://svn.eduke32.com/eduke32@2337 1a8010ca-5511-0410-912e-c29ae57300e0
It was causing update issues when many tints were applied simultaneously,
like being shot and spit at by enforcers while being on rails barefeet.
Also, the GL modes were calling gltexinvalidate8() when picking up goodies
or being hurt with that change, so it needs much more thought.
git-svn-id: https://svn.eduke32.com/eduke32@2322 1a8010ca-5511-0410-912e-c29ae57300e0
This fixes a bug in passing: 'int32_t j' was assigned to as a temporary inside
one instance of the code, but used as if it were the previous sprite index
further on. Would only happen with projectiles that "work like" both SPIT
and RPG_IMPACT.
git-svn-id: https://svn.eduke32.com/eduke32@2321 1a8010ca-5511-0410-912e-c29ae57300e0
- make PGUP/PGDN and HOME/END behave as expected across all menus
- in keyboard/mouse button mapping menu, draw function names that have been given
custom names via CON with pal 8 for easier recognition
- fix tinting of function names in mouse button mapping menu
git-svn-id: https://svn.eduke32.com/eduke32@2313 1a8010ca-5511-0410-912e-c29ae57300e0
Internally, there's a new function fade_screen_black() that implements the
fading more efficiently than calling rotatesprite for classic, and uses
tile 0 (assumed to have at least 64x32 size) in the GL modes.
The black background of the user map selector is still done with rotatesprite
and tile BLANK in every renderer.
git-svn-id: https://svn.eduke32.com/eduke32@2312 1a8010ca-5511-0410-912e-c29ae57300e0
So that the game won't exit if you write 'vidmode 4' when intending
'setrendermode 4'.
git-svn-id: https://svn.eduke32.com/eduke32@2311 1a8010ca-5511-0410-912e-c29ae57300e0
The problems still remains that rotatesprite behaves differently in classic and
OpenGL modes with clipping boundaries specified (and maybe in some other cases)
git-svn-id: https://svn.eduke32.com/eduke32@2304 1a8010ca-5511-0410-912e-c29ae57300e0
This means that when e.g. emerging from water hurt will change the
palette instantly, but because bit 16 is added to the P_SetGamePalette
call, the tinting is retained.
git-svn-id: https://svn.eduke32.com/eduke32@2303 1a8010ca-5511-0410-912e-c29ae57300e0
The implementation uses the recently introduced updatesector_onlynextwall when
setspritez fails.
git-svn-id: https://svn.eduke32.com/eduke32@2302 1a8010ca-5511-0410-912e-c29ae57300e0
Of course, only when the mod/TC in question doesn't use that feature.
git-svn-id: https://svn.eduke32.com/eduke32@2301 1a8010ca-5511-0410-912e-c29ae57300e0
led out or not. Removing features that certain mods may depend on to operate correctly without throwing any kind of
error or warning at startup other than a logged message is bad.
git-svn-id: https://svn.eduke32.com/eduke32@2300 1a8010ca-5511-0410-912e-c29ae57300e0
for an assertion failure with clang. Really ought to file a bug report instead.
git-svn-id: https://svn.eduke32.com/eduke32@2292 1a8010ca-5511-0410-912e-c29ae57300e0
It looks like GCC doesn't honor the 'used' attribute with LTO. This is
"fixed" by declaring the variables in question with external linkage
(i.e. removing the 'static'). I consider such behavior a GCC bug, though.
git-svn-id: https://svn.eduke32.com/eduke32@2286 1a8010ca-5511-0410-912e-c29ae57300e0
The "double-click button4" had to make way for MOUSE5 in the button binds menu,
but I don't think anyone cares. Savegame compatibility was actually silently
broken with the MAXTILES update earlier, but I forgot updating the version...
git-svn-id: https://svn.eduke32.com/eduke32@2284 1a8010ca-5511-0410-912e-c29ae57300e0
Also a couple of other cleanup lines... might need more though, I'm not sure
it's all good there.
git-svn-id: https://svn.eduke32.com/eduke32@2278 1a8010ca-5511-0410-912e-c29ae57300e0
Internally, updateanimation() now takes a third parameter 'lpal'.
git-svn-id: https://svn.eduke32.com/eduke32@2277 1a8010ca-5511-0410-912e-c29ae57300e0
This may fix compilation for optimized builds with GCC or clang where
the compiler would otherwise decide that those symbols are unused.
git-svn-id: https://svn.eduke32.com/eduke32@2271 1a8010ca-5511-0410-912e-c29ae57300e0
If enabled, this makes the following arrays be allocated statically:
spriteext, spritesmooth, sector, wall, sprite, tsprite, while
necessarily disabling the clipshape feature (because it relies on
setting sector/wall to different malloc'd block temporarily).
To compile, pass DEBUGANYWAY=1 in addition to RELEASE=0 to 'make',
and it's really only useful with CC=clang, of course.
git-svn-id: https://svn.eduke32.com/eduke32@2270 1a8010ca-5511-0410-912e-c29ae57300e0
Ideally, we would also warn when setting WEAPONx_SHOOTS to negative values, but
we'd have to intercept CON's setvar's and it wouldn't be pretty.
git-svn-id: https://svn.eduke32.com/eduke32@2268 1a8010ca-5511-0410-912e-c29ae57300e0
I'm decreasing EXTRATILES because I feel that it's way overcommitted. It's the
max number of model-tiles that have their own skin for a certain palette,
like the slimer egg in the HRP.
git-svn-id: https://svn.eduke32.com/eduke32@2267 1a8010ca-5511-0410-912e-c29ae57300e0
- fix one bound-checking line
- rewrite two lines in astub.c to potentially not overflow an int16
- make tiletovox[] an array of int16's
git-svn-id: https://svn.eduke32.com/eduke32@2266 1a8010ca-5511-0410-912e-c29ae57300e0
Always malloc that buffer. This allows us to remove suckcache() from
cache1d.c, which I believe to be buggy (see comments in the source).
git-svn-id: https://svn.eduke32.com/eduke32@2261 1a8010ca-5511-0410-912e-c29ae57300e0
- 'whitecol' was defined in the engine and in build.c, use only the engine one
- make cachesize, artsize, artversion static in engine.c
- undo some formatting havoc presumably done by astyle
git-svn-id: https://svn.eduke32.com/eduke32@2260 1a8010ca-5511-0410-912e-c29ae57300e0
It is likely that this is the value it used to have at some point, because
the MAXTILEFILES macro equals 256 and is as old as the Duke3D source.
loadpics() now refuses to load an ART file with localtilestart or localtileend
out of bounds, or if localtileend<=localtilestart (i.e. no tiles in ART file, or
nonsense). Also, on 'invalid art file version', continue instead of returning.
Note: this does not increase the maximum number of tiles, which is still 15360,
it only gives a bit more freedom to arrange them (well, into more art files).
Also, I don't see what anyone keeps off from packing any number of tiles (from
1 to 15360) into an art file. Old EDITART limits?
git-svn-id: https://svn.eduke32.com/eduke32@2259 1a8010ca-5511-0410-912e-c29ae57300e0
The cause was a combination of many factors. First, Polymer requires the
start-drawing position to be inside the sector to draw (deviations lead to
incorrect drawing). This was violated by the game, because it interpolated
the current and next tic position without updating the sectnum, leading to
inconsistencies especially when passing through narrow sectors. Polymer
worked around it by doing an updatesector() each frame, however this works
poorly for maps with overlapping geometry such as SoS or RoR.
The solution to this is to add a new engine function,
updatesector_onlynextwalls(), which searches the sectors (via nextsector)
in breadth-first fashion instead of from 0 to numsectors-1, like updatesector
does when it fails for the *immediate* nextwall neighbors.
Internally, the breadt-first search helpers are moved into the engine.
git-svn-id: https://svn.eduke32.com/eduke32@2256 1a8010ca-5511-0410-912e-c29ae57300e0
so try and steal it back"), prevent calling IDirectDrawSurface_SetPalette()
with NULL arguments, causing a crash. It's happened for me on Vista, when
initially changing from 8-bit to 32-bit mode.
git-svn-id: https://svn.eduke32.com/eduke32@2255 1a8010ca-5511-0410-912e-c29ae57300e0
I didn't have much success in finding bugs using it, but it works
out-of-the-box on my setup, so it may be useful in the future.
git-svn-id: https://svn.eduke32.com/eduke32@2254 1a8010ca-5511-0410-912e-c29ae57300e0
The second one is passed to the 'mouseb' variable, but the game currently
can't map it since ud.config.MouseFunctions[] would have to be enlarged,
breaking savegame compatibility.
Works both for the Windows and SDL layers. For the latter, instead of using
the SDL_BUTTON_X1/X2 macro constants, I'm using 8 and 9, since that is what
SDL (and incidentally or not, xev) gives me for those buttons.
git-svn-id: https://svn.eduke32.com/eduke32@2252 1a8010ca-5511-0410-912e-c29ae57300e0
It turns out that with model interpolation, out-of-bounds frame numbers may
be generated with thinned out models, so disable it until I can sort out
what's wrong with it.
Also, minor code cleanup.
git-svn-id: https://svn.eduke32.com/eduke32@2251 1a8010ca-5511-0410-912e-c29ae57300e0
Also, for debugging builds, show this message from verbosity level 1 on.
git-svn-id: https://svn.eduke32.com/eduke32@2250 1a8010ca-5511-0410-912e-c29ae57300e0
Since the original source code release of Duke3D, there was a potentially
dangerous hack where actor[].dispicnum was set to -4 to signal "this actor
should not have a floor shadow for this moment" (it doesn't really work,
if you ask me).
Now, use another bit of actor[].flags for that purpose because setting
any picnum members to negative values asks for trouble.
git-svn-id: https://svn.eduke32.com/eduke32@2249 1a8010ca-5511-0410-912e-c29ae57300e0
the only visible change is that polymost_trytexcache (formerly two
instances of nearly duplicate code) now prints a diagnostic after
a cache miss. The one that one is most likely to encounter is
"r_downsize doesn't match", meaning that this setting likely differs
between Mapster and the game.
git-svn-id: https://svn.eduke32.com/eduke32@2248 1a8010ca-5511-0410-912e-c29ae57300e0