This fixes the case marked with the silver letter C in test_tileoffsets.map.
The orientation of the sprites is correct (matches classic) as far as I can
see, there are now only problems with translation.
git-svn-id: https://svn.eduke32.com/eduke32@3776 1a8010ca-5511-0410-912e-c29ae57300e0
Also, add some defines for sprite cstats to build.h (SPR_*) and use them.
git-svn-id: https://svn.eduke32.com/eduke32@3775 1a8010ca-5511-0410-912e-c29ae57300e0
The visibility calculation relies on the distance, which might not be entirely
accurate in rotatesprite, so maybe it'll be too dark in some cases.
git-svn-id: https://svn.eduke32.com/eduke32@3741 1a8010ca-5511-0410-912e-c29ae57300e0
TODO: figure out wtf is wrong with rotatesprite, linear filtering.
git-svn-id: https://svn.eduke32.com/eduke32@3737 1a8010ca-5511-0410-912e-c29ae57300e0
No functional changes, but a (commented out) debug line for an oob read of the
frame buffer when the mirror covers the whole screen is inserted.
git-svn-id: https://svn.eduke32.com/eduke32@3719 1a8010ca-5511-0410-912e-c29ae57300e0
- Return early from drawsprite_classic() if tspr->owner if oob.
Commonize that check between renderers into bad_tspr().
- Make the BIT() macro a left-shift of the *unsigned* number 1,
preventing expansion to (1<<31).
git-svn-id: https://svn.eduke32.com/eduke32@3717 1a8010ca-5511-0410-912e-c29ae57300e0
The Lunatic build compiles with new structures for sector and wall types.
They have separate members for TROR {up,down}{bunch,nextwall}, so there are
no conflicts with other uses of members into which they were previously
shoehorned. Also, the maximum bunch limit is bumped to 512 in that build.
Currently, loading from V7/8/9 and saving to V7 and V8 are supported.
git-svn-id: https://svn.eduke32.com/eduke32@3658 1a8010ca-5511-0410-912e-c29ae57300e0
This enables ART animations to take effect on voxels in classic, voxels and models in Polymost, and models in Polymer.
git-svn-id: https://svn.eduke32.com/eduke32@3580 1a8010ca-5511-0410-912e-c29ae57300e0
Implemented using GL_LINEAR fog. The only source of difference (besides the
obvious indexed vs. true color) should now be the distance constant, which
still had to be determined experimentally. Polymer implements this mode in
its fog fragment program part.
Parallaxed skies are always drawn with full visibility, I'm not sure if there
are any maps that expect otherwise.
Also, accidentally committed: factor out initialization code from
polymost_printext256() into gen_font_glyph_tex(), small game.c changes.
git-svn-id: https://svn.eduke32.com/eduke32@3301 1a8010ca-5511-0410-912e-c29ae57300e0
This also means that the "r_shadescale_unbounded 0" option will work
in Polymer (except on models).
git-svn-id: https://svn.eduke32.com/eduke32@3286 1a8010ca-5511-0410-912e-c29ae57300e0
The size of that struct is currently 4, and its layout almost the same as
what is read in with loadpics(). The number of tiles in an animation is
bumped to 256, so that the max. tile difference in DEF's animtilerange is
255. (There's no way to have such animations from ART.)
git-svn-id: https://svn.eduke32.com/eduke32@3202 1a8010ca-5511-0410-912e-c29ae57300e0
Notes:
- Atomic Edition (Censored) -> Plutonium Pak in grpscan.c
- "scale" in astub.c:drawtileinfo() is incorrect, I think.
- in demo.c, the gethitickms() value should be returned to a double.
git-svn-id: https://svn.eduke32.com/eduke32@3178 1a8010ca-5511-0410-912e-c29ae57300e0
NOTE: changes such as these are best viewed with something like
git diff (...) --color-words='[a-zA-Z0-9_]+|[^[:space:]]'
git-svn-id: https://svn.eduke32.com/eduke32@3176 1a8010ca-5511-0410-912e-c29ae57300e0
This reverts r3159..r3161.
Conflicts:
eduke32/build/include/compat.h
(Handled so that r3163's changes are kept applied.)
git-svn-id: https://svn.eduke32.com/eduke32@3165 1a8010ca-5511-0410-912e-c29ae57300e0
I think there's also a fix for the CON precache system breakage in here (lost it in my local tree when I started getting the C++ build working in MSVC, sorry!)
git-svn-id: https://svn.eduke32.com/eduke32@3159 1a8010ca-5511-0410-912e-c29ae57300e0
And hook it up to SE cstat 64 ('1' in mapster32). This disables both lightmaps
and shadow maps for the spotlight; please let me know if you have a usecase
where you want lightmaps but no shadow maps for specific lights.
git-svn-id: https://svn.eduke32.com/eduke32@3091 1a8010ca-5511-0410-912e-c29ae57300e0
- factor out the "is inside" predicates
- rename updatesector_onlynextwalls() -> updatesectorbreadth()
- add ATTRIBUTE((nonnull(4))) to the bitmap arg of updatesectorexclude().
git-svn-id: https://svn.eduke32.com/eduke32@3037 1a8010ca-5511-0410-912e-c29ae57300e0