When that mode is enabled (see below for caveats), wall textures that have a
non-power-of-two height (call it 'h') will be modified to look like in classic:
Let 'H' be the next power of two greater than 'h'. The texture will be uploaded
with height 'H', made up from 'h' hlines of the original texture, followed by
'H'-'h' first hlines of the same.
No panning "corrections" will take place. The mode is disabled by default.
Caveats/notes:
* the mode requires that r_hightile is disabled
* it is not implemented in Polymer
* in the Lunatic build, it is ineffective when a VX map is loaded, as those
display walls with NPOT height textures correctly
git-svn-id: https://svn.eduke32.com/eduke32@4498 1a8010ca-5511-0410-912e-c29ae57300e0
... and cull code that is dead with the X*alloc() versions since they never
return NULL on requesting memory.
Use something like
git grep '[^Xx]\(m\|c\|re\)alloc *('
and
git grep '[^Xx]strdup *('
to see places where I left the B*alloc() calls intact.
BUILD_LUNATIC.
git-svn-id: https://svn.eduke32.com/eduke32@4491 1a8010ca-5511-0410-912e-c29ae57300e0
These wrap the x*alloc or xstrdup functions in compat.c. The handler gets passed
__FILE__, __LINE__ and __func__ (if available) in debugging builds.
Terminating the application process immediately in case of allocation failure
will let us prune many error handling paths and simplify a good portion of code.
git-svn-id: https://svn.eduke32.com/eduke32@4490 1a8010ca-5511-0410-912e-c29ae57300e0
- in mdloadskin() and gloadtile_hi(), use new function check_nonpow2()
(bit-twiddling) instead of loop
- Replace a couple of missed literals with CACHEAD_* enum labels
git-svn-id: https://svn.eduke32.com/eduke32@4488 1a8010ca-5511-0410-912e-c29ae57300e0
Note: in polymer.c, this was buggy (but harmless) because .r is a char:
if ((uint32_t)hictinting[MAXPALOOKUPS-1].r & 0xFFFFFF00) != 0xFFFFFF00)
git-svn-id: https://svn.eduke32.com/eduke32@4487 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 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
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
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
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
As opposed to the previous way, where the first fog pals was <numlookups>+1,
where <numlookups> is the first byte value of LOOKUP.DAT. This allows to
pack e.g. lookups [1 .. 25] and [30 .. <lastpal>] into LOOKUP.DAT and have fog
pals be generated at pals [26 .. 29] (i.e. the additional lookups don't
shift the fog pals, making user maps depending on these numbers not look as
intended.)
git-svn-id: https://svn.eduke32.com/eduke32@4335 1a8010ca-5511-0410-912e-c29ae57300e0
Also, error if didn't read enough data and account for TITLE and REALMS
swap between basepal number and on-disk order (sigh).
git-svn-id: https://svn.eduke32.com/eduke32@4334 1a8010ca-5511-0410-912e-c29ae57300e0
- Added preprocessor value NETVERSION, to be incremented in the source whenever changes are made to the network protocol.
- Implemented proper server-side version verification of all clients upon connection.
- Implemented connection refusal when we reach MAXPLAYERS. (Should be expanded to implement server player caps.)
- Protected against OOB array accesses if an invalid player id is received.
- Renamed all "Recieve" to "Receive".
git-svn-id: https://svn.eduke32.com/eduke32@4322 1a8010ca-5511-0410-912e-c29ae57300e0
On the C side, slightly rewrite (now) getclosestcol_lim() for clarity.
git-svn-id: https://svn.eduke32.com/eduke32@4308 1a8010ca-5511-0410-912e-c29ae57300e0
Also, fix a missed .filler -> g_ambiencePlaying[] rewrite in the editor.
In C-CON, 'detail' is kept as alias to C-side (former) .filler / now .blend,
but that name is *deprecated*.
git-svn-id: https://svn.eduke32.com/eduke32@4305 1a8010ca-5511-0410-912e-c29ae57300e0
This fixes updating the viewscreen in Polymer's ART mapping mode.
git-svn-id: https://svn.eduke32.com/eduke32@4304 1a8010ca-5511-0410-912e-c29ae57300e0
Currently, sprite[].filler (to be renamed) selects a blending table. If none
is installed with that index, the blending table at index 0 is taken (which is
read from PALETTE.DAT on engine startup). Thus, for now, the non-Lunatic build
will never use a custom blending table because there's no way to register one!
But the functionality is there.
git-svn-id: https://svn.eduke32.com/eduke32@4301 1a8010ca-5511-0410-912e-c29ae57300e0
- use SPRITES_OF* iterator macros
- new function: E_SpriteIsValid(); add some safety checks
(e.g. hitag used as sprite index)
- the rest is mostly "the usual code transformations"
git-svn-id: https://svn.eduke32.com/eduke32@4281 1a8010ca-5511-0410-912e-c29ae57300e0
- Make Win+F* also make play and RTS sound, since modern OS's window managers
like to eat Alt-F*. (Some Win+F* may be inaccessible too, but together all
10 should hopefully be covered.)
- Fix an issue where keys other than F1-F10 were considered as starting an RTS
sound and crashing EDuke32 in the process
git-svn-id: https://svn.eduke32.com/eduke32@4278 1a8010ca-5511-0410-912e-c29ae57300e0