Also, if it were to be reenabled again, use execv() instead of execvp(),
i.e. don't look up $PATH for the executable.
git-svn-id: https://svn.eduke32.com/eduke32@4167 1a8010ca-5511-0410-912e-c29ae57300e0
Likewise for blocking wall sprites. This makes it possible to construct
underwater sections containing complex spritework without losing the
"underwater-ness" when over such sprites, in a backward-compatible way.
Actually, the check is for bit 1 being set, but all other bits should be
considered reserved.
git-svn-id: https://svn.eduke32.com/eduke32@4166 1a8010ca-5511-0410-912e-c29ae57300e0
Add an example searching for all maps containing blocking floor-aligned
sprites in underwater sectors.
git-svn-id: https://svn.eduke32.com/eduke32@4165 1a8010ca-5511-0410-912e-c29ae57300e0
By detecting them in the SDL_KEYDOWN events. This list is getting a bit
ridiculous...
git-svn-id: https://svn.eduke32.com/eduke32@4163 1a8010ca-5511-0410-912e-c29ae57300e0
Compiling a 32-bit NOASM build resulted in code containing a MOVAPS instruction
that accessed a memory location not aligned to 16 bytes (MinGW, GCC 4.8).
git-svn-id: https://svn.eduke32.com/eduke32@4162 1a8010ca-5511-0410-912e-c29ae57300e0
The functions mvlineasm1, mvlineasm4 and tvlineasm2 can now be set to clamp
the vertical texture coordinate (vplc), preventing the unsightly stray lines
on the bottom of non-y-flipped sprites. (The first part of this effort, r3483,
handled their top).
However, this is only enabled for the mvlineasm ones: the vectorized variants
suffered almost no slowdown (even though a PADDUSD SSE instruction would be a
nice thing to have), while it was pretty significant for the sequential
translucent ones.
Summarizing, this leaves two cases where stray lines may appear in the non-ASM
build (the saturation is NYI for a.nasm):
- at the bottom of y-flipped sprites
- at the bottom of translucent sprites (can be toggled by #define)
Another observation is that recent GCC generates much faster code for this
stuff than Clang from SVN.
git-svn-id: https://svn.eduke32.com/eduke32@4161 1a8010ca-5511-0410-912e-c29ae57300e0
For a full 1680x1050 screen drawing a solid/masked wall, the FPS increases
from 118 to 133 and from 114 to 116 (respectively) for me.
Guarded by the macro USE_VECTOR_EXT in the source.
git-svn-id: https://svn.eduke32.com/eduke32@4160 1a8010ca-5511-0410-912e-c29ae57300e0
And 0 otherwise. Before accessing a sprite that is not not known to be
definitely valid (e.g. a loop over all sprites from 0 to MAXSPRITES-1),
one should check for validity before accessing it in any other fashion.
git-svn-id: https://svn.eduke32.com/eduke32@4146 1a8010ca-5511-0410-912e-c29ae57300e0
Factor out a block of code into C_SetCfgName() and use that from lunacon.lua.
git-svn-id: https://svn.eduke32.com/eduke32@4143 1a8010ca-5511-0410-912e-c29ae57300e0
This fixes some init and update anomalies: before,
- init would always be the graphical mode (0), but writing
merely "osdtextmode" would switch it
- osdtextmode would not get saved to the cfg
git-svn-id: https://svn.eduke32.com/eduke32@4139 1a8010ca-5511-0410-912e-c29ae57300e0
These were too much "looking into the implementation of a module" for my
taste, hence OSD_GetShadePal() earlier.
git-svn-id: https://svn.eduke32.com/eduke32@4138 1a8010ca-5511-0410-912e-c29ae57300e0
This renders tweaks like r4122 unnecessary.
Also, note a "bug" with the program generating that C code.
git-svn-id: https://svn.eduke32.com/eduke32@4135 1a8010ca-5511-0410-912e-c29ae57300e0
Also, shorten "FAILED STARTING DEMO RECORDING." message so that it fits on
the screen. DONT_BUILD.
git-svn-id: https://svn.eduke32.com/eduke32@4133 1a8010ca-5511-0410-912e-c29ae57300e0
While we're rearranging files, ensure all SVN mime-types are set correctly.
git-svn-id: https://svn.eduke32.com/eduke32@4130 1a8010ca-5511-0410-912e-c29ae57300e0
I updated the help windows to prefer these variants because they are superior to the -xSquished versions.
Also, factor out the command-line processing code for the above, plus con/def modules and clipmaps.
git-svn-id: https://svn.eduke32.com/eduke32@4128 1a8010ca-5511-0410-912e-c29ae57300e0
This was caused by mismatched for types mapstate_t's animateptr[] and the global
one (int32_t vs. int32_t *).
Bump BYTEVERSION.
git-svn-id: https://svn.eduke32.com/eduke32@4125 1a8010ca-5511-0410-912e-c29ae57300e0
So that there are no error messages like "M32 file `a.m32.m32' not found."
Also, in build.c's 'save as' code, add a bound check that would probably
always pass in practice, but looks a bit safer and may fail in very cornerly
cases.
git-svn-id: https://svn.eduke32.com/eduke32@4124 1a8010ca-5511-0410-912e-c29ae57300e0
Instead of directly in build.c:app_main(). Previously, it was possible that an
argument to an option, e.g. "WGR2" with "-game_dir WGR2", would get interpreted
as the initial map to load. This in turn would attempt to execute WGR2.cfg as
sequence of OSD commands -- where that file is an EDuke32 config file instead!
Now: maps are passed without any options, e.g. "mapster32 [opts...] debug.map".
The map file name is not added to the "additional parameters" for map testing.
git-svn-id: https://svn.eduke32.com/eduke32@4121 1a8010ca-5511-0410-912e-c29ae57300e0
Because the one implemented on top of X shows a special mark for tabs instead of
whitespace.
Also, in wm_msgbox(), use vsnprintf.
git-svn-id: https://svn.eduke32.com/eduke32@4120 1a8010ca-5511-0410-912e-c29ae57300e0
This fixes ESC in certain situations such as the editor map selection menu.
git-svn-id: https://svn.eduke32.com/eduke32@4117 1a8010ca-5511-0410-912e-c29ae57300e0
This fixes a potential crash caused by violating the expected invariant
sprite[g_player[player_index].ps->i].yvel == player_index
otherwise.
git-svn-id: https://svn.eduke32.com/eduke32@4114 1a8010ca-5511-0410-912e-c29ae57300e0
Each scene is disabled in its entirety, there's no way to disable only a
particular part. DONT_BUILD.
git-svn-id: https://svn.eduke32.com/eduke32@4109 1a8010ca-5511-0410-912e-c29ae57300e0
That is, now it's not necessary to write e.g. "io. write" -- .xxx is
translated to <what>[i].xxx only if it's a matching member name.
git-svn-id: https://svn.eduke32.com/eduke32@4105 1a8010ca-5511-0410-912e-c29ae57300e0
If you see any weird behavior in synthesis builds after this change, please
let Plagman know!
git-svn-id: https://svn.eduke32.com/eduke32@4097 1a8010ca-5511-0410-912e-c29ae57300e0
The leak happened because a struct was hashed that had uninitialized
bytes in padding inserted by the compiler. The hash string in now constructed
as concatenation of three CRC32s as 8-byte hex strings, i.e. the individual
CRC32s are padded with leading zeros.
Note to users: because of the hash change, it's sensible to delete the
'textures' and 'textures.cache' files.
git-svn-id: https://svn.eduke32.com/eduke32@4096 1a8010ca-5511-0410-912e-c29ae57300e0
Variables at global scope which share a name tend to actually be the same variable. Not good when you pass such a variable to function that immediately returns if the passed parameter (the variable) equals said variable (itself).
git-svn-id: https://svn.eduke32.com/eduke32@4090 1a8010ca-5511-0410-912e-c29ae57300e0
NOTE TO TEAM MEMBERS: Please review this, as I am not sure what is actually intended here.
git-svn-id: https://svn.eduke32.com/eduke32@4087 1a8010ca-5511-0410-912e-c29ae57300e0
- Don't print osd.szCSDVersion when it is empty, preventing an extra space between the OS name and version number. (An example of what this field holds is "Service Pack 1".)
- Under SDL, allow the "console" edit field to repaint after "OK" is clicked. Important when a long def file is loading.
git-svn-id: https://svn.eduke32.com/eduke32@4086 1a8010ca-5511-0410-912e-c29ae57300e0
Unfortunately, SDL2 does not (yet?) provide a Yes/No box for wm_ynbox().
git-svn-id: https://svn.eduke32.com/eduke32@4085 1a8010ca-5511-0410-912e-c29ae57300e0
Cognitively, so much time has passed that these unused variables would offer little help indicating the roadmap for networking. In any case, I have taken care only to comment rather than remove anything that is more than just a throwaway loop counter.
If this commit inconveniences anyone in any way, please contact me personally and I will make it right.
git-svn-id: https://svn.eduke32.com/eduke32@4079 1a8010ca-5511-0410-912e-c29ae57300e0
We keep needing more and more hacks as libbfd keeps becoming dependent on additional libraries we don't need...
git-svn-id: https://svn.eduke32.com/eduke32@4076 1a8010ca-5511-0410-912e-c29ae57300e0
This also exposes an actual issue. The sound definitions may be dynamically
remapped, in which case they are not necessarily <=255 any more.
BUILD_LUNATIC.
git-svn-id: https://svn.eduke32.com/eduke32@4069 1a8010ca-5511-0410-912e-c29ae57300e0
Most often, this had happened when casting comparison functions for qsort()
like these: "int yax_cmpbunches(const int16_t *b1, const int16_t *b2)"
to a function pointer type expecting "const void *". Alas, this is undefined
behavior: see
http://blog.frama-c.com/index.php?post/2013/08/24/Function-pointers-in-C
and posts linked from it.
At least two cases have not been fixed:
- The savegame system maintains pointers which are either to data or a function in
the generic "void *". This ought to be made into a union.
- Probably also:
#define OSD_ALIAS (int32_t (*)(const osdfuncparm_t*))0x1337
git-svn-id: https://svn.eduke32.com/eduke32@4068 1a8010ca-5511-0410-912e-c29ae57300e0
- Currently: only tvlineasm1 and tvlineasm2, but incomplete (no reverse
translucency, nonpow2 textures will crash)
- For System V AMD64 calling conventions; requires YASM
git-svn-id: https://svn.eduke32.com/eduke32@4066 1a8010ca-5511-0410-912e-c29ae57300e0
This reverts commit c7e51147f1869d42fc8365f748bb8f6bd4c6fc2f. [r3835]
Conflicts:
eduke32/build/src/defs.c
[Dunno what caused this, but I cleaned this out. Also, the change from
build.c was not reverted.]
git-svn-id: https://svn.eduke32.com/eduke32@4061 1a8010ca-5511-0410-912e-c29ae57300e0
This reduces the proportion of time the trig calculations take of the whole
preprocessing from 50% to about 13%.
git-svn-id: https://svn.eduke32.com/eduke32@4060 1a8010ca-5511-0410-912e-c29ae57300e0
Also, add hitscan test to test.lua -- a crosshair-like sprite is spawned
and continuously updated to the position of where the player aims at.
git-svn-id: https://svn.eduke32.com/eduke32@4059 1a8010ca-5511-0410-912e-c29ae57300e0
The offsets (that will translate the axes for .pitch/.roll rotation) were
calculated improperly with screen sizes other than 1280 x 1024 and were
dependent on other related variables. The fix proceeded empirically, i.e. mostly
trial, error, and some educated guesswork. (It's telling that the magic constant
1280 is needed.) A test for Lunatic is added to test.lua that will rotate
SEENINES.
Bug pointed out by Mblackwell.
git-svn-id: https://svn.eduke32.com/eduke32@4058 1a8010ca-5511-0410-912e-c29ae57300e0
- Need to open some files in binary mode.
- MinGW's "find" doesn't provide -L option, detect that.
git-svn-id: https://svn.eduke32.com/eduke32@4051 1a8010ca-5511-0410-912e-c29ae57300e0
Specifically, for the tables returned with require"DEFS" etc. This allows to
check if maybe parts of a bundle of files is missing (because comparisons like
"spr.picnum == D.NONEXISTENT_NAME" do not yield errors normally).
git-svn-id: https://svn.eduke32.com/eduke32@4050 1a8010ca-5511-0410-912e-c29ae57300e0
Permitting to enable various debugging options. See "eduke32 -debughelp"
for which ones those are: they were previously settable from defs_common.lua,
and a new option 'strict' has been added that makes accesses to void sprites
error. (That is, already "sprite[i]", not "sprite[i].some_member".)
git-svn-id: https://svn.eduke32.com/eduke32@4049 1a8010ca-5511-0410-912e-c29ae57300e0
- engine.c: comment out some unused decls with RELEASE=0 DEBUGANYWAY=1
- Lunatic: update dump.lua and v.lua
- Lunatic: test/test_geom.lua: note a perf regression (wrt older LuaJIT,
or I mis-configured / built something wrong)
git-svn-id: https://svn.eduke32.com/eduke32@4048 1a8010ca-5511-0410-912e-c29ae57300e0
(Auto-insertion of an inner sector from a loop happens either because the loop
is created in an extended sector, or because it has been punched through a
ceiling/floor into the upper/lower neighbor sector.)
git-svn-id: https://svn.eduke32.com/eduke32@4033 1a8010ca-5511-0410-912e-c29ae57300e0
- add gv.GET, gv.WEAPON, gv.RETURN
- specify that sprite[].x/y/z and wall[].x/y are 32-bit ints
- add an example for con.longjmp()
- add an appendix listing the RETURN usage of various events
git-svn-id: https://svn.eduke32.com/eduke32@4032 1a8010ca-5511-0410-912e-c29ae57300e0
On the C side, keep the name g_RETURN. I'm still superstitious about
dropping the "g_".
git-svn-id: https://svn.eduke32.com/eduke32@4031 1a8010ca-5511-0410-912e-c29ae57300e0
Note: the wall line will not light up periodically, but point insertion will
be possible nontheless. A bit inconsistent, but I didn't want to do a full
analysis of which side effects allowing a sprite highlight and a line highlight
to coexist at the same time would have.
git-svn-id: https://svn.eduke32.com/eduke32@4026 1a8010ca-5511-0410-912e-c29ae57300e0
This makes CLANG=1 RELEASE=0 DEBUGANYWAY=2 OPTLEVEL=1 builds definitely pretty
playable (only Polymost tested) while having a decent amount of sanitization.
git-svn-id: https://svn.eduke32.com/eduke32@4020 1a8010ca-5511-0410-912e-c29ae57300e0