last one + this one:
A couple of tweaks against accidental overwriting of maps.
- first, fix a bug where the map name wasn't reset to 'newboard.map' when starting a
new map
- When saving with Ctrl-S, query the user for confirmation and also show the file name
where the map will be written
- when going into the ESC-menu, print the file name where the map will be written
on pressing 'S' above the '(S)ave' text
git-svn-id: https://svn.eduke32.com/eduke32@2096 1a8010ca-5511-0410-912e-c29ae57300e0
cursor, query the mapper to pick one. The joining can still fail afterwards,
which makes it only a semi-automatic helper feature.
git-svn-id: https://svn.eduke32.com/eduke32@2092 1a8010ca-5511-0410-912e-c29ae57300e0
allowed circle-walls started on the unconstrained _other_ side of a constrained
wall. Also fix a potential invalid wall access when inserting a point (pretty
serious, that!)
git-svn-id: https://svn.eduke32.com/eduke32@2091 1a8010ca-5511-0410-912e-c29ae57300e0
also for make-circle (C, SPACE). There's still a TROR corruption happening
probably when inserting on constrained walls, but I've yet to get behind the
real cause.
git-svn-id: https://svn.eduke32.com/eduke32@2090 1a8010ca-5511-0410-912e-c29ae57300e0
some wall drawing state is ripped out from overheadeditor() into a
a file-scope struct (even if we don't yet need it there). If the deleting
touches the first drawn point, the walls drawn so far are cleared.
git-svn-id: https://svn.eduke32.com/eduke32@2089 1a8010ca-5511-0410-912e-c29ae57300e0
overheadeditor() by allocating temp variables in the blocks where they
are needed.
git-svn-id: https://svn.eduke32.com/eduke32@2088 1a8010ca-5511-0410-912e-c29ae57300e0
- fix arg checking in checkdefs.sh
- some tilenum and quote ID validation in the CON interpreter
- G_DrawDigiNum and friends: eliminate redundant strlen calls
git-svn-id: https://svn.eduke32.com/eduke32@2086 1a8010ca-5511-0410-912e-c29ae57300e0
ATI cards.
From the time of OpenGL initialization, gamma lookup in classic/fullscreen
will be done in software. Before that, always do a setgamma() after setting the
palette, since this is what resets the HW gamma. However, this may lead to
unappealing artifacts with portions of the scene being sent to the screen with
different gammas.
git-svn-id: https://svn.eduke32.com/eduke32@2085 1a8010ca-5511-0410-912e-c29ae57300e0
maybe replace them with the proper names.
Usage:
checkdefs.sh <some.def> [[<some_dir>] -patch]
<some_dir> is taken to be the base directory of the search path.
-patch uses 'sed -i' to replace the offending findings
git-svn-id: https://svn.eduke32.com/eduke32@2081 1a8010ca-5511-0410-912e-c29ae57300e0
We pack our own copy of glext.h to avoid build breakages on older environments,
and having gl.h include its own was defeating all that.
git-svn-id: https://svn.eduke32.com/eduke32@2080 1a8010ca-5511-0410-912e-c29ae57300e0
fashion. Among other things, this makes the FOV widening when shrunk
work. User CON code should always check the initial viewingrange value
when attempting to do FOV effects like zoom, because it is not guaranteed
to be 65536 due to different screen aspect ratios etc.
git-svn-id: https://svn.eduke32.com/eduke32@2078 1a8010ca-5511-0410-912e-c29ae57300e0
polymer_addlight(). I have no idea whether it's the 'right' thing,
but it fixes this:
Conditional jump or move depends on uninitialised value(s)
at polymer_updatelights (polymer.c:5090)
by polymer_drawrooms (polymer.c:938)
. . .
Uninitialised value was created by a stack allocation
at loadmaphack (engine.c:9482)
Fix another uninitialized access when rendering jpegs.
git-svn-id: https://svn.eduke32.com/eduke32@2069 1a8010ca-5511-0410-912e-c29ae57300e0
This fixes a crash when loading a map afterwards.
Tweak a few debugging messages and some whitespace.
git-svn-id: https://svn.eduke32.com/eduke32@2068 1a8010ca-5511-0410-912e-c29ae57300e0
Also move a 'int16_t editstatus' declaration from polymost.c to engine_priv.h.
git-svn-id: https://svn.eduke32.com/eduke32@2066 1a8010ca-5511-0410-912e-c29ae57300e0
Getting the texture handles without requiring invalidation means we can
handle ART-animating tilenums without impacting performance too much.
git-svn-id: https://svn.eduke32.com/eduke32@2058 1a8010ca-5511-0410-912e-c29ae57300e0
This won't actually do anything until the a debug bit is added when
creating the context, but that requires support for GLX_create_context
which SDL doesn't support. I'll add support for WGL_create_context to
winlayer in a bit as a stopgap.
Also updates our local copy of glext.h with a fresh one from the
Khronos registry.
git-svn-id: https://svn.eduke32.com/eduke32@2056 1a8010ca-5511-0410-912e-c29ae57300e0
We need to Y-invert the projection texcoords when sampling
from the lightmap.
git-svn-id: https://svn.eduke32.com/eduke32@2055 1a8010ca-5511-0410-912e-c29ae57300e0
Sprites would stick with their old material on global palette change.
This goes through all prsprites and clobbers their CRCs so that an
alternate skin / tint / highpal can be applied accordingly.
git-svn-id: https://svn.eduke32.com/eduke32@2053 1a8010ca-5511-0410-912e-c29ae57300e0
The winding order of faces is different if only flipping about X or Y,
and we were unconditionally culling CW faces.
git-svn-id: https://svn.eduke32.com/eduke32@2052 1a8010ca-5511-0410-912e-c29ae57300e0
the nextwall pointers correctly; Add some 'asksave=1' and 'make old-nextwalls
invalid'.
git-svn-id: https://svn.eduke32.com/eduke32@2048 1a8010ca-5511-0410-912e-c29ae57300e0
First, if we're in Polymer, don't precache tinted tiles that have a highpal
for that certain pal. Second, don't precache tiles for palnum 251 (the last
non-reserved one, which is used as a crosshair pal). Assuming that there are
no other tints, this cuts the initial precache time and cache size on disk in
half.
git-svn-id: https://svn.eduke32.com/eduke32@2045 1a8010ca-5511-0410-912e-c29ae57300e0
of the picnums of all sprites, omit the newly inserted sprite itself!
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This way, crashlogs will really be appended. Additionally, print a time
at the end of each backtrace.
winlayer.c: load ebacktrace1.dll instead of the old one
Makefile.common: when building with DEBUGANYWAY=1, don't omit frame pointers
This will let us get a stack trace for crashes with the release build code.
git-svn-id: https://svn.eduke32.com/eduke32@2040 1a8010ca-5511-0410-912e-c29ae57300e0
Keep track of which side is getting culled, swap around mirrors, swap
around model drawing.
git-svn-id: https://svn.eduke32.com/eduke32@2032 1a8010ca-5511-0410-912e-c29ae57300e0
is picked" but still not perfect. In particular, sometimes a wrong wall is
selected, and sprites don't get picked through portals. As a rule of thumb,
don't be too far away from the objects you're modifying in 3D mode.
git-svn-id: https://svn.eduke32.com/eduke32@2030 1a8010ca-5511-0410-912e-c29ae57300e0
before, and additionally a mode that doesn't clip against masked walls
and sprites.
git-svn-id: https://svn.eduke32.com/eduke32@2028 1a8010ca-5511-0410-912e-c29ae57300e0
uint64_t gethiticks() and gethitickspersec(). For SDL 1.2, the timer
has the same resolution as getticks (1000 Hz). For Windows and SDL 1.3,
the resolution of the underlying perf-timers is used. The only user of
these functions right now is some TROR on-screen debugging code.
Revert an earlier change regarding r_preview_mouseaim. We can't do the
check because editstatus is set later.
git-svn-id: https://svn.eduke32.com/eduke32@2026 1a8010ca-5511-0410-912e-c29ae57300e0
the additional rendering pass
- Remove r_preview_mouseaim cvar from the game, since it's only for Mapster
- sdlmusic.c: (Failed) attempt to fix a call of waitpid() with a non-existent
process ID in the external MIDI playing code. I think there's a race there...
git-svn-id: https://svn.eduke32.com/eduke32@2025 1a8010ca-5511-0410-912e-c29ae57300e0
functionality, Polymost).
The new feature can be enabled/disabled with the 'r_tror_nomaskpass' cvar.
The basic idea is that when drawing lower or upper levels, a first pass
is performed that ignores all red walls for which the TROR nextwall link
'towards' the viewer arrives at a red wall. Thus, in the worst case, there
can be up to twice as many rendering passes now (when it is discovered that
the no-mask-pass isn't different that what would be drawn with the ordinary
one, the latter is skipped, since we've already drawn all needed geometry).
Hovever, this kind of multi-pass splitting is only suitable for simple scenes,
like the upper subway in the TROR test map. In particular, multiple islands
shouldn't 'see' each other.
Two issues are worth mentioning: first, care needs to be taken for translucent
ceilings or floors, since drawing them twice isn't the same as drawing them
once. This is done for classic, but not for Polymost. Second, sprites (which
are always drawn _after_ the geometry for a given pass) are still clipped to
the geometry of the ordinary pass, resulting in their disappearance from
certain angles.
--
Additionaly, a change made it into this commit that fixes redundant collection
of sprites in TROR:classic/Polymost.
git-svn-id: https://svn.eduke32.com/eduke32@2024 1a8010ca-5511-0410-912e-c29ae57300e0
- remove 'imageSize' global which was always yres*bytesperline and only used once
- some clearbuf() -> Bmemset() because I find the latter easier to read
- remove some clearbufs to 0 of some global arrays on init
git-svn-id: https://svn.eduke32.com/eduke32@2023 1a8010ca-5511-0410-912e-c29ae57300e0