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
First, when pressing 'S on signed members (like the shade), display
the real signed value instead of the value cast to an unsigned type.
Second, when aiming at an overwall and pressing G, affect the overwall
instead of the wall. Maybe these changes affect a few other queries too...
git-svn-id: https://svn.eduke32.com/eduke32@2077 1a8010ca-5511-0410-912e-c29ae57300e0
- when pasting to walls or maskwalls, the following user bits are kept now:
4 (top/bottom alignment [O])
1+64 (blocking, hitscan)
8+256 (x/y-flip)
- print '(one-sided)' when pressing Shift + ([B] or [H]) on a wall
git-svn-id: https://svn.eduke32.com/eduke32@2033 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
always like this now:
ExtUninit -> (writesetup, misc.)
uninitengine -> (uninitsystem -> (uninit timers, mouse, ...))
exit()
Some paths still lead to a plain exit(), like failures in cache1d.c or mdsprite.c
git-svn-id: https://svn.eduke32.com/eduke32@2022 1a8010ca-5511-0410-912e-c29ae57300e0
This will prevent it from calling gltexinvalidateall() when e.g. submerging
and resurfacing, mimicking the behavior of the game, where only
gltexinvalidate8() is called in such situations.
git-svn-id: https://svn.eduke32.com/eduke32@2013 1a8010ca-5511-0410-912e-c29ae57300e0
with 'corruptcheck now', but still print each corrected one on tryfix.
git-svn-id: https://svn.eduke32.com/eduke32@2012 1a8010ca-5511-0410-912e-c29ae57300e0
whenever we change to another renderer etc. and define it for the game and
editor. The purpose of the function is to clean up references to Polymer
resources like lights.
This fixes 1) all lights becoming spot lights in the game and 2)
an issue with maphack lights in the editor (can't recall which exactly).
git-svn-id: https://svn.eduke32.com/eduke32@2006 1a8010ca-5511-0410-912e-c29ae57300e0
Specifically, now also consider the sprite tile's yoffset, and fix an
issue when a tsprite got duplicated 'toward' the viewer. Also add a
couple of tests in trueror1.map.
git-svn-id: https://svn.eduke32.com/eduke32@2004 1a8010ca-5511-0410-912e-c29ae57300e0
This makes the latter also correct when testing a map from the editor.
git-svn-id: https://svn.eduke32.com/eduke32@2001 1a8010ca-5511-0410-912e-c29ae57300e0
With script_expertmode enabled, SHIFT-BACKSPACE clears the upwall link and CTRL-
BACKSPACE the downwall link. These functions are useful because the automatic
nextwall determination code sometimes gets it wrong (not corrupting anything) or
if you want to vertically displace a sector attached to a higher or lower level.
Also add the exploding ceiling example to the TROR test map.
git-svn-id: https://svn.eduke32.com/eduke32@1997 1a8010ca-5511-0410-912e-c29ae57300e0
on the command-line isn't found (instead of saying nothing)
* editor: Move inconsistent (stat&2)/heinum detection into the corruption
checker. This makes a lot of original maps spew countless 'errors', but
it's preferable for new maps since such floors and ceilings could behave
strangely with TROR.
git-svn-id: https://svn.eduke32.com/eduke32@1995 1a8010ca-5511-0410-912e-c29ae57300e0
by using setspritez() instead of setsprite() for the sectnum updating.
* Change 'yax-nextwall(0/1)' to 'upwall/downwall' in the corruption checker, makes it much nicer to read.
git-svn-id: https://svn.eduke32.com/eduke32@1959 1a8010ca-5511-0410-912e-c29ae57300e0
* make Ctrl-Alt-A (formerly 'toggle inner gray walls') now remove all gray walls entirely in 2d mode
* make r_usenewaspect enabled by default
git-svn-id: https://svn.eduke32.com/eduke32@1957 1a8010ca-5511-0410-912e-c29ae57300e0
* fix breaking out of 'switch' blocks and compilation of the 'default' case
* Have a way of assigning 'special function' menu [' F] entries to script states. Writing a string literal after the state name will register the state under that name. Menu names are limited to 24 characters and it's possible to have up to 16 of them.
* new branching command 'ifinteractive', true if a state runs from the menu mentioned above.
* new command: getnumberfromuser <<retvar>> "query_string" <maxnum> <flags>
See 'state collect_teleporting_sectors' in a.m32 for a combined usage of the new functionality.
git-svn-id: https://svn.eduke32.com/eduke32@1955 1a8010ca-5511-0410-912e-c29ae57300e0
* helper feature: when shade preview is enabled, the ceilings and floors of highlighted sectors are shown in pal 6. This makes it possible to highlight the TROR-joining candidate sectors in 3D mode using e.g. 'sethighlightsector searchsector 1' while aiming at the respective ceilings and floors, and get visual feedback.
* when failing TROR-joining early ('no consistent joining combinations found'), print to the console why it failed.
* more Makefile.deps updating
git-svn-id: https://svn.eduke32.com/eduke32@1952 1a8010ca-5511-0410-912e-c29ae57300e0
* New shade/visibility calculation code, which is activated with 'r_usenewshading' (on by default), and is closer to the classic look. Also tweak the FOGSCALE macro to have approximately the same fog distance with all renderers.
* Mapster32: END modifier to RShift. If it's pressed when RShift is released, sprites which are in grayed out sectors are also selected; Make changing shade affect all highlighted sprites in 3D mode (when aiming at one of them).
* some debug code to watch out for suspicious glGenTexture/glDeleteTextures calls, not active.
git-svn-id: https://svn.eduke32.com/eduke32@1943 1a8010ca-5511-0410-912e-c29ae57300e0
The main feature is the addition of -mx and -mh command-line parameters to EDuke32 and Mapster32. These parameters include a con and def "module" respectively. This translates into essentially including the file from the bottom of the compiled script.
I fixed the classic buggy behavior of the BROKEHYDROPLANT and REACTOR2 sprites.
I also fixed a small, long-standing bug where FRAMEEFFECT1 blurs are not affected by sector floorpal. You can see one example of this by shrinking the Enforcer on the upper inside of the toppled building in E3L11: Freeway.
I tweaked the Makefile so that it would automatically regenerate the keep.me files in the $(OBJ) and $(EOBJ) directories after they are deleted for cleaning.
One final change is a slight positioning cleanup of both programs' --help dialog boxes.
git-svn-id: https://svn.eduke32.com/eduke32@1937 1a8010ca-5511-0410-912e-c29ae57300e0
* Read-only CON access to sector bunchnums by adding the labels '.ceilingbunch' and '.floorbunch' to the CON sector structure
git-svn-id: https://svn.eduke32.com/eduke32@1931 1a8010ca-5511-0410-912e-c29ae57300e0
* slightly tweaked status line, now also displaying the number of bunches
* fix a couple of issues unearthed by valgrind and a TROR nextwall corruption when joining sectors
git-svn-id: https://svn.eduke32.com/eduke32@1930 1a8010ca-5511-0410-912e-c29ae57300e0
* it is now possible to paste (and have an outer red wall automatically) highlighted sectors into a sector that is extended on one side and non-sloped on the other. For this, the highlighted sectors must be in one connected component.
* Make it possible to not display inner gray walls, toggled with Ctrl-Alt-A, but only when no manual grayout (Ctrl-R) is in effect.
* bugfix: don't clear original TROR-nextwall link when duplicating extended highlighted sector
* m32script: protect wall members relevant to TROR
* save autogray (Ctrl-A) and showinnergray (see above) to mapster32.cfg
git-svn-id: https://svn.eduke32.com/eduke32@1928 1a8010ca-5511-0410-912e-c29ae57300e0
- sethighlightsector <sectnum> <on?>
- updatehighlightsector
- collectsectors <<array_to_collect_sectnums>> <initial_sector> <<num_collected_sectors>> <sector_filtering_state>
The latter does a breadth-first search starting from an initial sector and collects nextsectors only when the filtering state, given a sectnum as RETURN input, writes a nonzero value into RETURN. As a usage example, a.m32 includes the state 'collect_teleporting_sectors', that collects all sectors containing an SE7 and highlights them afterwards. This way, it should be possible to retrofit old maps with TROR by distributing small scripts that do most of the work (right now, joining has to be done by hand, though).
* corruption checker: for the 'nextwall inconsistent with nextsector' corruption, suggest an alternative fix by searching fitting nextwalls and changing the nextwall of the corrupt wall (as opposed to the nextsector). It will display with a leading '?' in the listing, and can be demanded by suffixing 'corruptcheck tryfix' with it. For example,
corruptcheck tryfix 9-21 ?
would fix some corruptions in Billy Boy's cranium.map without introducing drawing errors.
* fix demo playback (tueidj figured this out)
git-svn-id: https://svn.eduke32.com/eduke32@1927 1a8010ca-5511-0410-912e-c29ae57300e0
* When dragging highlighted sprites, do a setsprite() after each position update. This way, they won't end up on the wrong level
* TROR support for SE 31 and 32 in-game, example provided in test map
* some uncommited stuff for TROR: SE 6/14
git-svn-id: https://svn.eduke32.com/eduke32@1924 1a8010ca-5511-0410-912e-c29ae57300e0
"The most noticeable change is the addition of the "includedefault" CON and DEF command, which will attempt to include eduke.con (or nam.con, or ww2gi.con), then game.con, or duke3d.def, or nam.def, or ww2gi.def. This is useful for TCs like my add-ons, where for my pseudo-mutators I currently say "include EDUKE.CON", but I also have to juggle this terrible order of paths, so that I can have an EDUKE.CON file in my HRP which says "include GAME.CON" to allow the mainline game to actually run, but also allow DukePlus to load its EDUKE.CON file (since it uses that and not an -x switch), and also allow any custom EDUKE.CON files in the root to be used."
git-svn-id: https://svn.eduke32.com/eduke32@1909 1a8010ca-5511-0410-912e-c29ae57300e0
* Voxel tweaks: horizontally scale wall-aligned ones by 5/4, make them ignore per-tile yoffset in classic (i.e. emulate Polymost; I think this is more sensible since they're not clipped to floors/ceilings anyway), make Polymost know the voxel scale
* Always cull back-facing, one-sided, wall-aligned sprites (classic/Polymost), irrespective of whether it's a sprite, voxel or model. This can lead to falsely not drawing them in certain circumstances, but IMO that's preferable to visible hidden switches etc.
* Change defaults for r_novoxmips to 1 and lazytileselector to 0
git-svn-id: https://svn.eduke32.com/eduke32@1908 1a8010ca-5511-0410-912e-c29ae57300e0
* When TROR-joining and sectors reachable through former red walls could need displacement, ask the user; if something is wrong with the walls of the two components to join, jump to that place and print coordinates of offending wall and its point2 in the OSD
* Ctrl-TAB in 2D mode now toggles filling of the currently aimed-at sector; it's not very in sync with the rest of the controls though (e.g. some commands will potentially affect each sector that contains the crosshair)
* Fill sectors slightly different so that highlighted sectors above each other are easier to distinguish
* In the editor, always clear the screen to a 'rainbow' of the palette before each frame. This makes no-draw ('HOM') and accidental translucency glitches stand out more clearly
* a few misc. tweaks, consistency checks, and fixes
git-svn-id: https://svn.eduke32.com/eduke32@1901 1a8010ca-5511-0410-912e-c29ae57300e0
* Mapster32 now makes sandwiches, too: select all floors of a bunch and 'extend them below'. This will put a new sector between the highlighted ones and the their lower neighbors and displace the z's accordingly. Make sure you have enough headroom.
* To facilitate the above, RAlt now has two more modifier keys (checked at release time, as usual): for every sector that would be selected, END will select all sectors whose floor bunchnum equals the first (this is useful for sandwiching), and HOME will select all sectors whose ceiling bunchnum equals it (not very useful, but provided for completeness).
* Sloping extended sectors is now checked more rigorously
-- misc:
* When deleting highlighted sectors with DEL, pressing LShift will now always delete them irrespective whether the mouse pointer is over one of them. This is useful for the cleanup of corrupted maps.
* 2D drawing is slightly tweaked so that active walls always display over inactive ones
git-svn-id: https://svn.eduke32.com/eduke32@1900 1a8010ca-5511-0410-912e-c29ae57300e0
* rudimentary TROR support
* free mixing of multi- and single-tile pskies
* Don't cull models behind you. That is, treat them like floor sprites in that respect. This way large models like corpses don't disappear from the view unexpectedly.
Classic:
* tweak the last row and column of the translucency table so that e.g. a transparent sprite against a FANSPRITE wall doesn't show up purple (only if Duke3D table is found)
Misc.:
* fixes TROR-nextwall corruption when deleting sectors
* tile selector 'goto' now has also completion
* I forgot a file for the non-OpenGL build last time
git-svn-id: https://svn.eduke32.com/eduke32@1892 1a8010ca-5511-0410-912e-c29ae57300e0
* make it possible to duplicate from extended sectors; all extensions are cleared from them
* lazy hightile loading in tile selector can now be disabled in mapster32.cfg
* fixes USE_OPENGL=0 build
git-svn-id: https://svn.eduke32.com/eduke32@1890 1a8010ca-5511-0410-912e-c29ae57300e0
* more useful auto-red wall feature: if no structure-changing operations have been applied after highlighting and duplicating, now also paste 'visual' fields of outer walls (this is one example of the use of a system that temporarily keeps track of nextwalls for former red lines)
* multi-pkies now have individual parallaxyscale
git-svn-id: https://svn.eduke32.com/eduke32@1886 1a8010ca-5511-0410-912e-c29ae57300e0
* support for free mixing of multi- and single-tile parallaxed skies in classic
* make visibility independent of yxaspect and viewingrange in OpenGL modes
-- editor:
* when dragging walls, restore pixel width after that (only for the left and right walls of pointhighlight, and its nextwalls, if any)
* pasting on walls and auto-aligning them now carries over a few more fields
-- fixes:
* visibility in OpenGL modes wasn't incremented gradually (regression due to making 'clamp' an inline function instead of a macro)
* memory corruption due to calling qlz_compress with less than the recommended surplus storage of 400 bytes
* decorative sprites in the mirror showing non-flipped
* make the subway SE message (much) more helpful by showing which sector the game considers to be the track sector
git-svn-id: https://svn.eduke32.com/eduke32@1882 1a8010ca-5511-0410-912e-c29ae57300e0
* Polymer light access to m32script (light[<lightidx>].<field>). As an application, provide a state 'insertlights' that takes the currently active lights and puts them into the map as SEs (e.g. for maphack recovery).
* Prototype of a mechanism to gray out certain portion of a map, making them inactive to various, but not all, editing operations. Highlighting a set of sectors and pressing Ctrl-R will make the Z bounds be [(least ceiling z), (greatest floor z)] of all selected ones, pressing Ctrl-R when no sectors are highlighted will reset them. Not sure if it's for production use at this stage...
* The 'align walls' feature [.] now has three independently toggleable behaviours: recurse nextwalls (toggled when Ctrl is pressed), iterate point2s (disabled when Shift is pressed), and also copy pixel width (toggled when Alt is pressed).
* Make shades clamp instead of overflowing in the editor
Fixes:
* crash when carrying out certain operations on walls with xrepeat 0
* the Pause key on linux. Also make demo recording start on Shift-ScrollLock because ScrollLock alone is too easily pressed when pausing
git-svn-id: https://svn.eduke32.com/eduke32@1877 1a8010ca-5511-0410-912e-c29ae57300e0