This fixes an update issue: start EDuke32 without warping to a map in Polymost,
change to classic, and change to Polymost again. The OSD background will be
displaced.
git-svn-id: https://svn.eduke32.com/eduke32@3525 1a8010ca-5511-0410-912e-c29ae57300e0
If m32script gamevar "move_by_one" is nonzero, the some keys move the
"player arrow" by increments of 1:
- Without SHIFT: LEFT/RIGHT absolute x, DOWN/UP absolute y, A/Z absolute z.
- With SHIFT: DOWN/UP (unbounded!) horiz, LEFT/RIGHT angle.
This can be useful to debug renderer bugs that show a high sensitivity to the
exact location ("are transient in space").
git-svn-id: https://svn.eduke32.com/eduke32@3509 1a8010ca-5511-0410-912e-c29ae57300e0
Face- and wall-aligned sprites are drawn using the wall routines in BUILD.
However, the per-x-screen-coordinate distance (swall[]) is calculated in a way
that potentially incurs great precision loss (for example 5 bits for
xdimen=1280, yxaspect=65536). This leads to the starting (top) vertical texture
coordinate possibly wrapping to large values, leaving an unsightly "stray line"
on top of the sprite from certain viewing angles/horiz values.
The approach to fix it has two parts: first, the distance is calculated using
float values, preventing the precision loss. Because this doesn't fully prevent
the unwanted lines, the texture coords are clamped to the mininum and maximum
(0 and UINT32_MAX respectively) when calculating them for sprites.
Note that stray lines may still appear at the *bottom* of sprites under certain
circumstances, for example when viewing at a y-flipped sprite from above.
These should be less noticable in real-world usage though.
The feature is guarded by a macro HIGH_PRECISION_SPRITE in case using floating
point or 64-bit integers is undesirable/impossible on some platforms.
git-svn-id: https://svn.eduke32.com/eduke32@3483 1a8010ca-5511-0410-912e-c29ae57300e0
That is, first check if the sprite is in the game world and then if it
already has the desired sector or status number. This doesn't change anything
in our codebase, since the return values of these functions are never examined.
git-svn-id: https://svn.eduke32.com/eduke32@3474 1a8010ca-5511-0410-912e-c29ae57300e0
The usual: declare locals more tightly, const-qualify them where it helps
readability, remove dead code...
git-svn-id: https://svn.eduke32.com/eduke32@3470 1a8010ca-5511-0410-912e-c29ae57300e0
Its only use is to have a actor -> tsprite mapping for the EVENT_ANIMATESPRITE
event and .tspr will be set before it is run.
git-svn-id: https://svn.eduke32.com/eduke32@3448 1a8010ca-5511-0410-912e-c29ae57300e0
Whether a sprite is considered for texel-hitscan is determined on the base
tile number, not the individual animated tile numbers.
git-svn-id: https://svn.eduke32.com/eduke32@3404 1a8010ca-5511-0410-912e-c29ae57300e0
One use was in determining the ray vector for the mouse-aiming hitscan
in the editor. Unfortunately, the change doesn't make it any less broken
in Polymost, even if the two instances were out of sync.
git-svn-id: https://svn.eduke32.com/eduke32@3401 1a8010ca-5511-0410-912e-c29ae57300e0
If enabled, dragging wall vertices will correct the xrepeat after the
mouse button is released, so that the pre-drag absolute stretching is
restored.
git-svn-id: https://svn.eduke32.com/eduke32@3398 1a8010ca-5511-0410-912e-c29ae57300e0
- Run it twice, since the first one is wrong.
- Warn when attempting to align based on a top-oriented wall. When the
sequence of walls to align has "windows", only the bottom parts will
be correct.
- Make the modifiers actually useful:
* Pressing SHIFT aligns at most one wall, remove the old CTRL modifier.
* The rest is as before: ALT makes the walls have (approximately) equal
texture stretching, ['] (quote) aligns the immediate TROR-nextwalls.
git-svn-id: https://svn.eduke32.com/eduke32@3396 1a8010ca-5511-0410-912e-c29ae57300e0
Also, factor out 2x dup'd code of insertsprite() into do_insertsprite()
and add searchwall-displaying code into package/samples/a.m32.
git-svn-id: https://svn.eduke32.com/eduke32@3395 1a8010ca-5511-0410-912e-c29ae57300e0
Also, add another flag, signifying that from the editor, also the
"lastwall"s (i.e. the CCW-linked points) should get collected. This is
to signal the editor that their wall lengths should be displayed, too.
git-svn-id: https://svn.eduke32.com/eduke32@3394 1a8010ca-5511-0410-912e-c29ae57300e0
Also, rewrite comparison to the non-tint in astub.c to be even less hackish.
git-svn-id: https://svn.eduke32.com/eduke32@3387 1a8010ca-5511-0410-912e-c29ae57300e0
- Stop using memcache on some other failure paths, particularly when
failing to read from the on-disk texcache.
- Factor out cache reading code (3x).
- Fix endianness issues affecting big-enadian systems (one introduced by
r3382, one existing before). Comment each B_LITTLE32 with whether we're
converting from native to on-disk (little) endianness or back.
git-svn-id: https://svn.eduke32.com/eduke32@3386 1a8010ca-5511-0410-912e-c29ae57300e0
The SDL and Windows layers had slightly different code: the latter would
dereference a NULL pointer if stdout.txt failed being write-opened.
git-svn-id: https://svn.eduke32.com/eduke32@3377 1a8010ca-5511-0410-912e-c29ae57300e0
When reaching wall limits, it is possible that only some circle points will
be inserted and the result is left unfinished.
git-svn-id: https://svn.eduke32.com/eduke32@3376 1a8010ca-5511-0410-912e-c29ae57300e0
Reproduced as follows (assuming all tiles have texel-hitscan for simplicity):
In E2L5, shoot the opening switch with the shotgun, aiming for the border.
The crash occurs because the *other*, depressed switch tile isn't yet loaded
when we index into its tile storage. Dereferencing 0+small number == BAD!
git-svn-id: https://svn.eduke32.com/eduke32@3364 1a8010ca-5511-0410-912e-c29ae57300e0
Preventing a continuously growing stack top and inevitable program termination.
Also, commonize the error handling to live on the engine side.
git-svn-id: https://svn.eduke32.com/eduke32@3352 1a8010ca-5511-0410-912e-c29ae57300e0
* Renamed source/jaudiolib/third-party/mingw32 to source/jaudiolib/third-party/Windows.
* Moved source/jaudiolib/third-party/Windows/include to source/jaudiolib/third-party/common/include to use both on Windows and Apple.
* Deleted Apple/lib/include/{ogg,vorbis}/, see previous point.
* Deleted Apple/lib/libvorbisenc.a, 6MB saved.
* Moved Apple/lib/lib{ogg,vorbis,vorbisfile}.a to source/jaudiolib/third-party/Apple/lib, where they belong.
* Moved source files in Apple/ to source/, where they belong. (SDLMain.[mh] stay.)
* Deleted source/jaudiolib/third-party/{ogg,vorbis}.framework, not used any more.
* Renamed "StartupWinController*" to "startosx*".
git-svn-id: https://svn.eduke32.com/eduke32@3334 1a8010ca-5511-0410-912e-c29ae57300e0