The main thing to note is the "half-open" nature of the x/y range checks.
git-svn-id: https://svn.eduke32.com/eduke32@3897 1a8010ca-5511-0410-912e-c29ae57300e0
- Pass original module name (dot=dirsep) to module via our require()
- geom.lua: fix some operations using the vector type constructor
- geom.lua: provide constructor for ivec3, useable like vec3
git-svn-id: https://svn.eduke32.com/eduke32@3894 1a8010ca-5511-0410-912e-c29ae57300e0
Also, an external 'minitext' with optional shade and pal. args and
documentation for ps:padecol().
git-svn-id: https://svn.eduke32.com/eduke32@3893 1a8010ca-5511-0410-912e-c29ae57300e0
They don't get registered on Windows for some reason, and mapstate debugging is
best carried out using scripting code, anyway.
git-svn-id: https://svn.eduke32.com/eduke32@3892 1a8010ca-5511-0410-912e-c29ae57300e0
It's hard to call this a fix, since ideally, buffer sizes like these would be
only as large as needed in the worst case.
git-svn-id: https://svn.eduke32.com/eduke32@3880 1a8010ca-5511-0410-912e-c29ae57300e0
Interestingly, that test case then appears to be drawn fully. Heh.
Also, move one clamp from r1874 one up in the data flow chain.
Doesn't seem to break textured overhead map view with Last Pissed Time.
git-svn-id: https://svn.eduke32.com/eduke32@3878 1a8010ca-5511-0410-912e-c29ae57300e0
Also add an assertion that currently sometimes fails when zooming in too much
in Mapster32 textured 2D mode. Example: DNF's LADYKILLR.MAP at (46000,-14000).
git-svn-id: https://svn.eduke32.com/eduke32@3877 1a8010ca-5511-0410-912e-c29ae57300e0
(This is the module that implements much of the "hard-coded" functionality
formerly on the C side.)
git-svn-id: https://svn.eduke32.com/eduke32@3871 1a8010ca-5511-0410-912e-c29ae57300e0
However, from the command line, reverse the situation: dirseps must be passed
as '/', dots are forbidden (except in the trailing ".lua").
git-svn-id: https://svn.eduke32.com/eduke32@3867 1a8010ca-5511-0410-912e-c29ae57300e0
It is a 32-bit signed integer. No version bump necessary, although CON code
accessing this new member will not work with earlier revisions (obviously).
git-svn-id: https://svn.eduke32.com/eduke32@3866 1a8010ca-5511-0410-912e-c29ae57300e0
Also from Lunatic, make these members read-only and provide methods that
allow setting them to either -1 or a number in [0..MAX{TILES,SOUNDS}-1].
git-svn-id: https://svn.eduke32.com/eduke32@3865 1a8010ca-5511-0410-912e-c29ae57300e0
The commit revises the definition of qstrdim when TEXT_[XY]OFFSETZERO are used. With these flags, the offsets the user specifies are now the only dimensions the function cares about in terms of tile placement, so depending on the difference between the offset(s) and the size of the final tile, it may be slightly more or less than the dimensions actually displayed on the screen because tile size is never taken into account. (For example, if your font is nominally 9x7 like the Duke bluefont and you use a TEXT_XOFFSETZERO of 5 with a string five characters long, the total x dimension will be 25 even though the last character will overhang that amount by four pixels. If you use a TEXT_XOFFSETZERO of 12 with the same string, the total x width will be 60 even though there will be three pixels of empty space on the right edge.) This change was made because assigning text an arbitrary constant width in general implies an intent to keep character positions constant even with a variable width font, but returning the visible span of pixels on the screen that the tiles cover would have caused the string to move when alignment options other than the top-left were used. In other words, you can now safely use TEXT_[XY]OFFSETZERO with the alignment options and the text won't jiggle.
Also, with TEXT_GAMETEXTNUMHACK, numerals are now effectively TEXT_XOFFSETZERO text that respect the above paragraph, so number count displays can look nice with alignment options too.
Having to modify the extent/offset code makes me realize that I'm not quite happy with its structure because it gets tangled juggling different concepts like character width, X offset, and spacing, and how they relate when the line wraps or in terms of the final size. Fortunately, it produces correct results as far as I know, and it's not necessarily ugly, just hard to understand. Handle with care.
git-svn-id: https://svn.eduke32.com/eduke32@3850 1a8010ca-5511-0410-912e-c29ae57300e0
That is, the gamevars named WEAPONx_* in CON will now have the remapped value
if they were not overridden from CON ('gamevar' at file scope).
For C-CON, everything except signaling an override from the CON parser is in
place.
git-svn-id: https://svn.eduke32.com/eduke32@3848 1a8010ca-5511-0410-912e-c29ae57300e0