'frequently' isn't such a good idea. Assume an actor constantly changes the
palette to some value and you're attacked by a newbeast at the same time. Then
the pain tinting would be reset each time the actor's code is run. This commit
adds a new flag 16 to setbrightness(), meaning "don't reset the fade tinting".
Its only use right now is from CON's setgamepalette command (and there, always).
The change is done in the engine and thus affects all platforms.
git-svn-id: https://svn.eduke32.com/eduke32@2225 1a8010ca-5511-0410-912e-c29ae57300e0
This is in the similar vein as the set-palette deferring and it's this
that fixes the low FPS in the radioactively contaminated area in AMC TC:
Megabase (since setgamma() is called from setbrightness()).
Again, update issues might be expected, but changing focus between EDuke32
and the desktop and back seems to restore the gamma settings properly on
Kubuntu. Looks like X (or whatever above handles this stuff) maintains it
on a per-application basis.
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CON code sometimes uses 'setgamepalette' from withing actors, which is a bit too
frequent. Deferring the actual palette updating means that multiple requests in
between two screen redraws are coalesced into one, which is desirable for
performance reasons and for the reduction of 'tearing' artefacts (but not
prevention, since the drawing isn't synced to the screen refresh rate with
vsync off).
(Did-not-)update issues might be introduced.
Windows isn't touched because
- I expect it to be more brittle, especially in light of the ATI HW gamma
problems.
- I haven't tested whether the particular performance penalty that lead to this
change ('gas' in AMC TC) exists there too
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color-inversed shots. For both PNG and TGA, change the way they're
done in 8-bit mode: instead of XORing every byte with 15, save the
inverse palette (each component taken 255-x).
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instead of shorts. This fixes their values' overflow in AMC TC megabase and
probably a couple of other large maps.
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This makes savegames practically the same as the initial snapshot of a demo.
Saves are now named 'dukesavX.esv' (demos: 'edemoX.edm').
Additionally, many changes that couldn't/needn't be cleanly separated are added
with this commit:
- make spriteext_t have the same size across 32/64 bit platforms (actor_t partially)
- prevent saving/loading in MP games (it certainly didn't work and still doesn't)
- it's time we start using assertions! Define NDEBUG for releasse builds.
- reset savegame major and minor versions (we have a new magic string, so no conflict)
git-svn-id: https://svn.eduke32.com/eduke32@2207 1a8010ca-5511-0410-912e-c29ae57300e0
32- and 64-bit platforms. Also, make struct type actor_t also have a common
size of 128 bytes. New code currently disabled and #ifdef'd for comparison.
This requires certain t_data[] entries ([1]: move ptr, [4]: action ptr and
[5]: ai ptr with actors) to be converted to script offsets instead of pointers,
breaking savegame and net packet compatibility (we could in theory try hard not
to, but it would be too much trouble).
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Actors are always moved such that _they_ clip against blocking sprites, even
if their blocking bit is clear. Setting the new bit make them not clip against
anything. The promary use of this is for decorative moving sprites that are
spawned in masses, such as rain or snow.
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already have MAXSPRITESONSCREEN of them, return 1 to signal that the caller
should break out of the loop.
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Usage: press the ['] (quote) modifier together with the PERIOD key.
Aligns only the immediate upper and lower neighbors of each wall that got
aligned by following point2s or nextwalls. Doesn't play well with Alt
(carry over xrepeat) yet, might need two subsequent alignment passes.
git-svn-id: https://svn.eduke32.com/eduke32@2178 1a8010ca-5511-0410-912e-c29ae57300e0
(getzrange, hitscan, clipmove, drawmapview).
They're reproducible with DNE1.3D; Since these angle values most likely come
from CON code, my suggestion would be to bit-and all values representing angles
with 2047 when setting the from CON, but I'd have to think about potential
side-effects of doing this.
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callback 'G_Polymer_UnInit'.
- In astub.c, reset spritelightid to -1 when nulling the spritelightptr of
a sprite (no crashes observed, just precaution)
- In sdlayer.c, catch SIGILLs with our signal handler too, since illegal
instructions are what the instrumented debug builds will execute when
attempting to carry out an undefined (per C) operation.
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How in the name of hell this could pass undetected for so long is a
mystery to me.
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values; check the color index that is potentially gotten from the string to
be printed.
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them has a different height, print the sectnums of two differing sectors
to so that the mapper can find and examine them with Ctrl-J.
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The texture warping mode will need to be set depending on whether we're
actually drawing a parallaxed sky or not.
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This fixes the vertical (~1 texel wide) stripes that are especially
noticable with tiled art skies and Polymost with r_parallaxskyclamp=1
or Polymer (which always uploads skies with repeating s and t coords).
What constitutes a sky tile is currently hardcoded to be >=78 and <=99.
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and restore_highlighted_sector functions. What this means is that TROR bunches
are now correctly duplicated too (only if all sectors of a given bunch are
highlighted).
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(i.e. first press RAlt, then hold RShift to make it active), consider all
sectors, even the grayed out ones.
This makes 6 modifier keys in 4 categories for RAlt. Can you name them all?
Also spell out the labels that get drawn near the reticle when applying
some of the modifiers and make them not show when not actually selecting
(e.g. pressed RShift alone, but have highlighted sectors)
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that bunches and nextwall links are restores, too. Now, to coalesce two
TROR maps (e.g. for a CBP), one could
do for i allsectors, sethighlightsector i 1
on the console, and then load the 'other' map to copy over the contents
of the first, including all TROR stuff. Note that neither selecting
all sectors with RAlt, nor duplicating them with Insert would lead to
the desired effect (yet).
Internally,
- yax_setbunch() now has different behavior for bunchnums -1, -2 and -3
(it either clears the nextwalls or not)
- build.c has a helper function free_n_ptrs(). This could be handy in
other situations where many blocks of memory must be allocated
consecutively and freed in case of failure
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suboptimal, but at least 'correct' and won't produce the aforementioned
corruptions anymore.
git-svn-id: https://svn.eduke32.com/eduke32@2135 1a8010ca-5511-0410-912e-c29ae57300e0
next{wall,sector} indices instead of using checksectorpointer() so
that the nextwalls will be restored exactly as they were (provided
that they are copied). Also fix tweaking the sectnums of sprites.
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Called 'loop punching'. In addition to duplicating the loop, the inner
portions of the original and cloned loop are made into a new bunch, and
the loop walls are made to be neighbors, linking their movement to each
other. This gives a way to create island sectors with a differing
bunchnum in the midst of an already extended area.
Usage:
For an extended sector containing a CCW inner loop, select its points
using Ctrl+Shift. Press Ctrl-E to be queried whether to duplicate the
points into the upper or lower extension (even if it's unambiguous).
A number of conditions must be met for a successful 'punch', which
should hopefully be more or less obvious. Among them:
- loop walls should all be red
- the starting wall is only considered among the non-grayed-out ones
- the neighboring sector must not contain points inside or at the loop
git-svn-id: https://svn.eduke32.com/eduke32@2130 1a8010ca-5511-0410-912e-c29ae57300e0
would break out of the 2D mode loop when splitting a sector would exceed
limits.
git-svn-id: https://svn.eduke32.com/eduke32@2129 1a8010ca-5511-0410-912e-c29ae57300e0