Build 4438
SVN-
(better) document sector[].visibility, sprite[].clipdist, player[].weapon.
SVN handles and Git names are merged into one person.
(better) document sector[].visibility, sprite[].clipdist, player[].weapon.
add some shade/vis debugging functions.
engine.lua: linearizeBasePal(), mapster32 only test/shadexfog.lua: create_depth_shtab(), create_vismarker_shtab()
provide access to wall[].blend.
warn if a 'spriteflags' is issued after its actor definition...
... or another 'spriteflags' or 'sprite*' directive.
extend map-VX walltype by 'blend' member. BUILD_LUNATIC.
Make Mapster32 save as map-text if there is a wall with non-zero 'blend'.
engine.setupDebugBasePal(), auto-detect 2nd+ shadexfog.translate().
engine.setupDebugBasePal() set up the water base palette such each of the first 15 "ramps" of 16 consecutive colors has a single, "representative" color. For example, color indices 0-15 and black, 16-31 are dark gray. In shadexfog.lua, list remappings from LOOKUP.DAT that are expressible as remappings of 16-tuples.
add engine.saveLookupDat() and document, related tweaks.
- Mapster32: before loading LOOKUP.DAT, set palookup[0][239]=239 to make an identity map of the base shade table's shade 0 - Rewrite color index remapping case of makepalookup() for clarity BUILD_LUNATIC.
in engine.savePaletteDat(), open file in binary mode. BUILD_LUNATIC.
disallow saving map-text files in Mapster32 for now.
move code in test/shadexfog.lua to engine.savePaletteDat() and complete it.
The function now writes out a full PALETTE.DAT: base balette, shade table and translucency table.
update dynsymlists. Move blendtable[] from build.h to engine.c.
BUILD_LUNATIC.
add a 'lastokcol' argument to engine.nearcolor() and document it.
On the C side, slightly rewrite (now) getclosestcol_lim() for clarity.
document engine.*blendtab() and engine.getrgb() functions.
rename sprite[].filler member to 'blend' on the Lua side.
From LunaCON, remove 'detail' as alias to that member.
document engine.*shadetab() functions. DONT_BUILD.
remap16 method for engine.shadetab, 2nd attempt at recreating orig. one.
BUILD_LUNATIC.
document fundamentals of shade tables, but not 'engine' API yet.