Build 3627
SVN-
factor out 3x computing "alwaysshowgray", but don't change anything.
Nickname SVN e nomi Git sono unificati per persona.
factor out 3x computing "alwaysshowgray", but don't change anything.
don't wrongly report PANIC corruption with MAXSPRITES sprites present.
add "movement by one" debugging functionality via a.m32.
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").
RESPAWN-preview coded in M32-script.
The m32script variable 'showrespawn_always' toggles whether the respawned picnum is shown unconditionally instead of only when aimed at (and locked onto the RESPAWN sprite) in 3D mode. Cool idea by Micky C. NOTE: sometimes doesn't work because of a bug in the m32script interpreter.
fix cycling to the next link sprite with LShift+"]", tweak message.
add cvar/mapster32.cfg option "keeptexturestretch".
If enabled, dragging wall vertices will correct the xrepeat after the mouse button is released, so that the pre-drag absolute stretching is restored.
slightly rework code for setting/querying some cvars.
more or less fix the auto wall-alignment feature ([.]/[,]).
- 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.
don't show wall length of *line* highlight when dragging points.
Also, factor out 2x dup'd code of insertsprite() into do_insertsprite() and add searchwall-displaying code into package/samples/a.m32.
don't apply GL fogging to crosshair.
allow creating circle walls from TROR-constrained walls.
When reaching wall limits, it is possible that only some circle points will be inserted and the result is left unfinished.
save r_usenewshading in configuration file.
in 3D mode's tile info, highlight members of swapped bottom walls.
- If aiming at a swapped bottom wall, display "Wall <wallnum> -> <otherwallnum>" - highlight pic, shade, pal, cstat in yellow then - in printext256, accept at most 3 digits for the color format string (e.g. ^123)
when pasting single wall, take over bits 4, 1+64 and 8+256.
That is, everything concerning orientation. Previously, it was wrongly the bitwise NOT of these bits that got taken over. In particular, if bit 2 (swap bottom walls) would get pasted, ridiculousness could ensue.
correct message when changing shade by small steps ([+], [-], mwheel)
In 3D mode, [,] auto-aligns walls to the left.
fix LAlt (carry over xrepeat) option for auto-alignment [.].
fix cycling picnum in 3D mode.
Using non-keypad [-]/[+] or LMB + mousewheel, it was broken when a void tile was in between.
Fix clipboard tile display in 3D mode.
set first walls more conveniently on split in one special case.
Specifically, if the first wall of the sector-to-split is to the left or right of the *start* of the splitting line AND the sector has no TROR extensions, make these two the new nextwalls of the respective split sectors.
functionality to rotate or scale RShift-highlighted stuff smoothly.
This is done by pressing LShift and - holding down the left mouse button for scaling, or - the right mouse button for rotating the highlighted walls/sprites with respect to a pivot point determined as the center of the bounding box of all highlighted points. Note that scaling sectors isn't that easy and the current functionality is very rudimentary: there's no z scaling, no xrepeat correction, and sprites aren't touched expect for their position. The user is responsible to maintain map consistency, for example to prevent wall-lines of the same sector crossing each other.
when looking for matching wall in 2nd pt. ins., don't skip gray nextwalls.
This fixes a bug where it's not possible to split a sector under certain circumstances, reported by Micky C here: http://forums.duke4.net/topic/1348-mapster32-problems-and-bugs/page__view__findpost__p__138380 Also, don't allow zero in various 'F functions: Resize selection and Global {shade, visibility} divide.
draw lines to linking sprites with LShift, jump to them with +[ or +]
When LShift is pressed and the mouse is over a linking sprite (as determined by the tag labeling system), lines are drawn to all other sprites, and pressing [ or ] will cycle these then. False positives and missed sprites are possible. Additional changes: - consider SE 31 and 32's lotag to NOT be linking, since the ACTIVATOR is what matters. The original maps are inconsistent there. - When pressing Alt+[ or Alt+] and there are no corruptions, say so instead of doing [ or ].
when punching loop, fade screen; tweak two messages.
make 'corruptcheck_noalreadyrefd' a separate OSD command.
Instead of having 'noalreadyrefd' as a 'corruptcheck' subcommand. This way, TAB completion can be had.
factor out some code (3x) into GetSaveBoardFilename().