Build 4194
SVN-
invalidate a wall when its sector's visibility has changed.
SVN handles and Git names are merged into one person.
invalidate a wall when its sector's visibility has changed.
in model preprocessing, implement cos/sin by table lookup.
This reduces the proportion of time the trig calculations take of the whole preprocessing from 50% to about 13%.
slightly more complete handling of (multi-tile) ART skies.
- Use the proper tile sequence when multiple pskies are present in a map. However, there's still only *one* psky chosen at map load time. - Handle three horizfrac cases: * 0, psky always at same level wrt screen * 65536, psky horiz follows camera horiz (e.g. E4L9) * otherwise, fall back to default hard-coded parallax implemented as an angle fraction
Fix one-sided y-flipped floor-aligned sprites, introduced in r3776.
Add a test case in test_tileoffsets.map.
fix possible NULL pointer dereference in polymer_getbuildmaterial().
fix centering of y-flipped wall sprites. (Case D in test_tileoffsets.)
fix floor sprites with y flipping by removing special-case code.
This fixes the case marked with the silver letter C in test_tileoffsets.map. The orientation of the sprites is correct (matches classic) as far as I can see, there are now only problems with translation.
rewrite sprite x/y flipping so that data flow is explicit.
Also, add some defines for sprite cstats to build.h (SPR_*) and use them.
Hook ART mapping to rotatesprite.
The visibility calculation relies on the distance, which might not be entirely accurate in rotatesprite, so maybe it'll be too dark in some cases.
Make ART mapping work with any number of shade offsets (eg. BLOOD pal)
Fix ART offset and sprite flipping interaction.