Build 5357
SVN-
Fix a bug with the tilefromtexture { texture } subtoken, where alphacut was interpreted in an inverse fashion, generally causing hightile textures defined this way to appear completely transparent.
SVN handles and Git names are merged into one person.
Fix a bug with the tilefromtexture { texture } subtoken, where alphacut was interpreted in an inverse fashion, generally causing hightile textures defined this way to appear completely transparent.
Add basepalette, palookup, and blendtable tokens.
Restructure the basepaltable subsystem to support up to 256 palettes and use dynamic allocation like palookup and blendtable.
Add E_PostInit, called from the game after loaddefinitionsfile().
Add EVENT_PREDRAW2DSCREEN.
Re-expose kpzbufsiz and set it to zero in uninitengine, preventing potential crashes from successive re-initializations of the engine.
Set htg_t 6, 7, and 8 on GROWSPARK sprites upon shooting, as is done for all other hitscan projectiles.
Parallaxed skies.
Add uint32_t PaletteIndexFullbrights[8] so that Polymost can respect the lack of fullbrights in KenBuild and Shadow Warrior.
Since sprite->filler is now fogpal, modify the CTF code that uses it to use a new variable in SW's USER struct instead.
setsprite, setspritez, getzrange, clipmove, pushmove, neartag, dragpoint, screencapture, md_tilehasmodel, preparemirror, saveboard, loadboard, pos
Add support for ART files containing exactly one tile as an input format for hightile textures and model skins. They are rendered in the global game palette and function as conventional hightile.
Restructure and expand some ART loading functionality in the engine.
Make all the hictinting_apply blocks consistent. This should fix certain tints types being applied incorrectly in Polymer and the global tints (underwater and nightvision) not being applied to tints and models with certain flags.
Correct the HICTINT_GRAYSCALE calculation for hightile.
Complete the necessary infrastructure so that more than one precomputed tint on a hightile texture will display.
Eliminate a check that a model's sector's floorpal is nonzero before applying a tint.
Account for HICTINT_APPLYOVERALTPAL and HICTINT_USEONART.
Implement "renamefile" during game-side def parsing (normally for "loadgrp" et al.) in addition to engine-side def parsing.
Add token "forcefilter" to textures, skyboxes, and model skins. It forces the use of GL filtering for the resource in question.
Add "globalflags" def token. Flag 1 is a kill switch for the tileshades and artmapping features. Flag 2 is kill switch for the GL fullbright rendering pass.
Change HICTINT_USEONART so that it applies tints to pal 0 of 8-bit tiles instead of their palswapped selves. Add HICTINT_APPLYOVERPALSWAP which applies tints to palswapped 8-bit tiles. Add HICTINT_APPLYOVERALTPAL, which applies tints to alt-pals of hightile textures.
Rename "Polymost.f" string back to "Polymost" because it only confused users.
Remove some conditional disabling of spriteext features when !defined USE_OPENGL.
Fix displaying a savegame preview shot when in OpenGL and/or when the selected slot is empty. DONT_BUILD.
Fix POLYMER=0 GTK C++ build. DONT_BUILD.
Move implementation details of Mapster32's sound system from m32exec.c into sounds_mapster32.c, and set up a sound system stub in KenBuild Editor.
DONT_BUILD.
Extend ebacktrace in two ways.
1. The application must specify its proper name and technical name. Instead of eduke32_or_mapster32.crash.log, we now have eduke32.crash.log and mapster32.crash.log. 2. The exception handler will display a message box informing the user of a crash and requesting they send in the crash log. The box has three options: "Quit", the DLL's current behavior, "Continue", which passes the exception to the next handler, and "Ignore", which resumes execution immediately. These should allow the user to skip bogus exceptions picked up by ebacktrace, such as one I get with my laptop that causes EDuke32 no issues.