Build 9598
GIT-
polymer: show shader compile log on failure, not just link log
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Mesa conveys most of the useful info through there, not linking.
Nickname SVN e nomi Git sono unificati per persona.
polymer: show shader compile log on failure, not just link log
Mesa conveys most of the useful info through there, not linking.
update sectors if visibility changed.
Bugged since forever and would have floors and ceilings stay put when alt-wheeling in mapster.
Don't compute lights for parallaxed geometry we either won't draw or won't
need lights. This should save a bit of work in the general case with skies, too.
polymer: 'fix' texture scale on relative floors
Classic relative scaling apparently had some numerical artifacts related to length of firstwall. Cribbing the logic added in 6fc6b7d5 in Polymost along with bumping the precision of the intermediate terms seems to make it line up fully. Rooftop floor in E1L1 and surrounding ledges are good test cases for this.
polymer: fix angle precision with sector relative tile alignment
upload bucket indices through pinned host memory.
fix regression with Y-flipping bit.
add preliminary support for batching draws.
fix synthesis warning.
store map data in a single buffer with a unified vertex type.
Fix automap lines in Polymer mode
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)
Finish Polymer cancer mode and enable by default.
TODO: figure out wtf is wrong with rotatesprite, linear filtering.
New Polymer feature: shitty mode.
Fix ART offset and face sprite flipping interaction.
Fix ART offset and sprite flipping interaction.
Add automatic tracking to the sector[], wall[], sprite[] and tsprite[]
arrays; any write access to them will run the corresponding hook and write to the [sector/wall/sprite/tsprite]clean array. Note: tsprite and sprite use the same hook and require running a few more instructions per access in order to disambiguiate; this could be made more optimal (like the other arrays) by clearly separating the types in the game code. Note #2: taking a member's address currently marks it dirty because of tons of helper functions across the editor code. I don't know how many read-only accesses we have after taking a member address, but it could also be fixed with some finessing of the code.
Fix the Linux mapster32 build with LTO enabled.
only let emitshadow affect shadows, not lightmaps.
Lightmaps are already opt-in anyway.
add support for negative lights
And hook them up to cstat 128 (half-submerged, 'c' in mapster).
add a prlight flag to make shadow-less spotlights
And hook it up to SE cstat 64 ('1' in mapster32). This disables both lightmaps and shadow maps for the spotlight; please let me know if you have a usecase where you want lightmaps but no shadow maps for specific lights.