Build 1575
SVN-
General
This fixes a small problem with the mapster32 polymer selection code.
SVN handles and Git names are merged into one person.
This fixes a small problem with the mapster32 polymer selection code.
This fixes a renderer crash with external view + lights.
Fix wall and sector updating over the wire so that it doesn't crash.
Fix the San Andreas texture fix in some cases.
Fix the build with POLYMER=0 or USE_OPENGL=0.
Port of the San Andreas fault texture alignment fix from Hunter_rus to Polymer. I have no idea what it does, but it works and the last thing I want to do is to mess with build texture alignment ever again.
Don't overwrite hictinting[MAXPALOOKUPS-1].f when resetting the fullscreen tint hack. This fixes a bug where detail maps lighten models.
Don't cache sector parallaxing information in _prwalls. This fixes a bug where setting floor/ceiling parallaxing bits in the editor doesn't parallax the corresponding walls right away.
Correct ceiling palette and shade validation in Polymer. That fix prevents changes to a ceiling palettes or shade from being ignored until the sector gets otherwise invalidated.
Proper editor picking code for Polymer. Also fixes a bunch of tabs that MSVC snuck in polymer.c.
Don't rely on repeating texture samplers to flip polymer sprites and request clamped textures for sprite textures. Fixes bug 2869362.
Make polymer impervious to corrupt maps (for the tenth time..). Fixes bug 2869996.
Don't overflow scantoasc[] with high scancodes. This makes the 'T' key work in the console on my laptop.
Fixes a compressed texture cache bug where the background menu tile would sometime get replaced with another tile.
Don't override the system allocator with nedmalloc and remove the unused nedmalloc code from polymer.c. This should fix a few crashes caused by ALSA and Mesa picking up memory allocator symbols from eduke32.
Fix specpower and specfactor definitions for diffuse maps.
Don't crash when adding spotlights from gameland because of uninitialized mylight.tilenum.