September 2021
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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.
August 2021
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update sectors if visibility changed.
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Bugged since forever and would have floors and ceilings stay put when alt-wheeling in mapster.
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General
Don't compute lights for parallaxed geometry we either won't draw or won't
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need lights. This should save a bit of work in the general case with skies, too.
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polymer: 'fix' texture scale on relative floors
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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.
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polymer: fix angle precision with sector relative tile alignment
June 2016
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General
nice nice good stuff
September 2015
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General
sd
July 2015
June 2015
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General
Fix automap lines in Polymer mode
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add pr_nullrender variable to toggle drawing and updating GL buffers
June 2014
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General
Test commit to make sure synthesis works.
May 2014
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General
Revert window fullscreen stuff until we have aspect-correct upscaling
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pass.
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Add some useful preprocessor definition to the checked-in MSVC project
April 2014
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General
Fix crash with GTK+SDL2 on startup and use windowed fullscreen instead of
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exclusive fullscreen.
May 2013
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General
Ignore ART mapping for TILE_ANIM, which is dynamically populated by the game
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during ANM playback.
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Hook ART mapping to rotatesprite.
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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.
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Make ART mapping work with any number of shade offsets (eg. BLOOD pal)
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General
Revert to spherical shading; it's not like you could look up in classic anyway.
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Fix interaction between ART mapping and lighting.
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Finish Polymer cancer mode and enable by default.
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TODO: figure out wtf is wrong with rotatesprite, linear filtering.
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New Polymer feature: shitty mode.
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Fix Makefile fuckery.
March 2013
November 2012
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General
Move the tracking from a dirty state to a change count.
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Make glbuild C++-safe.
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Fix warning in jaudiolib due to void ptr arith.
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Fix warnings from pointer math with the trackers.
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Add automatic tracking to the sector[], wall[], sprite[] and tsprite[]
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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.
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General
Fix the C++ build on Linux with LTO.
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Fix the Linux mapster32 build with LTO enabled.
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Fix synthesis fallout after ivfrate addition.
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Fix build error after C++ conversion.
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Add horrible tracking template; for each structure you'll want to create a
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separate tracker type by #defining __TRACKER_NAME and __TRACKER_GLOBAL_OFFSET. eg.: Then if you have a tracked value and a value of the same type at the given offset: Tracker_1<int32_t> trackedInt; int32_t trackedIntDirty = 0; // 4 bytes after trackedIntDirty will become 1 everytime trackedInt changes.
October 2012
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only let emitshadow affect shadows, not lightmaps.
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Lightmaps are already opt-in anyway.
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add support for negative lights
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And hook them up to cstat 128 (half-submerged, 'c' in mapster).
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add a prlight flag to make shadow-less spotlights
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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.
July 2012
May 2012
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unblock stuff
April 2012
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General
Fix generateicon.
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I don't know if that was the intent, but it's better than not building.
March 2012
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remove Intel whitelist
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Allow all drivers for now; if anything, we should start maintaining a blacklist now that most Intel chips have decent enough support to be able to run stuff satisfactorily.
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Fix OpenGL screenshots with unaligned widths such as 1366