Build 1794
SVN-
Generale
Fix editor picking with swapped bottomwalls.
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Fix editor picking with swapped bottomwalls.
Change highpal maps to 6-bit and add corresponding scale and bias to bypass linear interpolation around the borders.
Hook basepal up to highpal.
Move the new basepal table one step further so that the engine is now aware of it.
Fix the lighting model so that lights don't get the modulated diffuse (defeats the purpose if they do, since you wouldn't be able to light a fully shaded room). That means the highpal lookup has to be performed twice now, once with the modulated diffuse to apply to the result and once with no modulation to make a diffuse that the lighting code can use. That means that lighting isn't 100% accurate with respect to the highpal result, but that's the best approach I could think of.
Manage base palette as IDs instead of passing pointers around ($10 says I broke something). Corresponding engine change will be coming up; this is in prevision of highpal handling of game palettes.
Don't use -rdynamic on platforms that don't necessarily support it.
Define OV_EXCLUDE_STATIC_CALLBACKS before including vorbisfile.h to avoid having some unused global structures (and warnings) around.
Fix more MinGW warnings.
Don't include compat.h from protocol.c and define UNREFERENCED_PARAMETER directly instead to fix the MinGW build.
Fix all the remaining warnings (except the warn_unused_result stuff, pass -Wno-unused-result).
Build game_banner.o and editor_banner.o with -Wno-pointer-sign.
Remove some warnings.
Fix a problem with model skins introduced by highpal. Liztroops would turn blue on death.
Fix editor picking in Polymer; sorry!
Perform the highpal lookup after the diffuse modulation and detail to hit more range in the highpalookup map. This shuffles a fair bit of lighting model around, so I wouldn't be surprised if I broke something.
Hook highpal to model skins.
Move the highpalookup python helper scripts somewhere that makes sense and
that's packaged by synthesis source snapshots (zebioman request).
Fix build.
Highpalookup support is more or less ready, also checked in sample script to
generate the highpalookup maps offline (only with a few incomplete pals right now). New DEF token: highpalookup [pal] [filename] New cvar: r_pr_highpalookups
Get the glTexImage3D function pointer from the ICD, not from dlsym/GetProcAddress. This fixes OpenGL on Windows since opengl32.dll only has version 1.1 symbols.
Fix release builds.
Highpalookup maps implementation on the renderer side. Currently set to a hardcoded highpalookup of 6:6:6->RGB and causes a noticeable quality drop. Use the debug1 cvar to toggle ingame.
Fix the build for everything else; it looks like the macro definition for
ATTRIBUTE was just missing from helixhorned's change.
getcwd with NULL gives us memory allocated from the system, so don't try to use nedmalloc to free it.