Build 5728
SVN-
General
Misc Polymost crap. Improves detection of sprite/wall collisions for z-fighting avoidance
SVN handles and Git names are merged into one person.
Misc Polymost crap. Improves detection of sprite/wall collisions for z-fighting avoidance
Fix drawing voxels with ids >= 256
Make sprite tails and label borders purple if the sprite is blocking.
Fix Mapster32 sprite selection colors when using a tiles.cfg that defines tile groups using colors from the bright half of the original 16-color palette.
In layman's terms, this fixes the effect sprites flashing black in 2d mode.
Don't squish the player in lotag 1 sectors that have a SE7.
Fix Polymost issue reported at https://forums.duke4.net/topic/8470-weirdness-of-players-sprite-in-view-modef7/
Implement Mapster32's CON_FOR into EDuke32.
Fix Polymer wall updating
Cheap hack to let Mapster32 read the visibility parameter from gamestartup when parsing the CONs for sound definitions.
Fix problem with C-CON sector and wall structure access. Oops.
Fix issue with the info message for toggling floor texture expansion bit in Mapster32 only reading the value from the sector's ceiling instead of what you were actually pointing at.
Polymer lighting tweaks, mostly internal.
Add vm_player, vm_sprite and vm_distance to get/setuserdef. This controls the sprite and player referenced by things like "THISACTOR", all of the "ifp" conditionals, per-actor gamevar access, etc. This is intended to be used to un-gimp things like EVENT_WORLD.
Fix cstat 1024 in classic and Polymer
Increase Polymost depth fighting mitigation offset, plus some other minor changes that shouldn't affect anything.
Add support for sector/wall/sprite struct trackers to Polymer
Split Polymer artmap setup into polymer_setupartmap()
Menu options to control Polymer light and shadow counts
Fix cstat 1024 with Polymer
Check whether the sprite is a wall, floor, or face sprite when deciding whether to bump it ahead of another entry based on position and owner.
Disable Polymer lights attached to hidden switches.
Improve depth fighting mitigation for floor aligned sprites.
Fix errant use of tsprite extra field to check an enemy's health.
Sprite sorting changes:
-Sort by owner now occurs only when two sprites have matching x/y coordinates. -Cstat 1024 now activates a special drawing mode that indicates a sprite should be drawn without depth after all other sprites have been drawn. The previous cstat 1024 functionality, an internal hack for shadows cast by models in Polymost, has been moved to bit 1 of a new graphical effects bitfield stored in a tsprite's .extra member.
Tweak the amount that distance is factored in when mitigating depth fighting in Polymost.
Improve the behavior of the BLOODSPLAT family of sprites. This improves the effect so that the blood doesn't stutter when it moves, and no longer occasionally appears to climb back up the wall for a fraction of a second.
Additional depth fighting mitigation for face sprites
Sort tsprites by owner as a replacement for the sort by statnum removed by Helixhorned a while back. Seems sensible enough...
New attempt at fixing the depth fighting with wall and floor-aligned sprites.
Fix pathsearchmode in Mapster32 when using a .def which loads a .grp.
fix 2d3d mode input issue when sector is -1
re-enable changing position in 2d mode with the right mouse button when dragging selected objects
fix frame locking issue with 2d3d mode, crash when toggling bottom texture swap, issues with drawing certain types of walls.
fix display of pal 4 sprites in 2d mode.
fix 3d mode status messages being overwritten with position/ang/horiz readouts.
fix unreadable status messages in 3d mode when working with a palette that doesn't align to Duke3d's color layout.
change default 2d3d position to upper right corner, remove debug printf I accidentally committed.
Mapster32:
-Improved indication of selections in 2d mode. This includes both highlighted objects and multiple object selection. -2d3d improvements: it's no longer possible to end up with a black view due to the z position being out of range when moving the cursor position to a new area with the right mouse button. -The middle mouse button can now be used in place of the right alt key when selecting sectors, similar to how the left mouse button can be used in place of the right shift key to select points and sprites. -2d mode mouse cursor has been changed to a 1 pixel thick red cross with a shadow instead of a 2 pixel thick red cross with no shadow. This improves visibility when working in textured mode with lava sectors and other textures similar in color. -2d mode palette now changes when working in an underwater sector. -Misc tweaks
don't warn about the map being corrupt if the only thing wrong with it is a sector ceilingheinum or floorheinum set without the corresponding bits to enable sloping set. DONT_BUILD.
misc cleanups, support for drawing transparent lines in 2d mode. DONT_BUILD.