Build 6502
SVN-
General
Minor hard-coded Duke sprite cleanup
SVN handles and Git names are merged into one person.
Minor hard-coded Duke sprite cleanup
If Fox's patch to fix flickering masked walls is correct, this change should improve FPS in some areas.
Fix crash with "setrendermode 4" in builds with Polymer disabled
Switch palookup memory allocation to Xalligned_alloc and fix what looks like a botched preprocessor condition
Refer to video modes as "software" and "OpenGL" in the startup window instead of simply by how many bpp they are. End users are likely to understand this distinction more.
Tweak Polymost z-fighting avoidance code
Switch allocation of sprite/wall/sector to individual aligned allocations instead of the weird thing I was doing with multiple pointers to different parts of a single large block
Fix old Build engine bug: setgotpic() not called from parascan()
Add clipdist member to player struct to control how close the player can get to walls
Move Mapster32 autoexec to before the map specified on the command line is loaded, to allow EVENT_PRELOADMAP and EVENT_LOADMAP to work when loading a map from the command line. This makes the console output of autoexec a little worse but the OSD will be fixed at a later time.
Another attempt at fixing Polymost z-fighting. Probably still sucks! :)
fix texture panning floatiness on slight slopes
Fix interpolation of sprites in sectors with SE_31_FLOOR_RISE_FALL
Improve a couple of tagged sector warning messages. DONT_BUILD.
This seems to fix a Polymost rendering error in which certain polygons touching the sides of the screen would fail to render from some angles. YMMV.
Remove red/blue 3d mode from Polymost. This hadn't been enabled in a long time and I'm not sure if it even worked anymore. DONT_BUILD.
Fix transparent masked walls in Polymost
Remove camera distance from the calculation for how much to offset sprites to avoid z buffer fighting.
Fixes issue with picnum 0 sprites used as map geometry
support sprite blending mode and statnum in clipboard.
Potentially speed up drawing md3s with transparency in Polymost
block ctrl-x and ctrl-shift-x from working if you have unsaved changes
Fix Polymer breakage
The great cleanup continues. This one also adds a new feature, SFLAG_WAKEUPBADGUYS. When awoken (changed to an active actor), any sprite with this flag set will wake up any enemy it has line of sight with.
add home/end modifier keys to 3d mode slope keys ([ and ]), plus a third increment modifier (home and end at the same time)