Build 5597
SVN-
General
Fix Polymer wall updating
-
General
Fix animsounds error message. DONT_BUILD.
SVN handles and Git names are merged into one person.
Fix Polymer wall updating
Fix animsounds error message. DONT_BUILD.
Cheap hack to let Mapster32 read the visibility parameter from gamestartup when parsing the CONs for sound definitions.
Fix switch/case regressions introduced in r5577.
"4 spaces originally
2 spaces now 0 idea how that even happened"
Fix problem with C-CON sector and wall structure access. Oops.
Minor cleanup. DONT_BUILD.
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.
I still make off-by-one errors because I am a horrible programmer. :D
I'm either clever, or an idiot. Or both.
Enable -Wwrite-strings and fix all instances where string constants were passed to functions accepting a char ptr.
Use XXH64 functions for editor undo/redo when building for 64-bit.
Fix some ENet const issues. DONT_BUILD.
Update ENet to v1.3.13. DONT_BUILD.
Alter VM_ScriptInfo() to take a ptr to the script to disassemble, and dump disassembly to the log at startup when an internal compiler error occurs.
Minor change to some gamevar warnings. DONT_BUILD.
Fix CON compiler errors. Me no smart.
Remove unused and utterly useless GAMEVAR_SECRET flag.
Fix warnings. DONT_BUILD.
Get constified
Fix a major bug where "enda" could be used to terminate an event, resulting in all kinds of issues.
Get rid of a bunch of useless comments.
Misc cleanup, add shorthand versions of getplayer, getactor, etc.
Fix MSVC warning. DONT_BUILD.
No longer link to GOG.com when no game data is found. :(
Treat "[]" as "[THISACTOR]" when accessing structure members through CON.
Add "klabs" keyword to CON, to take a gamevar and set it to its absolute value. The internal "inv" function to invert a gamevar's value has also been exposed externally.
Add commands added in previous commit to g_keywdate[], clean up a few CON compilation warning messages
Adds the following keywords from M32script into CON: shiftvarvarl, shiftvarvarr, ifvarvarle, ifvarvarge, ifvarvarboth, whilevarl, and whilevarvarl.
This also adds the shorthand versions of some commands, like "set" for "setvarvar", "add" for "addvarvar", "ife" for "ifvarvare", etc. There are about 30 of these. Because some of these names may already be used in some projects as variable names, this revision also includes a somewhat large change in variable naming rules: gamevars may now have the same names as CON keywords, with the caveat that the masked keyword is no longer accessible. This results in a warning at compile time but should ensure nobody's project ever stops compiling due to the introduction of new keywords.
Projectile changes:
-palette is now set at spawn time, instead of during movement (oops!) -projectiles can no longer hit their owner during their first tic of movement
Fix hard coded white and red color indexes used in on-screen debug output, to better operate with a palette dissimilar to Duke3D.
Polymer lighting tweaks, mostly internal.
Fix CLANG warnings
Fix issue with sin/cos CON commands that prevented using the special builtin structure shortcut access vars for input.
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.
VS solution update. DONT_BUILD.
Draw frame at level start after EVENT_LOADPLAYER instead of before.
Oops, forgot one. ;)
Menu options to control Polymer light and shadow counts
Fix cstat 1024 with Polymer
Add r_pr_lighting 2, which disables the hard-coded lights while leaving lights added in maps enabled.
This also adds a menu option to control r_pr_lighting.
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.
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.
Add colmatch to Android Makefile. DONT_BUILD.
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.
Minor cleanup to previous commit. DONT_BUILD.
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...
Fix SE17 warp elevator transition jumps.
Fix up bloodsplat and decal positioning a bit. Nasty hacks removed. Yay.
New attempt at fixing the depth fighting with wall and floor-aligned sprites.
Fix saving and loading crosshaircolor, and fix fps counter color when using a palette that doesn't correspond to Duke3D's color indexes.
Add colmatch object to MSVC Makefile. DONT_BUILD.
fix 2d3d mode input issue when sector is -1
Revert r5316 which completely broke BOUNCEMINE.
Pragma fuckery. DONT_BUILD.
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.