EDuke32 Changelog Unofficial archive

Build 2718

1 June 2012 · 8 commits by 1 author · SVN

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Original log file · 20120601-2718.txt
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r2718 | helixhorned | 2012-06-01 13:09:27 -0700 (Fri, 01 Jun 2012) | 8 lines

For me (helixhorned), do SDL_WarpMouse even in debugging builds again.

This introduces a Makefile variable EDUKE32_MY_DEVELOPER_ID, which is
expected to come from the environment, so that minor disagreements/
preferences can be handled -- don't let it go overboard though! -- to keep
the working directory clean of stuff that one doesn't actually work on.

My ID is 805120924, i.e. "helix".
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r2717 | helixhorned | 2012-06-01 13:09:24 -0700 (Fri, 01 Jun 2012) | 3 lines

M32 auto-aligner: calculate panning for non-firstwall-aligned ceilings/floors.

Also, print failure messages on some occasions.
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r2716 | helixhorned | 2012-06-01 13:09:22 -0700 (Fri, 01 Jun 2012) | 1 line

Mapster32: keep the temp sector on some more occasions that don't delete them.
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r2715 | helixhorned | 2012-06-01 13:09:19 -0700 (Fri, 01 Jun 2012) | 16 lines

Mapster32: Part 1 of ceiling/floor auto-alignment functionality.

Usage is from 3D mode only.  When a sector (or wall) is committed to the
clipboard, it (or the wall's sector) is saved, and is subsequently used
when auto-aligning [;-ENTER] another sector's ceiling or floor against the
reference one's.  This temp. sector is reset on any structurally modifying
operation except setting first walls; also, aligning extended ceilings or
floors is impossible as they use .*xrepeat internally.

The auto-alignment does not change picnums (this can be accomplished with
the ['+ENTER] combination), but copies the orientation bits 2^{2..6} to the
alignee.  Afterwards, if the reference is relative-aligned, it tweaks them,
so that every case where the two firstwalls are either parallel or perpendi-
cular is handled correctly.

It does not yet calculate the panning values.
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r2714 | helixhorned | 2012-06-01 13:09:15 -0700 (Fri, 01 Jun 2012) | 5 lines

Throw a commented #define DEBUG_TEXTURE_NAMES into glbuild.h.

This is so that people know where to enable it. One day, all these
debugging switches ought to go into the Makefiles in one form or
another.
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r2713 | helixhorned | 2012-06-01 13:09:09 -0700 (Fri, 01 Jun 2012) | 1 line

Mapster32: in textured 2D mode, make floor flipping [F] work.
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r2712 | helixhorned | 2012-06-01 13:09:00 -0700 (Fri, 01 Jun 2012) | 3 lines

Mapster32: In textured 2D mode, allow setting floor relativity [R].

Also factor out the code (2x) setting the alignment bits for sprites.
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r2711 | helixhorned | 2012-06-01 13:08:57 -0700 (Fri, 01 Jun 2012) | 1 line

Mapster32: more descriptive message when flipping stuff [F], reverse w/ SHIFT.
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For me (helixhorned), do SDL_WarpMouse even in debugging builds again.

Philipp Kutin (Helixhorned) 1 Jun 2012, 13:09 UTC−7 r2718

This introduces a Makefile variable EDUKE32_MY_DEVELOPER_ID, which is expected to come from the environment, so that minor disagreements/ preferences can be handled -- don't let it go overboard though! -- to keep the working directory clean of stuff that one doesn't actually work on. My ID is 805120924, i.e. "helix".

Engine

M32 auto-aligner: calculate panning for non-firstwall-aligned ceilings/floors.

Philipp Kutin (Helixhorned) 1 Jun 2012, 13:09 UTC−7 r2717

Also, print failure messages on some occasions.

Mapster32 Engine

Part 1 of ceiling/floor auto-alignment functionality.

Philipp Kutin (Helixhorned) 1 Jun 2012, 13:09 UTC−7 r2715

Usage is from 3D mode only. When a sector (or wall) is committed to the clipboard, it (or the wall's sector) is saved, and is subsequently used when auto-aligning [;-ENTER] another sector's ceiling or floor against the reference one's. This temp. sector is reset on any structurally modifying operation except setting first walls; also, aligning extended ceilings or floors is impossible as they use .*xrepeat internally. The auto-alignment does not change picnums (this can be accomplished with the ['+ENTER] combination), but copies the orientation bits 2^{2..6} to the alignee. Afterwards, if the reference is relative-aligned, it tweaks them, so that every case where the two firstwalls are either parallel or perpendi- cular is handled correctly. It does not yet calculate the panning values.

Throw a commented #define DEBUG_TEXTURE_NAMES into glbuild.h.

Philipp Kutin (Helixhorned) 1 Jun 2012, 13:09 UTC−7 r2714

This is so that people know where to enable it. One day, all these debugging switches ought to go into the Makefiles in one form or another.