File di log originale · 20121103-3111.txt
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r3111 | helixhorned | 2012-11-03 12:32:48 -0700 (Sat, 03 Nov 2012) | 6 lines
Work around the transparent line with on-screen chaingun and linear filtering.
We do this by messing with the GL texture that gets uploaded for CHAINGUN.
Since this is implemented on the engine side, the static value for CHAINGUN
(2536) is used, and the tile dimensions are compared to 211x55 to have a
little confidence that the tile wasn't overridden by a mod. Hack indeed.
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r3110 | helixhorned | 2012-11-03 12:32:45 -0700 (Sat, 03 Nov 2012) | 6 lines
VPX: print determined frame rate to the log.
Currently, the FPS determination is based on libvpx's vpxdec.c code, which uses
the FPS provided in the IVF file in one case, and simply sets it to 30 FPS in
the other. For the first case, a "correction" is carried out for something
which the comments suggest to originate from other (old?) VPX encoder versions.
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r3109 | helixhorned | 2012-11-03 12:32:43 -0700 (Sat, 03 Nov 2012) | 1 line
Lunatic: update structures, find maps case-insensitively in findmaps.sh.
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r3108 | helixhorned | 2012-11-03 12:32:39 -0700 (Sat, 03 Nov 2012) | 11 lines
Mapster32: draw lines to linking sprites with LShift, jump to them with +[ or +]
When LShift is pressed and the mouse is over a linking sprite (as determined by
the tag labeling system), lines are drawn to all other sprites, and pressing
[ or ] will cycle these then. False positives and missed sprites are possible.
Additional changes:
- consider SE 31 and 32's lotag to NOT be linking, since the ACTIVATOR is what
matters. The original maps are inconsistent there.
- When pressing Alt+[ or Alt+] and there are no corruptions, say so instead of
doing [ or ].
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r3107 | helixhorned | 2012-11-03 12:32:35 -0700 (Sat, 03 Nov 2012) | 1 line
Lunatic: make geom.lua work standalone, fix __eq metamethods for dvec[23]_t.
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r3106 | helixhorned | 2012-11-03 12:32:32 -0700 (Sat, 03 Nov 2012) | 1 line
Mapster32: when punching loop, fade screen; tweak two messages.
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Engine
Work around the transparent line with on-screen chaingun and linear filtering.
We do this by messing with the GL texture that gets uploaded for CHAINGUN.
Since this is implemented on the engine side, the static value for CHAINGUN
(2536) is used, and the tile dimensions are compared to 211x55 to have a
little confidence that the tile wasn't overridden by a mod. Hack indeed.
print determined frame rate to the log.
Currently, the FPS determination is based on libvpx's vpxdec.c code, which uses
the FPS provided in the IVF file in one case, and simply sets it to 30 FPS in
the other. For the first case, a "correction" is carried out for something
which the comments suggest to originate from other (old?) VPX encoder versions.
update structures, find maps case-insensitively in findmaps.sh.
draw lines to linking sprites with LShift, jump to them with +[ or +]
When LShift is pressed and the mouse is over a linking sprite (as determined by
the tag labeling system), lines are drawn to all other sprites, and pressing
[ or ] will cycle these then. False positives and missed sprites are possible.
Additional changes:
- consider SE 31 and 32's lotag to NOT be linking, since the ACTIVATOR is what
matters. The original maps are inconsistent there.
- When pressing Alt+[ or Alt+] and there are no corruptions, say so instead of
doing [ or ].
make geom.lua work standalone, fix __eq metamethods for dvec[23]_t.
when punching loop, fade screen; tweak two messages.