EDuke32 Changelog Archivio non ufficiale

Build 3404

17 gennaio 2013 · 6 commit di 1 autore · SVN

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File di log originale · 20130117-3404.txt
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r3404 | helixhorned | 2013-01-17 13:59:20 -0800 (Thu, 17 Jan 2013) | 4 lines

engine: in texel-hitscan wall-aligned sprites, consider engine-side animation.

Whether a sprite is considered for texel-hitscan is determined on the base
tile number, not the individual animated tile numbers.
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r3403 | helixhorned | 2013-01-17 13:59:17 -0800 (Thu, 17 Jan 2013) | 1 line

Make r_shadescale 1.0 by default.
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r3402 | helixhorned | 2013-01-17 13:59:11 -0800 (Thu, 17 Jan 2013) | 10 lines

Simplify HUD scale and viewport size logic and clean up related code.

* Make the "classic status bar fullscreen viewport" mode accessible
  in classic too.
* Make range of status bar scale 36..100
* Update ud.statusbarmode when executing OSD command r_size (ud.screen_size).
  NOTE: ud.statusbarmode is considered internal. Don't use from CON!
* Make sure 1) loading any configuration and 2) menu bars work correctly.
  (The "classic status bar fullscreen viewport" mode will never be restored
   though because ud.statusbarmode isn't handled by the OSD var system).
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r3401 | helixhorned | 2013-01-17 13:59:05 -0800 (Thu, 17 Jan 2013) | 5 lines

polymost.c: factor out 2x dup'd code into get_projhack_ratio().

One use was in determining the ray vector for the mouse-aiming hitscan
in the editor. Unfortunately, the change doesn't make it any less broken
in Polymost, even if the two instances were out of sync.
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r3400 | helixhorned | 2013-01-17 13:59:01 -0800 (Thu, 17 Jan 2013) | 1 line

Various cleanup of status bar drawing code, remove some old commented out code.
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r3399 | helixhorned | 2013-01-17 13:58:54 -0800 (Thu, 17 Jan 2013) | 1 line

game.c: replace a couple of sbarsc() inline code with calls to sbarsc().
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Engine Engine

in texel-hitscan wall-aligned sprites, consider engine-side animation.

Philipp Kutin (Helixhorned) 17 gen 2013, 13:59 UTC−8 r3404

Whether a sprite is considered for texel-hitscan is determined on the base tile number, not the individual animated tile numbers.

CON

Simplify HUD scale and viewport size logic and clean up related code.

Philipp Kutin (Helixhorned) 17 gen 2013, 13:59 UTC−8 r3402

* Make the "classic status bar fullscreen viewport" mode accessible in classic too. * Make range of status bar scale 36..100 * Update ud.statusbarmode when executing OSD command r_size (ud.screen_size). NOTE: ud.statusbarmode is considered internal. Don't use from CON! * Make sure 1) loading any configuration and 2) menu bars work correctly. (The "classic status bar fullscreen viewport" mode will never be restored though because ud.statusbarmode isn't handled by the OSD var system).

FixEngine

polymost.c: factor out 2x dup'd code into get_projhack_ratio().

Philipp Kutin (Helixhorned) 17 gen 2013, 13:59 UTC−8 r3401

One use was in determining the ray vector for the mouse-aiming hitscan in the editor. Unfortunately, the change doesn't make it any less broken in Polymost, even if the two instances were out of sync.