EDuke32 Changelog Unofficial archive

Build 3701

21 April 2013 · 8 commits by 1 author · SVN

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Original log file · 20130421-3701.txt
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r3701 | helixhorned | 2013-04-21 12:55:45 -0700 (Sun, 21 Apr 2013) | 5 lines

Classic drawmasks(): if sprite is on other side of maskwall, always draw it first.

This fixes the bug reported here:
http://forums.duke4.net/topic/5340-bug-with-masked-walls/page__view__findpost__p__123233
But I haven't checked the change for any adverse effects.
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r3700 | helixhorned | 2013-04-21 12:55:38 -0700 (Sun, 21 Apr 2013) | 1 line

engine.c: stylistic tweaks of drawmasks().
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r3699 | helixhorned | 2013-04-21 12:55:32 -0700 (Sun, 21 Apr 2013) | 6 lines

m32script: in tsprite access, fix checking min/max/RO; tweak RESPAWN preview.

This fixes RESPAWN preview wrongly clamping the previewed tsprite z coords to
[-524288 .. 524288] (x/y limits).
Also, make the previewed tsprites be 33% translucent with the option of 66%
translucency by setting 'showrespawn_fulltrans' to 1 in a.m32.
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r3698 | helixhorned | 2013-04-21 12:55:26 -0700 (Sun, 21 Apr 2013) | 1 line

Mapster32: in quick tile selection [G], if tile is nonexistent, revert it.
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r3697 | helixhorned | 2013-04-21 12:55:22 -0700 (Sun, 21 Apr 2013) | 7 lines

Mapster32: tweak the 'loaded map' message a bit.

- colorize the trailing part if there is corruption or (new) if sprites were
  removed
- also corrupt-check when loading <V7 map
- move start{pos,ang,sectnum} to build.c
- remove pointless ...[].extra = -1 before loading map, scantoasc*[] comment
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r3696 | helixhorned | 2013-04-21 12:55:18 -0700 (Sun, 21 Apr 2013) | 8 lines

Engine: stricter map load time checking for sprites with oob sectnums.

Sprites are now considered to have out of bounds sector numbers if it is
< 0 or >= numsectors (not merely >= MAXSECTORS). If such a sprite is now
encountered during post-load, an attempt is made first to assign it a sector
number (using updatesector()). If that fails, the sprite is removed from the
map.  The background is that a dozen of maps do come with such sprites and
could previously corrupt the sprite list when loaded.
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r3695 | helixhorned | 2013-04-21 12:55:11 -0700 (Sun, 21 Apr 2013) | 9 lines

Draw the flat on-screen CHAINGUN in a way inspired by 3688, preventing seam.

Specifically, in GL modes, and if the CHAINGUN is not replaced by a model,
 - draw the upper part twice: first, two screen pixels * weapon scale lower,
   then at the original position
 - reverse the previous order: draw the upper part first, then the lower part

This is much preferable to the previous engine-side hack, and to my eye,
it looks perfect now.
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r3694 | helixhorned | 2013-04-21 12:55:03 -0700 (Sun, 21 Apr 2013) | 1 line

A couple of trivial stylistic changes.
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m32script FixEngineCON

in tsprite access, fix checking min/max/RO; tweak RESPAWN preview.

Philipp Kutin (Helixhorned) 21 Apr 2013, 12:55 UTC−7 r3699

This fixes RESPAWN preview wrongly clamping the previewed tsprite z coords to [-524288 .. 524288] (x/y limits). Also, make the previewed tsprites be 33% translucent with the option of 66% translucency by setting 'showrespawn_fulltrans' to 1 in a.m32.

Mapster32 FixEngine

tweak the 'loaded map' message a bit.

Philipp Kutin (Helixhorned) 21 Apr 2013, 12:55 UTC−7 r3697

- colorize the trailing part if there is corruption or (new) if sprites were removed - also corrupt-check when loading <V7 map - move start{pos,ang,sectnum} to build.c - remove pointless ...[].extra = -1 before loading map, scantoasc*[] comment

Engine FixEngine

stricter map load time checking for sprites with oob sectnums.

Philipp Kutin (Helixhorned) 21 Apr 2013, 12:55 UTC−7 r3696

Sprites are now considered to have out of bounds sector numbers if it is < 0 or >= numsectors (not merely >= MAXSECTORS). If such a sprite is now encountered during post-load, an attempt is made first to assign it a sector number (using updatesector()). If that fails, the sprite is removed from the map. The background is that a dozen of maps do come with such sprites and could previously corrupt the sprite list when loaded.

Engine

Draw the flat on-screen CHAINGUN in a way inspired by 3688, preventing seam.

Philipp Kutin (Helixhorned) 21 Apr 2013, 12:55 UTC−7 r3695

Specifically, in GL modes, and if the CHAINGUN is not replaced by a model, - draw the upper part twice: first, two screen pixels * weapon scale lower, then at the original position - reverse the previous order: draw the upper part first, then the lower part This is much preferable to the previous engine-side hack, and to my eye, it looks perfect now.