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Build 4061

13 September 2013 · 4 commits by 1 author · SVN

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Original log file · 20130913-4061.txt
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r4061 | helixhorned | 2013-09-13 13:23:59 -0700 (Fri, 13 Sep 2013) | 8 lines

Revert "Prettify the DEF progress meter by relocating '\n' en masse."

This reverts commit c7e51147f1869d42fc8365f748bb8f6bd4c6fc2f. [r3835]

Conflicts:
	eduke32/build/src/defs.c
[Dunno what caused this, but I cleaned this out. Also, the change from
build.c was not reverted.]
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r4060 | helixhorned | 2013-09-13 13:23:56 -0700 (Fri, 13 Sep 2013) | 4 lines

Polymer: in model preprocessing, implement cos/sin by table lookup.

This reduces the proportion of time the trig calculations take of the whole
preprocessing from 50% to about 13%.
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r4059 | helixhorned | 2013-09-13 13:23:54 -0700 (Fri, 13 Sep 2013) | 4 lines

Lunatic: make hitscan accept ray as vector, add xmath.kangvec.

Also, add hitscan test to test.lua -- a crosshair-like sprite is spawned
and continuously updated to the position of where the player aims at.
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r4058 | helixhorned | 2013-09-13 13:23:45 -0700 (Fri, 13 Sep 2013) | 9 lines

Polymost: make spriteext[].{x,y,z}off independent of xdimen/viewingrange/aspect.

The offsets (that will translate the axes for .pitch/.roll rotation) were
calculated improperly with screen sizes other than 1280 x 1024 and were
dependent on other related variables. The fix proceeded empirically, i.e. mostly
trial, error, and some educated guesswork. (It's telling that the magic constant
1280 is needed.)  A test for Lunatic is added to test.lua that will rotate
SEENINES.
Bug pointed out by Mblackwell.
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Revert Fix

Revert "Prettify the DEF progress meter by relocating '\n' en masse."

Philipp Kutin (Helixhorned) 13 Sep 2013, 13:23 UTC−7 r4061

This reverts commit c7e51147f1869d42fc8365f748bb8f6bd4c6fc2f. [r3835] Conflicts: eduke32/build/src/defs.c [Dunno what caused this, but I cleaned this out. Also, the change from build.c was not reverted.]

Polymer Engine

in model preprocessing, implement cos/sin by table lookup.

Philipp Kutin (Helixhorned) 13 Sep 2013, 13:23 UTC−7 r4060

This reduces the proportion of time the trig calculations take of the whole preprocessing from 50% to about 13%.

Lunatic Engine

make hitscan accept ray as vector, add xmath.kangvec.

Philipp Kutin (Helixhorned) 13 Sep 2013, 13:23 UTC−7 r4059

Also, add hitscan test to test.lua -- a crosshair-like sprite is spawned and continuously updated to the position of where the player aims at.

Polymost FixEngine

make spriteext[].{x,y,z}off independent of xdimen/viewingrange/aspect.

Philipp Kutin (Helixhorned) 13 Sep 2013, 13:23 UTC−7 r4058

The offsets (that will translate the axes for .pitch/.roll rotation) were calculated improperly with screen sizes other than 1280 x 1024 and were dependent on other related variables. The fix proceeded empirically, i.e. mostly trial, error, and some educated guesswork. (It's telling that the magic constant 1280 is needed.) A test for Lunatic is added to test.lua that will rotate SEENINES. Bug pointed out by Mblackwell.