Build 1809
SVN-
Generale
Fix warnings when building with POLYMER=0.
Nickname SVN e nomi Git sono unificati per persona.
Fix warnings when building with POLYMER=0.
Final round of Mapster32 hardening. Going over the limits should now always produce an error message instead of corrupting the data. Also fixes crash in defs.c (thanks for the crashlog, LeoD).
Allocate some extra space after static wall[] and sector[] for the editor.
Oops, r1801 crashed Mapster in the undo system. Also less/better automatic wall[].xrepeat resizing on things like attaching a wall to another.
Mapster32 cleanup. The biggest visible change should be the more robust editing near the limits (still not perfect though).
Selective auto-correction option for the corruption checker. 'corruptcheck now' will print numbered tags for each warning, which can then be used like this: 'corruptcheck tryfix 20 34-64'. General cleanup; make mapster32 not depend on enet objects.
Mundane Mapster Maintenance Melee, Part 2
use sprite's cstat bit 2048 for approximately the same effect as spritenoshade; some side-view and other editor tweaks
temporarily bump the additional space after wall[] to 1024 walltypes in the editor; display map corruption status in upper left corner in the corrupt case.
* Fix a serious logic mistake with checksectorpointer. Previously, a white wall could 'connect' to a red one, leaving the reverse link intact and creating a situation like this: w_new <-> w <-- w_old.
* Have the corruption checker catch this case among a few other new ones. Rename OSD command 'autocorruptcheck' to simply 'corruptcheck' with options 'corruptcheck <seconds>', 'corruptcheck now' and 'corruptcheck tryfix'. * When pasting sector selection into valid player space (releasing AltGr), ask whether a surrounding outer loop should be created since this is probably not always desired.
fix some issues with compilation on mac osx; make B, N, M keys behave the same as KP1, KP2, KP3 when pointing at a polymer light (hack around keyboard strangeness)
Fix handling of lotag and friends in generic sprite search. Tags like 65535 which are really (int16_t)(-1) are now also found.
Patch from bioman to fix an issue with static linking GTK and to correct the alignment of the fullscreen checkbox in the startup window when building with POLYMER=0
Move the new basepal table one step further so that the engine is now aware of it.
With the help of Coccinelle, eliminate a few sector[-1] accesses and calculations of §or[-1] (bound checking code not committed).
fix non-Polymer build
Manage base palette as IDs instead of passing pointers around ($10 says I broke something). Corresponding engine change will be coming up; this is in prevision of highpal handling of game palettes.
Run engine source through new version of astyle, add printf() call to OSD_Printf() to facilitate console access through stdin/stdout for dedicated server mode, minor changes to sdlayer to allow operating without actually initializing SDL
Too much stuff for one commit.
engine: * sector-like sprite clipping now works with x- xor y-flipped actual sprites mapster32: * corruption checker has been hooked up to loading/saving routines to inform/warn the user * also warn if mouse pointer is over corrupt wall which is shown in pink then: you should not move such a wall! * faster map loading by deferring polymer_loadboard to 3d mode entrance (also removes some 'glGetTexLevelParameteriv returned GL_FALSE' warnings) * more logical maphack light handling, the logic is still a bit dodgy though * some menu and misc. function fixup * redundancy elimination... API: * added consts various for 'char *filename' parameters * loadboard() now accepts bit 4 for flags (formerly 'fromwhere')
Fix editor picking in Polymer; sorry!
have gltexcompr option in mapster32; fix prhighpal.py script