Build 8494
SVN-
Generale
Replace color matching up to index 239 with the engine's fullbright mask
Mostra dettagli
Should improve the color range available to non-Duke editors.
Nickname SVN e nomi Git sono unificati per persona.
Replace color matching up to index 239 with the engine's fullbright mask
Should improve the color range available to non-Duke editors.
Fix crash issues when Track sprites are set up incorrectly
Use old-style voxel loading so that ART animations are ignored
Move voxel loading to common.cpp
Expose nextvoxid variable
This allows game and defs to not overwrite each other's voxels.
Don't predicate the construction of distrecip on voxoff[0][0]
It's possible to load voxels after a call to dosetaspect.
Remove chdir for artLoadFiles now that the engine has g_modDir
Move MAXVOXMIPS and voxoff from engine.cpp to build.h
Backported from NBlood.
Move kopen4loadfrommod to the engine
Backported from NBlood.
Fix Mapster32 undo/redo corruption issue
Fix regression in software rendering of slopes in r8363
Fix Mapster32 undo corruption issue
Fix GLOBAL_NO_GL_TILESHADES since the implementation of the shader in Polymost
Patch from Fox and Nuke.YKT.
Sanitize all uses of wall.nextwall to prevent OOBs
Copy the sln==1 GetUpperLowerSector case from the editor to the game
This avoids upper and lower remaining unmodified. Sector 469 in Seppuku Station causes it!
SW, KenBuild: When exiting, uninit sound before the engine
Move registry reading to engine
Move VDF parsing to engine
I swear, the amount of trivial differences between toolchain setups drives me up the wall sometimes
This helps the player not fall off of the edges of certain types of moving sectors as easily
This fixes most issues with the player clipping through the walls of rotating sectors
Band-aid fix for Duke3d E4L4 map "corruption"
The map isn't necessarily "corrupt", but it has a large water sector with half a dozen different SE7 teleporter sprites in it, of which all but one have destination SE7 sprites that are constantly moving while the matching SE7 in the large sector stays in place. When you teleport, the game code picks one. It doesn't always pick the one that matches. Yeah, OK, it never picks the one that matches. The area is a total clusterfuck.
Patch from Nuke.YKT to fix polygon leakage issue with NPOT skies in Polymost
This seems like it should be allocated permanently (value 255) instead of merely marked as locked (value 200)
There doesn't seem to be any functionality implemented to re-load voxels if they're removed from the cache, and blocks marked as locked can still be pushed out of the cache if the cache is full and a large allocation won't fit anywhere else.
Separate the filesystem portion of cache1d.cpp and move it into vfs.cpp
Yes, the engine tools (kextract, etc) still compile.
Renderer sprite sorting patch from Nuke.YKT
This old 3dfx and SiS hardware isn't capable of running our GL renderer and never will be
startgtk.game.cpp edits:
1. Fix USE_OPENGL=0 builds. 2. Don't ignore the user's choice of BPP. 3. If eduke32.cfg has Polymer set to 1 and ScreenBPP set to 8 (e.g., the user changed from Polymer to Classic), don't tick Polymer and don't select an OpenGL mode.
Fix bug dating back to the DOS version where actors on sector lines would sometimes fail to shoot hitscan projectiles
polymost.cpp: fix buffer overflow issue in uploadpalswap() & correct the code to initialize an extra row of black pixels
Fix npot sky rendering in Polymost
Patch from Nuke.YKT.
Flat parallax skies in Polymost
Patch from Nuke.YKT.
Use integer math for Polymost rotatesprite
Patch from Nuke.YKT.
Move r_borderless and r_displayindex definitions out of polymost.cpp and into baselayer
Ignore cstat 32768 sprites in map view