Build 1648
SVN-
General
more polymer-override variable twiddling in m32script, fixes and beautifying.
SVN handles and Git names are merged into one person.
more polymer-override variable twiddling in m32script, fixes and beautifying.
Mapster32 maintenance pack #1
The bulk of this commit is "code rape"--or rather, caressing, rewritten for readability. Actual changes/fixes: - fixed "walking" in 2d mode - fixed DELETE key in OSD in SDL build - main loop in general (timeout for event wait after 200 ms so that highlights blink) - access to some pr_override* variables in m32script (suggested by Roma Loom) - API cleanup (added statics and consts here and there)
Fixes some problems with mapster zooming; reset keystatus[] after playtesting.
Various mapster32 fixes: check wall limits in sector drawing; don't count BACKSPACEing there as a new revision (probably fixes undo-related crashes). Also a patch-fix for a crash I couldn't pin down exactly and a corruption checker for m32script.
have default grid size in configuration
Fix building engine utils w/ nedmalloc
Ups entering of sprite extra in 3d mode from 1024 to 65536. Also a toy for tinkering with tints in mapster.
Model specular map support and polymer fix for the OSX/ATI driver.
force r_vbos to 0 for Polymost on ATI R520
new demo system should be stable now; Made the $EDUKE32_MUSIC_CMD env var work (SDL only).
Mapster32: Helper feature -- pressing SHIFT on a 2-sided wall makes the PGUP/PGDN etc. commands operate on the sector at the other end of the wall; replaced searchstat numbers by #defined names and eliminated the worst cases of code duplication in astub.c
This is an attempt to fix r1595.
- pr_resetlights() was exported but polymer.c wasn't changed to reflect that. This also broke the gcc build so I'm not sure how this was missed. - commented code was laying around in the middle of polymer.h - savegame.c using a bunch of C99 non-constant initializers. Please keep in mind that MSVC is one of the supported compilers and doesn't know C99. - savegame.c using localtime_r, which doesn't exist on Win32. - demo playback calling resetlights and drawrooms without ever calling pr_loadboard(). - this change makes the game run very choppy here.
More nedmalloc updates, possibly fix win32 mouse death at ~10 fps or less, fix dummytile crash, more untested multiplayer changes... different enet channels for different types of traffic in order to eliminate latency due to the occasional reliable packet getting dropped, therefore causing a hitch in the flow of unreliable movement packets on the same channel, remove mmulti API from engine in favor of having everything in game land
This should correctly compute the normal of all BUILD floors and walls. Fixes bug 2806174 (E1L1 projection room floor not affected by light and parallaxing artifacts).
Adds code to disable the Vista/7 DWM when setting OpenGL modes. This buys some OpenGL performance in windowed mode and works around an ATI OpenGL driver bug.
Hook the polymer map selection code to a few more places in the editor code. This will fix the screen turning greenish when selecting a pal with Alt-P. I could just drop the selection from these cases since the cursor can't actually move, but then people would ask why the FPS gets higher in this occurrences.