Build 1992
SVN-
General
weapons.con.sample: fix a potential bug modders may encounter: use the special G_Draw temp variables in G_DrawWeaponTile(_crystal) instead of the ones intended for individual drawing states
SVN handles and Git names are merged into one person.
weapons.con.sample: fix a potential bug modders may encounter: use the special G_Draw temp variables in G_DrawWeaponTile(_crystal) instead of the ones intended for individual drawing states
add weapons.con.sample, a direct port of the HUD display code to CON
add support for the include command to names.h loaded by Mapster32, and names.h no longer requires # in front of commands for CON compatibility
change the help dialog to say 'demo.edm' instead of 'demo.dmo', change support for drag and drop demo files from '.dmo' to '.edm', and change the debughelp dialog to remove the reference to the removed '-nD' gamevars.txt dumping parameter
gut and update enhance.con.sample
update soundefs.h to match the final v1.5 DEFS.CON
Fix gamearray overallocation on 64-bit... was being allocated as (array size * sizeof(intptr_t)) when the struct actually contains a ptr to a block of int32_t
Add a warning when calling {save,load}mapstate from EVENT_ANIMATESPRITES (forgotten from earlier changes).
Lots of M32script tweaks:
* fix breaking out of 'switch' blocks and compilation of the 'default' case * Have a way of assigning 'special function' menu [' F] entries to script states. Writing a string literal after the state name will register the state under that name. Menu names are limited to 24 characters and it's possible to have up to 16 of them. * new branching command 'ifinteractive', true if a state runs from the menu mentioned above. * new command: getnumberfromuser <<retvar>> "query_string" <maxnum> <flags> See 'state collect_teleporting_sectors' in a.m32 for a combined usage of the new functionality.
Make useractor's <actortype> bit 4 mean 'this actor will not move by itself' to make it possible to have it in a rotating sector with full rounding correction. No token name is provided because the three others come from CON and I don't want to clutter the namespace; fix the editor issue where the box wasn't shown on occasion in the tile selector (8-bit)
* new editor cfg options: corruptcheck_noalreadyrefd (silinces 'already referenced warning'), r_usenewaspect, r_screenxy
* Read-only CON access to sector bunchnums by adding the labels '.ceilingbunch' and '.floorbunch' to the CON sector structure
Addresses posts #180 and #181 of the TROR thread. Specifically,
* it is now possible to paste (and have an outer red wall automatically) highlighted sectors into a sector that is extended on one side and non-sloped on the other. For this, the highlighted sectors must be in one connected component. * Make it possible to not display inner gray walls, toggled with Ctrl-Alt-A, but only when no manual grayout (Ctrl-R) is in effect. * bugfix: don't clear original TROR-nextwall link when duplicating extended highlighted sector * m32script: protect wall members relevant to TROR * save autogray (Ctrl-A) and showinnergray (see above) to mapster32.cfg
* New m32script commands:
- sethighlightsector <sectnum> <on?> - updatehighlightsector - collectsectors <<array_to_collect_sectnums>> <initial_sector> <<num_collected_sectors>> <sector_filtering_state> The latter does a breadth-first search starting from an initial sector and collects nextsectors only when the filtering state, given a sectnum as RETURN input, writes a nonzero value into RETURN. As a usage example, a.m32 includes the state 'collect_teleporting_sectors', that collects all sectors containing an SE7 and highlights them afterwards. This way, it should be possible to retrofit old maps with TROR by distributing small scripts that do most of the work (right now, joining has to be done by hand, though). * corruption checker: for the 'nextwall inconsistent with nextsector' corruption, suggest an alternative fix by searching fitting nextwalls and changing the nextwall of the corrupt wall (as opposed to the nextsector). It will display with a leading '?' in the listing, and can be demanded by suffixing 'corruptcheck tryfix' with it. For example, corruptcheck tryfix 9-21 ? would fix some corruptions in Billy Boy's cranium.map without introducing drawing errors. * fix demo playback (tueidj figured this out)
Patch from Hendricks266 and whatever changes happened to be in my tree. I hope they work ;)
"The most noticeable change is the addition of the "includedefault" CON and DEF command, which will attempt to include eduke.con (or nam.con, or ww2gi.con), then game.con, or duke3d.def, or nam.def, or ww2gi.def. This is useful for TCs like my add-ons, where for my pseudo-mutators I currently say "include EDUKE.CON", but I also have to juggle this terrible order of paths, so that I can have an EDUKE.CON file in my HRP which says "include GAME.CON" to allow the mainline game to actually run, but also allow DukePlus to load its EDUKE.CON file (since it uses that and not an -x switch), and also allow any custom EDUKE.CON files in the root to be used."
Fix some CON compile errors I introduced in r1857
A crapload of random stuff.
* Polymer light access to m32script (light[<lightidx>].<field>). As an application, provide a state 'insertlights' that takes the currently active lights and puts them into the map as SEs (e.g. for maphack recovery). * Prototype of a mechanism to gray out certain portion of a map, making them inactive to various, but not all, editing operations. Highlighting a set of sectors and pressing Ctrl-R will make the Z bounds be [(least ceiling z), (greatest floor z)] of all selected ones, pressing Ctrl-R when no sectors are highlighted will reset them. Not sure if it's for production use at this stage... * The 'align walls' feature [.] now has three independently toggleable behaviours: recurse nextwalls (toggled when Ctrl is pressed), iterate point2s (disabled when Shift is pressed), and also copy pixel width (toggled when Alt is pressed). * Make shades clamp instead of overflowing in the editor Fixes: * crash when carrying out certain operations on walls with xrepeat 0 * the Pause key on linux. Also make demo recording start on Shift-ScrollLock because ScrollLock alone is too easily pressed when pausing
* Support for entering names instead of numbers in various contexts (TAB-autocompletion included): first, when querying for a tile number, and second:
* Tag labeling system for 'link'-type tags, including saving and restoring the tag labels to a separate file '<mapname>.maptags'. Whether a tag is eligible for linking, is determined by a hardcoded (but extensible via m32script) function.
Cleaning out my tree... mostly internal changes. Adds workaround to disable texture compression with the crappy fglrx driver on Linux, fixes FIRE sprites so that they don't render at their sector's floorz all the time, changes CON compiler around a bit to use a loop instead of calling C_ParseCommand() 10 million times.
various ones accumulated in the forum (falling into infinity, stuck in doors), crash in polymer mouse picker when in void space, creation of surplus loops on sector split when sector has weird geometry.
addition: disable sprite sectnum checking with m32script expert mode enabled.
new command-line switch '-namesfile <filename>' for overriding NAMES.H; new 'drawlabel <quotenum> <x> <y> <z> <col> <backcol>' m32script command for drawing small labels, see end of a.m32 for an example; some special handling for sprites whose tile yoffset is greater or equal their pixel height.
Consolidate POLYMOST preprocessor define into USE_OPENGL, remove SUPERBUILD preprocessor define, add additional mode to neartag() to skip sprite searches and speed up processing (and enable for CON_OPERATE), fix issue with nearby single instance sounds not playing due to out of range sounds blocking their playback, fix issue with settings.cfg being reset to default bindings when running a mod that specifies its own cfg base name, improve CON structure member interface read/write performance, fix a bug with CON "move" pointer validation
small fix for drawcircle16z m32script command