Build 4063
SVN-
General
Clear GL depth buffer before drawing a frame in Polymost. This should fix the issue with skies in the Duke64 TC.
SVN handles and Git names are merged into one person.
Clear GL depth buffer before drawing a frame in Polymost. This should fix the issue with skies in the Duke64 TC.
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.]
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.
Lunatic/util: fixes for Windows.
- Need to open some files in binary mode. - MinGW's "find" doesn't provide -L option, detect that.
A couple of minor changes.
- engine.c: comment out some unused decls with RELEASE=0 DEBUGANYWAY=1 - Lunatic: update dump.lua and v.lua - Lunatic: test/test_geom.lua: note a perf regression (wrt older LuaJIT, or I mis-configured / built something wrong)
fix _digitalnumber, remove player._INPUT_BITS, add sprite.all().
in control.lua, use C's fwrite() to write gamearray to disk, fix typo.
Fix "The latest builds show the same screenshot for every save game entry", reported at http://forums.duke4.net/topic/2961-paper-cuts-minor-bugs-and-annoyances/page__view__findpost__p__169847
fix passing some string members to con.action(), rewrite conststruct().
... by creating a struct with 'static const int' members, as recommended on http://www.freelists.org/post/luajit/Performance-implications-of-large-FFI-constants,4
Fix issue with PIPEBOMB_CONTROL mode 2, reported at http://forums.duke4.net/topic/6721-grenade-lifetime
MSVC build fix. DONT_BUILD.
polymer.c: remove redundant NULL pointer check in polymer_invalidateplanelights().
Redundant for the same reason as the preceding one: the pointer has already been dereferenced at the point the check is made. Also, all 5 calls of that function pass a valid pointer (provided the pointers from which the expressions are derived are valid). Reported by Stack, too.
Fix taking address out of bounds of stack'd array, introduced in r3983.
Clang's UBSan reports this as undefined behavior. I think that the reason is as follows: C99 6.5.3.2#1 (Constraints) says: The operand of the unary & operator shall be either a function designator, the result of a [] or unary * operator, or an lvalue that designates an object that is not a bit-field and is not declared with the register storage-class specifier. But in case of an expression like "&array[-1]", the operand ("array[-1]") does not designate a valid object. Moral: check first -- assure that an expression is valid for a particular operation before carrying it out. Keep in mind that otherwise, the compiler is absolutely free to optimize out the *check*.
fix my r_usetileshades==2 sub-method.
Don't touch TerminX's r_usetileshades==1 or it being the default.
net.c: move a necessary bound check to BEFORE the oob access happening.
Fixes the undefined behavior discussed here: http://forums.duke4.net/topic/3857-the-crash-thread/page__view__findpost__p__152612
Fix keyboard layout issue reported at http://forums.duke4.net/topic/6683-eduke32-forces-my-keyboard-to-us-layout-rather-than-uk
Enable ATI FBO color attachment workaround for Intel as well. Fixes some HD4000 issues.
Fix net.h, dunno why MSVC accepts functions that don't match their prototypes without complaining... :p
Revert "Silence FBO initialization failure message on Intel HD 4000 by moving the glCheckFramebufferStatusEXT() call to below the glBindFramebufferEXT() call. The error returned on HD 4000 previously was something to do with the framebuffer being incomplete, and this seems to fix it, so hopefully it's right."
Silence FBO initialization failure message on Intel HD 4000 by moving the glCheckFramebufferStatusEXT() call to below the glBindFramebufferEXT() call. The error returned on HD 4000 previously was something to do with the framebuffer being incomplete, and this seems to fix it, so hopefully it's right.
Clean up parallaxed sky functionality, part 1.
- Consolidate psky* arrays into a "typedef struct psky_t" "g_psky" and "multipsky[]". - Factor out getting parallaxed sky properties into getpsky(). - Condense initial multi-psky setup by memcpy'ing from multipsky[]. - New function: MultiPsky_TileToIdx(). - Add new define PSKYOFF_MAX and related consistency-checking assertions. - Lower MAXPSKYTILES to 8 to reflect current usage (was 256). - Game: make multi-pskies consider dynamically-remapped MOONSKY1, BIGORBIT1 and LA. (Not very useful as the editor will still only act for the static values -- 80, 84 and 89, respectively.) An attempt has been made to preserve behavior even in strange cases, so this commit is unlikely to introduce regressions. Because of point 6, BYTEVERSION had to be bumped.
Patch from johnnyonflame to fix the GCW and Dingoo build process.
fix some must-fail tests and module()s without require'end_gamevars'.
Makefile.common: disable -Wstrict-overflow.
It didn't turn out that useful and was giving a warning with one of the preceding changes.
Polymer/ART mapping: fix formula for globalvisibility.
Also, very slightly tweak a factor toward a "brighter" (farther visible) scene overall to account for the "circular" nature of the fragment distance (as opposed to an "ortho" distance in Build).
Apply patch by forum user "John Jendro" fixing OS X build.
add forgotted "screensound" to keyword list in con_lang.lua.
Also, fix 'spriteflags' directive.
partially fix LTO=1 build with GCC.
Having to tag these few variables and functions as ATTRIBUTE((used)) seems sensible, but what follows is just strange. OSD_Printf? headspritesect?
various tweaks and fixes.
- fix getv movflags handling in VM_Move() - add actor.fall() - LunaCON: sanity-check some action members
Fix loading maps in Mapster32, introduced in r3911.
Also, get rid of the strange filename[len]=255 hack in loadboard() and make its file name arg const char* at last.
Fix USE_OPENGL=0 build
MSVC build fix (looks like the compiler version shipped with VS2013 has nearbyintf now...)