Build 1778
SVN-
General
fix non-Polymer build
SVN handles and Git names are merged into one person.
fix non-Polymer build
Fix clipshape bug reported by DeeperThought. Reason was absent-mindedness while coding :/
fix false save failure message and clean up begindrawing/enddrawing pairs
Fix the lighting model so that lights don't get the modulated diffuse (defeats the purpose if they do, since you wouldn't be able to light a fully shaded room). That means the highpal lookup has to be performed twice now, once with the modulated diffuse to apply to the result and once with no modulation to make a diffuse that the lighting code can use. That means that lighting isn't 100% accurate with respect to the highpal result, but that's the best approach I could think of.
Fix more MinGW warnings.
Don't include compat.h from protocol.c and define UNREFERENCED_PARAMETER directly instead to fix the MinGW build.
Fix all the remaining warnings (except the warn_unused_result stuff, pass -Wno-unused-result).
Switch back to using GL_COMPRESSED_RGB_ARB and GL_COMPRESSED_RGBA_ARB instead of explicitly asking for DXT1 and DXT5 (maybe fix white boxes on ATI?), change check for Radeon X1xxx cards to work on mobile cards with different GL_RENDERER strings
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 a problem with model skins introduced by highpal. Liztroops would turn blue on death.
Fix editor picking in Polymer; sorry!
have gltexcompr option in mapster32; fix prhighpal.py script
Fix build.
A bunch of mutually unrelated updates.
First, there's a new script for the generation of highpalookup images. Python 2.6, NumPy and PIL are required. Next, the map corruption checker has been ported to C. This is so that Mapster32 will be able to take decisions more cleverly based on the corruptness of the map. It also catches a few more issues like inconsistent nextwall/nextsector tags now. Finally, link the executables with --large-address-aware on Windows. This gives a gig more private virtual memory on XP when booting with /3GB. YMMV, but I can play IW2 with Polymer now.
Make deferred polymer model processing not crash; make tile name search case-insensitive.