2012.02.16.Log0440.txt
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📅2012-02-16
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CON
BUILD
FIX
Revision r2350
👤 helixhorned
📅 2012-02-16 11:25:42 -0800 (Thu, 16 Feb 2012)
Mapster32: Fix extended ceiling/floor picnums taking on picnum 0 in Polymer.
The reason was that drawmasks(), which was where the resetting of the fake
RoR textures happened under Polymer, can be called from polymer_displayrooms()
when mirrors are present. I was assuming that drawmasks() was only ever called
after the 'main' drawrooms and that hence the sequence of fake RoR tile tweaking
was set, reset, set, reset, ... which it was not.
Now, do the resetting explicitly after every drawmasks() in the editor.
Revision r2349
👤 helixhorned
📅 2012-02-16 11:25:18 -0800 (Thu, 16 Feb 2012)
When loading a map in-game, clear TROR wall members corresponding to up/down links.
I find this cleaner for two reasons. First, lotags won't get in the way of
neartag(), so that doors and switches near constrained TROR walls can be
pushed. Second, this removes the information leak so that CON coders aren't
tempted to read that values directly before a proper API for that comes along.
When writing out a map in-game (e.g. with dndebug), restore the respective
members so that it can be loaded in the editor again.
Revision r2348
👤 helixhorned
📅 2012-02-16 11:24:59 -0800 (Thu, 16 Feb 2012)
engine.c: Rewrite tslopevlin (translucent slope vline texmapping) for clarity.
Revision r2347
👤 helixhorned
📅 2012-02-16 11:24:44 -0800 (Thu, 16 Feb 2012)
Fix player being not blocked by sprites lying on an extended floor.
getzrange() returns the floor rather than the sprite if their heights are
equal. Now, make an exception for extended floors (analogously, ceilings).
Revision r2346
👤 helixhorned
📅 2012-02-16 11:24:28 -0800 (Thu, 16 Feb 2012)
Clean up VOC in-memory block type parsing.
- Maintain a position relative to the start of the data. VOC doesn't
mandate an EOF marker (blocktype 0). If we go over the end, fake
that marker, so as to restart a looping sound or stop a one-shot one.
This fixes an uninitialized mem access with the corrupt SNAKRM.VOC.
- When encountering the EOF marker, don't read the 3 bytes of block size,
since they may not be there.
- Read blocksize by ORing and shifting the 3 bytes, not with *(int32_t *)...
Revision r2345
👤 helixhorned
📅 2012-02-16 11:24:09 -0800 (Thu, 16 Feb 2012)
Mapster32: don't use lazy tile loading with r_hightile=0.
Revision r2344
👤 helixhorned
📅 2012-02-14 15:14:07 -0800 (Tue, 14 Feb 2012)
Fix use of an uninitialized variable in P_FindWall->FindDistance2D with noclip.
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Raw Content
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r2351 | helixhorned | 2012-02-16 11:25:56 -0800 (Thu, 16 Feb 2012) | 4 lines
Update samples/trueror1.map with some tests of sprites lying on TROR floors.
Also, there's a "ladder" that passes through a TROR portal, and the mirror
in that map has been fixed for the classic renderer.
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r2350 | helixhorned | 2012-02-16 11:25:42 -0800 (Thu, 16 Feb 2012) | 8 lines
Mapster32: Fix extended ceiling/floor picnums taking on picnum 0 in Polymer.
The reason was that drawmasks(), which was where the resetting of the fake
RoR textures happened under Polymer, can be called from polymer_displayrooms()
when mirrors are present. I was assuming that drawmasks() was only ever called
after the 'main' drawrooms and that hence the sequence of fake RoR tile tweaking
was set, reset, set, reset, ... which it was not.
Now, do the resetting explicitly after every drawmasks() in the editor.
------------------------------------------------------------------------
r2349 | helixhorned | 2012-02-16 11:25:18 -0800 (Thu, 16 Feb 2012) | 8 lines
When loading a map in-game, clear TROR wall members corresponding to up/down links.
I find this cleaner for two reasons. First, lotags won't get in the way of
neartag(), so that doors and switches near constrained TROR walls can be
pushed. Second, this removes the information leak so that CON coders aren't
tempted to read that values directly before a proper API for that comes along.
When writing out a map in-game (e.g. with dndebug), restore the respective
members so that it can be loaded in the editor again.
------------------------------------------------------------------------
r2348 | helixhorned | 2012-02-16 11:24:59 -0800 (Thu, 16 Feb 2012) | 1 line
engine.c: Rewrite tslopevlin (translucent slope vline texmapping) for clarity.
------------------------------------------------------------------------
r2347 | helixhorned | 2012-02-16 11:24:44 -0800 (Thu, 16 Feb 2012) | 4 lines
Fix player being not blocked by sprites lying on an extended floor.
getzrange() returns the floor rather than the sprite if their heights are
equal. Now, make an exception for extended floors (analogously, ceilings).
------------------------------------------------------------------------
r2346 | helixhorned | 2012-02-16 11:24:28 -0800 (Thu, 16 Feb 2012) | 9 lines
Clean up VOC in-memory block type parsing.
- Maintain a position relative to the start of the data. VOC doesn't
mandate an EOF marker (blocktype 0). If we go over the end, fake
that marker, so as to restart a looping sound or stop a one-shot one.
This fixes an uninitialized mem access with the corrupt SNAKRM.VOC.
- When encountering the EOF marker, don't read the 3 bytes of block size,
since they may not be there.
- Read blocksize by ORing and shifting the 3 bytes, not with *(int32_t *)...
------------------------------------------------------------------------
r2345 | helixhorned | 2012-02-16 11:24:09 -0800 (Thu, 16 Feb 2012) | 1 line
Mapster32: don't use lazy tile loading with r_hightile=0.
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r2344 | helixhorned | 2012-02-14 15:14:07 -0800 (Tue, 14 Feb 2012) | 1 line
Fix use of an uninitialized variable in P_FindWall->FindDistance2D with noclip.
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