Browse logs with clarity: filter by type/year, search text, and inspect parsed commit details.

2100Total Files
2088SVN Logs
12Git Changelogs
1418Filtered Results

Detail

2012.02.16.Log0440.txt

📄SVN 📅2012-02-16 💾3,4 KB 7 Parsed entries CON BUILD FIX

Revision r2350

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

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

engine.c: Rewrite tslopevlin (translucent slope vline texmapping) for clarity.

Revision r2347

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

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

Mapster32: don't use lazy tile loading with r_hightile=0.

Revision r2344

Fix use of an uninitialized variable in P_FindWall->FindDistance2D with noclip.
------------------------------------------------------------------------
Raw Content
------------------------------------------------------------------------
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.
------------------------------------------------------------------------
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.
------------------------------------------------------------------------
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.
------------------------------------------------------------------------