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2012.04.04.Log0499.txt

📄SVN 📅2012-04-04 💾3,6 KB 8 Parsed entries CON FIX

Revision r2588

Big clean up in defs.c and related content.  The usual stuff...

- factor out many identical checks in a convenient function; some messages
  may read slightly differently now and tile ranges may be handled more strictly
  (error out if one of the limits is invalid)
- factor out two instances of identical (up to one arg) code into
  tile_from_truecolpic
- factor out setting picsiz[] and stuff into set_picsizanm
- some checks
- Make "undefmodelof" non-functional and warn.
- in "animtilerange", if the tile difference is >= 64, error out since we
  can't store it in picanm[]

Revision r2587

Add dummy parsing of "nofloorpalrange" to defs.c.

Revision r2586

Move some debugging stuff out of compat.h into glbuild.h and common.h.

Revision r2585

Fix "Thanks (...) for giving us big heads" message at the end of Ep4.

This was more or less done by trial and error rather than understanding what
exactly is going on there.  In any case, the code for all the different ending
scenes ought to be factored out instead of being duplicated with subtle
differences every time.

Revision r2584

When in GL modes, clear the screen first in some non-in-game places.

This is so that when hud_bgstretch is disabled (i.e. background pictures are
not stretched to the whole screen), the frame buffer has no leftover contents
from previous frames on the sides of the screen. This was particularly noticable
when using the console.
The "places" are the following:
 - before drawing an anim frame
 - before drawing a "full-screen" background
 - while displaying logo, titlescreen, loadscreen
(this leaves a couple others which I didn't test, and didn't tweak)

Revision r2583

game.c: fadepal{,tile}'s limits are now always inclusive; rewrite to avoid code dup.

Also, do a setpalettefade(..., end) when breaking fadepaltile now, too.

Revision r2582

game.c: make fadepal/fadepaltile first calculate inclusive end limit.

When requesting an increasing ramp, the upper limit is taken to be exclusive.
When it is passed to G_FadePalette, only the lowest 6 bits are passed further
to setpalettefade, which means that a limit of 64 is incorrectly set as 0.
Also, when breaking from the fade loop, set the fade value to the end one for
fadepal!

Revision r2581

game.c: factor out a couple of often-used few-liners, make Ep3 ending cancelable.
------------------------------------------------------------------------
Raw Content
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r2589 | helixhorned | 2012-04-04 11:58:33 -0700 (Wed, 04 Apr 2012) | 1 line

Fix "ignored application parameter" message for short options.
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r2588 | helixhorned | 2012-04-04 11:58:19 -0700 (Wed, 04 Apr 2012) | 12 lines

Big clean up in defs.c and related content.  The usual stuff...

- factor out many identical checks in a convenient function; some messages
  may read slightly differently now and tile ranges may be handled more strictly
  (error out if one of the limits is invalid)
- factor out two instances of identical (up to one arg) code into
  tile_from_truecolpic
- factor out setting picsiz[] and stuff into set_picsizanm
- some checks
- Make "undefmodelof" non-functional and warn.
- in "animtilerange", if the tile difference is >= 64, error out since we
  can't store it in picanm[]
------------------------------------------------------------------------
r2587 | helixhorned | 2012-04-04 11:57:58 -0700 (Wed, 04 Apr 2012) | 1 line

Add dummy parsing of "nofloorpalrange" to defs.c.
------------------------------------------------------------------------
r2586 | helixhorned | 2012-04-04 11:57:42 -0700 (Wed, 04 Apr 2012) | 1 line

Move some debugging stuff out of compat.h into glbuild.h and common.h.
------------------------------------------------------------------------
r2585 | helixhorned | 2012-04-04 11:57:20 -0700 (Wed, 04 Apr 2012) | 6 lines

Fix "Thanks (...) for giving us big heads" message at the end of Ep4.

This was more or less done by trial and error rather than understanding what
exactly is going on there.  In any case, the code for all the different ending
scenes ought to be factored out instead of being duplicated with subtle
differences every time.
------------------------------------------------------------------------
r2584 | helixhorned | 2012-04-04 11:57:06 -0700 (Wed, 04 Apr 2012) | 11 lines

When in GL modes, clear the screen first in some non-in-game places.

This is so that when hud_bgstretch is disabled (i.e. background pictures are
not stretched to the whole screen), the frame buffer has no leftover contents
from previous frames on the sides of the screen. This was particularly noticable
when using the console.
The "places" are the following:
 - before drawing an anim frame
 - before drawing a "full-screen" background
 - while displaying logo, titlescreen, loadscreen
(this leaves a couple others which I didn't test, and didn't tweak)
------------------------------------------------------------------------
r2583 | helixhorned | 2012-04-04 11:56:50 -0700 (Wed, 04 Apr 2012) | 3 lines

game.c: fadepal{,tile}'s limits are now always inclusive; rewrite to avoid code dup.

Also, do a setpalettefade(..., end) when breaking fadepaltile now, too.
------------------------------------------------------------------------
r2582 | helixhorned | 2012-04-04 11:56:31 -0700 (Wed, 04 Apr 2012) | 7 lines

game.c: make fadepal/fadepaltile first calculate inclusive end limit.

When requesting an increasing ramp, the upper limit is taken to be exclusive.
When it is passed to G_FadePalette, only the lowest 6 bits are passed further
to setpalettefade, which means that a limit of 64 is incorrectly set as 0.
Also, when breaking from the fade loop, set the fade value to the end one for
fadepal!
------------------------------------------------------------------------
r2581 | helixhorned | 2012-04-04 11:56:16 -0700 (Wed, 04 Apr 2012) | 1 line

game.c: factor out a couple of often-used few-liners, make Ep3 ending cancelable.
------------------------------------------------------------------------