January 2016
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Add commands added in previous commit to g_keywdate[], clean up a few CON compilation warning messages
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Adds the following keywords from M32script into CON: shiftvarvarl, shiftvarvarr, ifvarvarle, ifvarvarge, ifvarvarboth, whilevarl, and whilevarvarl.
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This also adds the shorthand versions of some commands, like "set" for "setvarvar", "add" for "addvarvar", "ife" for "ifvarvare", etc. There are about 30 of these. Because some of these names may already be used in some projects as variable names, this revision also includes a somewhat large change in variable naming rules: gamevars may now have the same names as CON keywords, with the caveat that the masked keyword is no longer accessible. This results in a warning at compile time but should ensure nobody's project ever stops compiling due to the introduction of new keywords.
December 2015
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Projectile changes:
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-palette is now set at spawn time, instead of during movement (oops!) -projectiles can no longer hit their owner during their first tic of movement
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Fix hard coded white and red color indexes used in on-screen debug output, to better operate with a palette dissimilar to Duke3D.
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Polymer lighting tweaks, mostly internal.
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Don't restrict setgamepalette to the range [0, 3].
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Make voxels take on the current basepalette, like they should.
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Fix voxels so palette colors are treated as 8-bit, not 6-bit. Overlooked in r5349.
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Fix CLANG warnings
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Fix issue with sin/cos CON commands that prevented using the special builtin structure shortcut access vars for input.
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Add vm_player, vm_sprite and vm_distance to get/setuserdef. This controls the sprite and player referenced by things like "THISACTOR", all of the "ifp" conditionals, per-actor gamevar access, etc. This is intended to be used to un-gimp things like EVENT_WORLD.
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VS solution update. DONT_BUILD.
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Draw frame at level start after EVENT_LOADPLAYER instead of before.
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Change references to eduke32.sourceforge.net to www.eduke32.com
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Update LZ4
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Fix cstat 1024 in classic and Polymer
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Add "restartmap" console command
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Increase Polymost depth fighting mitigation offset, plus some other minor changes that shouldn't affect anything.
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Add support for sector/wall/sprite struct trackers to Polymer
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Split Polymer artmap setup into polymer_setupartmap()
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Use a hash table for finding Polymer buckets
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Appease clang
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Polymer light tweaks
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Fix FIRELASER spawning multiple Polymer lights
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Move vsync option to video setup
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Prune the dynamic tile name system in the same manner as sounds were pruned in the previous commit and r4748.
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Remove the __STATIC macros of dynamic sounds pruned in r4748.
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Remove three unused-in-the-source dynamic sound variables partially forgotten in r4748.
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When RETURN is set to INT32_MIN in EVENT_CHANGEMENU, cancel any animations in addition to not changing the current menu.
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Name map best time entries in the cfg by MD4 checksum instead of filename.
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Existing filename-demarcated personal bests are still read as a fallback if an MD4 is not found, but only MD4 entries are written. Fans of both Lunar Apocalypse and Nuclear Winter should sort out the MapTimes section of their cfg file manually.
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Fix two bugs in SCRIPT_GetNumber that cause it to issue an incorrect return value.
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Add globalgameflag 4, DUKE3D_NO_PALETTE_CHANGES. This disallows the game from performing its usual modification to palette data after loading it, mainly the transparent color.
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If you use this flag, make sure your transparent color it set exactly as you would like it to be used in cases like those presented in the previous commit.
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In gloadtile_art, (1) get the current texel's index, (2) apply alpha if index == 255, (3) get the index by indexing into the specified palookup table, and then (4) apply fullbright considerations. Previously these tasks were performed in order 1432.
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Add test cases for previous commit: transhacktest.map and .m32
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Add a new pthtyp flag to mark textures that should not be processed by the fixtransparency() hack (which avoids the transparent color blending into a sprite when texture filtering is enabled), such as non-(T)ROR-masking floors and ceilings, white- and mask-walls, paper-skies, and rotatesprite with orientation flag 64. This commit makes sure the flag's status always fits the situation.
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This fixes the remaining issue with WWII GI's LOGO.ANM: Color index #255 is used as the dominant white color (not as a transparent index) and fixtransparency() was mangling the image as a result.
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Enumify the lower bits of the method/dameth argument to various functions.
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Factor out common handling of the end-of-level between sectors tagged 65535 and 65534, switches tagged 65535, and nukebuttons.
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This fixes the bug with user maps ending in 65534-tagged sectors, reported by FistMarine: https://forums.duke4.net/topic/8367-end-of-level-bug/ It also eliminates dead code belonging to the nukebutton.
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Fix unused global variables in menus.c with DROIDMENU defined.
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Fix an unused variable in menus.c with USE_OPENGL=0.
November 2015
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Fix orientation bit 64 when applied to a tile with fullbrights in OpenGL with r_fullbrights enabled.
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This fixes (the most glaringly wrong problem) with WWII GI's LOGO.ANM in OpenGL, exposed by r5437.
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More NAM/WWII GI "bluefont" xbetween fixes missed in r5452.
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Fix a compiler error on introduced in r5445.
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Fix typo in r5448.
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Fix compiler warnings when building for 32-bit.
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WWII GI: Use "GI2" as the cheat prefix instead of "WW2" because W conflicts with WSAD movement.
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Duke3D/Startup: Autodetect the installation path of the World War II GI release on Steam. Windows and Linux only for now, as there appears to be no OS X support.
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Implement WWII GI weapon display code.
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Remaining issues with the weapons (both functionality and display): - The "pistol", "shotgun", and "chaingun" fire too slowly. - The flamethrower fires too quickly. - The bazooka drop for reload is late. - Upon starting a level, the "pistol" should show a reload frame, but it does not.
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Miscellaneous NAM and WWII GI tweaks/fixes.
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Remaining issues: - Inventory item gamefuncs still use their Duke 3D names. The buggy way custom gamefunc binds are saved and loaded needs to be addressed first.
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Implement NAM and WWII GI's replacement cheats.
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Whereas Duke starts cheats with DN, NAM starts with NVA and WWII GI starts with WW2. (Hackily: CheatKeys[] is still size 2, and the third character is at the start of every CheatString.) The cheats hyper (NAM-only), coords, view, skill, weapons, and inventory were not originally present but since they work properly and this is EDuke32, I have re-added them. Non-working cheats are now disabled.