April 2015
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Make all the hictinting_apply blocks consistent. This should fix certain tints types being applied incorrectly in Polymer and the global tints (underwater and nightvision) not being applied to tints and models with certain flags.
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Correct the HICTINT_GRAYSCALE calculation for hightile.
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Complete the necessary infrastructure so that more than one precomputed tint on a hightile texture will display.
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Add blending modes Screen, Overlay, and Hard Light, as opposed to the default Multiply. This value is encoded in bits 6 and 7 of the "flags" parameter. In other words, calculate your flags besides these modes, then bitwise OR the resulting value with:
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0 - Multiply 64 - Screen 128 - Overlay 192 - Hard Light Note: These will likely look terrible when combined with the Colorize flag, because of the nature of the Colorize flag.
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Account for HICTINT_GRAYSCALE, INVERT, and COLORIZE when applying a tint on 8-bit art.
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Apply HICTINT_APPLYOVERALTPAL where it should in texcache_fetch.
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Eliminate a check that a model's sector's floorpal is nonzero before applying a tint.
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Account for HICTINT_APPLYOVERALTPAL and HICTINT_USEONART.
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Fix omission of modules when parsing game-side defs.
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Implement "renamefile" during game-side def parsing (normally for "loadgrp" et al.) in addition to engine-side def parsing.
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Add "copytile" token that allows you to copy existing 8-bit tiles from one slot to another, along with their x/yoffsets and flags. ART animation values are not copied.
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Examples: (assuming stock Duke palswaps) copytile 10000 { tile 0 } // tile #10000 is now the same as #0 copytile 10001 { tile 1 pal 8 } // tile #10001 is now #1 with a full-green tint copytile 0 { pal 1 pal 23 } // tile #0 now has a full-yellow tint
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Instead of keeping the entire contents of ART files loaded from within zips in memory, assimilate them into tilefromtexture's compressed faketiledata.
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This involves some refactoring.
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Expand use of check_tile().
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Fix an OOB in the cheats menu when running with the v0.99 GRP.
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Correct the month used in automatic names of savegames created by the "save" CON command.
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map SDL_SCANCODE_NONUSBACKSLASH to the same Build code as COMMA.
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NONUSBACKSLASH is what is generated for the key between the LShift and 'Z' here. The aliasing with the actual ',' key is as with the SDL1.2 build. Fixes the issue reported in http://forums.duke4.net/topic/8029-cant-bind-key-anymore/
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Makefile.common: for Clang, add -Wno-missing-braces.
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Because we get spammed otherwise, regarding initializations of 'vec3f_t' and 'vec3d_t' variables. Update: actually, it also happens for GCC builds for me.
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Mapster32/C++ build/non-Lua: probably fix a crash in showsectordata().
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Reported in http://forums.duke4.net/topic/1348-mapster32-problems-and-bugs/page__view__findpost__p__220722 I could not reproduce it, but it is thinkable that 'searchsector' could have been out-of-sync with the 'sectnum' local. (For example, the former one could have been -1, triggering the crash.)
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Fix freeze on pitch 0 sound playback introduced in r4616.
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Reported in http://forums.duke4.net/topic/3857-the-crash-thread/page__view__findpost__p__220954 Now, PitchTable[] in initialized with the same values as pre-r4608.
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update docs and comments in lunatic/test/event_chaining.con
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polymost.c: fix an out-of-bounds access in polymost_dorotatesprite().
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To reproduce, lower the OSD, for example.
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Amend previous commit.
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Add "undefinetile" and "undefinetilerange".
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Clear the player's quote timer for each MAIN_LOOP_RESTART.
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Disallow "autoload" as a choice for the game dir in the Win32 startup window.
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Allow alpha fade-out for quotes and the menu mouse cursor in 8-bit when the supplied PALETTE.DAT has enough alpha tables to fully display each effect.
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Modify slider bar so that it uses a scale defined in the data structure instead of auto-scaling to the height of the row.
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Remove all remaining TEXT_GAMETEXTNUMHACK.
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Rename "pickup messages" to "game messages".
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In P_DisplayWeapon(), don't skip P_DisplaySpit() due to Fist/Knuckles/Tip/Access.
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Build tools: Fix build. DONT_BUILD.
March 2015
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General
Add events for the remaining player-related HUD display functions:
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EVENT_DISPLAYSPIT - loogies from the SPIT projectile EVENT_DISPLAYFIST - nukebutton fist (shrunk fists are part of EVENT_DISPLAYWEAPON) EVENT_DISPLAYKNEE - pstomp knee (quick kick is part of EVENT_DISPLAYWEAPON) EVENT_DISPLAYKNUCKLES - knuckle crack idle animation EVENT_DISPLAYSCUBA - scuba gear EVENT_DISPLAYTIP - tip hand EVENT_DISPLAYACCESS - access cards / keycards
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Move handling of ud.drawweapon from G_DrawWeaponTileWithID() to P_DisplayWeapon(). This fixes it not being applied to the quick kick and mighty foot.
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Replace the use of an "snum" parameter in the screen display functions with screenpeek because we need to keep screenpeek accurate for CON anyway.
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Add two new structs, tiledata and paldata, accessible only through quick-access.
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Don't print quotes when not in-game.
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This is required after a change in the cheat menu commit that allows the cheat quotes to trigger from the in-game menu. However, a side-effect was that pressing F12 in the main menu would cause "SCREEN SAVED" to display indefinitely.
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Prevent a crash in mdloadskin() caused by an oversight in r5107.
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Avoid reading or writing savegame specdata arrays when the pointer to one is NULL or their count is zero.
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Avoid triggering undefined behavior in the allocator when loading or saving ProjectileData[].
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Add checks to prevent invalid reads/writes when using get/setprojectile on a tile number that does not have a projectile defined for it.
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Restore an insptr++ when executing "endswitch".
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Add token "forcefilter" to textures, skyboxes, and model skins. It forces the use of GL filtering for the resource in question.
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Add "nocompress" and "nodownsize" tokens to model skin definitions.
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Add projectile workslike flag PROJECTILE_NOSETOWNERSHADE = 0x00200000 = 2097152 that prevents actors from inheriting a projectile's shade when shooting it.
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Really fix get/setprojectile.
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Restructure the GRP scanning functionality. Outwardly, this allows GRP selections with special handling (the add-ons and NAM) to function properly when the Windows or GTK startup windows do not run, namely with the OS X startup window, and using the -gamegrp command line parameter on any other platform, or on all of the both under dedicated server mode,
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weapons.con.sample: Update to use the hudpal member so that fogpals and custom makepalookup definitions display properly.
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Add "nofloorpal <value>" to "makepalookup", which, when specified, allows you to set exactly the value of g_noFloorPal that you want.
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Fix a mistake in r5086 that broke get/setprojectile.