March 2015
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Add read-only player structure member "hudpal", that returns the result of P_GetHudPal().
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Add EVENT_WORLD, EVENT_PREWORLD, and EVENT_PRELEVEL, which respectively function as EVENT_GAME, EVENT_PREGAME, and EVENT_LOADACTOR, but only running once instead of per-actor.
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Redefine "break" within events to mean "skip the remainder of this event block", not "skip the remainder of execution of this event, through all chained blocks". The latter behavior is still available through the "return" keyword.
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Fix a typo in r5090.
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Fix Polymost issue reported at http://forums.duke4.net/topic/775-eduke32-20-and-polymer/page__view__findpost__p__220265
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OS X: Fix build. DONT_BUILD.
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Add token "appendevent", which functions identically to "onevent" except that the event's code is chained to the end of any previous events, instead of the beginning.
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Fix processing the bytecode in an incorrect order when executing setplayer on a member with a second parameter, a missed instance of a consideration from r5086.
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Remove the restriction that prevents userdef access when the current player is not myconnectindex.
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Implement tilesizx/y gamearrays in a fashion similar to M32Script's solution: a STRIDE2 flag.
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Modify the parsing of definevolumename and defineskillname so that they only look for the text before a newline.
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// valid definevolumename 3 <text> // invalid definevolumename 3 <text>
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Add quick access for the remaining structures without it.
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Enumify quick structure access.
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Factor fast struct access and get<struct> out into single functions.
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Add PLAYER_PALETTE to quick player struct access, and add a setter that calls P_SetGamePalette().
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Add a Cheats menu to options.
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It's old-school.
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Rename MenuPassword_t to MenuTextForm_t, modularize more of its attributes into the data structure, and polish its display and behavior.
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Additional fix for building with newest MSYS2 packages. DONT_BUILD.
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Build fix. DONT_BUILD.
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A lot of CON rewrites/optimizations. Converts projectile system to dynamic allocation, saving a bunch of memory (something like sizeof(projectile_t) * MAXTILES * 2). This commit also contains changes that reduce overhead for CON commands that take a lot of parameters, by way of adding a Gv_GetManyVars() to replace long strings of subsequent calls to Gv_GetVarX().
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Savegame version has been bumped due to the projectile changes. There is no way this commit doesn't cause at least one bug, so DONT_BUILD. ;)
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Engine memory reductions/optimizations:
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-faketilesiz[MAXTILES] removed in favor of simple faketile[(MAXTILES+7)>>3] bitfield -h_xsize/h_ysize (tile size overrides from .def) are now uint16_t instead of int32_t -hudmem[2][MAXTILES] removed in favor of adding a hudmem ptr to mdmodel_t -tilefromtexture performance improvements -more tsectortype/twalltype usage in various engine functions that read but never write -continued Polymost cleanups and refactors. Please report any odd rendering errors.
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Fix building on case-sensitive filesystems on OS X, DONT_BUILD.
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Minor kplib optimizations, DONT_BUILD.
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Win32 debug build filename case checking now uses GetShortPathNameA()/GetLongPathNameA() instead of the slow SHGetFileInfo(). Since this works by requesting the shortened 8.3 filename for a file and then requesting the proper long version of that result, it has the side effect of breaking the functionality on NTFS volumes where the user has explicitly disabled the creation of 8.3 filenames. DONT_BUILD.
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Large batch of Polymost changes, including:
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-lots of stylistic rewrites -further improvements to anti-fighting code for wall and floor sprites (introduces three new cvars, r_wspr_offset, r_wspr_offset_variance, and r_fspr_offset) -fixed brief HOM when traversing through a one-way masked wall -seldomly used "alphahack" feature for hightile textures now represents alpha cutoff internally as a single byte instead of a float -fixes a handful of issues where geometry failed to draw at certain coordinates from certain angles in certain resolutions -renames a couple of cvars
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Abort animvpx playback if uploading the texture for a frame throws a GL error. DONT_BUILD.
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int64_t -> uint64_t in swap64bit(). DONT_BUILD.
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Polymer tsectortype usage. DONT_BUILD.
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Minor stylistic changes, fix FPS counter and other 2D drawing in Polymer.
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Remove unused buffer to fix warning, DONT_BUILD.
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Further gamevar changes/optimizations. This also fixes a bug Fox reported with the "shortcut" access to structure members that's tacked on to GetVar, where if the value of the index you're trying to access happened to equal the ID of the current sprite, it would act as if the variable passed was THISACTOR.
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Swap position of "load game" and "options" on main menu so that "load game" follows "new game", for consistency with the slightly different menu you get while in-game.
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"Stylistic changes"
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Translation: I made some stuff const because I felt like it.
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More Android changes. DONT_BUILD.
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Remove WeaponChoice* from eduke32.cfg and transition setting to "wchoice" cvar. This commit also removes an Android hack and changes the order of some of the in-game "F" key handling, just because it bugged me that some of them were out of order.
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Amend "renamefile" def token to ensure its proper use. renamefile <GRP/SSI CRC32> <file number> <new filename>
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Expand the quote #13 auto-replacement to catch "OPEN" and "ANY BUTTON" in addition to "SPACE".
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Add the Duke DC and Duke Caribbean SSI files to the list of group files automatically detected and added to the startup window.
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Add token "renamefile", which renames a file in a GRP or SSI file, in memory. 8.3 restrictions apply.
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Add support for loading SSI files.
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Allow loading GRP files from within other GRP files.
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Enumify the magic constants for "file is in a zip" and "file is in the filesystem".
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Modify the modern mini-HUD so that:
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1. Instead of the Mighty Foot using the Protective Boots inventory item as its icon, display no icon at all. 2. Adjust the ammo icon so that it is drawn at one-quarter size if its y-size is >=50 instead of >50. This fixes the display of Water Pistol Ammo in Duke Caribbean.
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Add "globalflags" def token. Flag 1 is a kill switch for the tileshades and artmapping features. Flag 2 is kill switch for the GL fullbright rendering pass.
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Change HICTINT_USEONART so that it applies tints to pal 0 of 8-bit tiles instead of their palswapped selves. Add HICTINT_APPLYOVERPALSWAP which applies tints to palswapped 8-bit tiles. Add HICTINT_APPLYOVERALTPAL, which applies tints to alt-pals of hightile textures.
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Replace the drawing code for the level stats with nearly equivalent code that can be much more easily reproduced in CON.
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When undefining a model, reset the angadd of its HUD settings to zero.
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This fixes weapons not being displayed in Vaca+.
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Amend r5048 to also reset ototalclock and lockclock, and to reset all three at the top of G_PlaybackDemo.
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Partially revert r5020. It's okay to update totalclocklock in G_DrawRooms(), but we must continue updating it in drawrooms() so as to not break the editor and every other BUILD game.
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¿Por qué no los dos?
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Expand the grpinfo feature to allow defining GRPs requiring NAM, NAPALM, or WWII GI.