March 2015
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In G_PlaybackDemo(), update totalclocklock when G_DrawRooms() is not called and therefore does not update it. This fixes ART animations displaying in the main menu.
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Reset totalclock to zero for each MAIN_LOOP_RESTART.
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Add EVENT_DISPLAYROOMSCAMERA and EVENT_DISPLAYSTART.
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EVENT_DISPLAYROOMSCAMERA functions exactly like EVENT_DISPLAYROOMS, including RETURN values, but for the ud.camerasprite >= 0 case. EVENT_DISPLAYSTART is executed immediately after the screen background is cleared and drawn. Ensure its RETURN value is zero, because it is currently not being used. WARNING: Consult the devs before using EVENT_DISPLAYSTART. Its position in the display code sequence is not finalized.
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Add EVENT_DISPLAYCAMERAOSD. Set RETURN to -1 to disable it.
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From this event, if "getactor[THISACTOR].htg_t 0" is zero, then the camera is functional. Nonzero values indicate the camera has been destroyed, which is only possible when the CAMERASDESTRUCTABLE parameter of gamestartup has been enabled.
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Add EVENT_DISPLAYLEVELSTATS. Set RETURN to -1 to disable them.
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Add read-only userdef members "gametypeflags" and "m_gametypeflags", which return GametypeFlags[ud.coop] and GametypeFlags[ud.m_coop] respectively.
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Add read-only userdef members "usevoxels", "usehightile", and "usemodels".
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Restore the shade of a tiled MENUTILE to 8, rather than 16.
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Disable EF_HIDEFROMMP pending proper consideration when multiplayer is closer to being ready.
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Fix a compiler warning with USE_OPENGL=0.
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Add "resetplayerflags". Flag 1 means "don't ask the user if they want to load".
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Amend previous commit. DONT_BUILD.
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Build system fixes/improvements. DONT_BUILD.
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add 'definevolumeflags' to keyword pattern, re-apply some changes of r5026.
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DONT_BUILD.
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engine.c: style-cleanup getzrange(). DONT_BUILD.
February 2015
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Fix assorted issues in MENU_NETOPTIONS.
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Add "definevolumeflags", currently equipped to hide an episode from the single player and/or multiplayer screens.
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enum { EF_HIDEFROMSP = 1<<0, EF_HIDEFROMMP = 1<<1, };
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Extend undefinevolume so that it also undefines all levels in the specified volume.
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Rename "cutscene" command to "startcutscene".
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update user_defs, CPLUSPLUS=0 in synthesis.sh, disable 'cutscene' for now.
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BUILD_LUNATIC.
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Makefile.common: fix "disallow building Lunatic with C++" (r4979). DONT_BUILD.
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update files from LuaJIT. DONT_BUILD.
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fix a couple of typo-like issues found by listglobals.sh. DONT_BUILD.
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menus.c: fix two unused-variable warnings.
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Classic/Polymost: factor out update of starting sectnum, use updatesectorbreadth().
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The latter means that running perpendicular thin sector is handled better if there are e.g. TROR sectors in the same x/y space.
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Remove a couple of Android-specific menu items I accidentally left enabled on PC.
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gamedef.c: tweak g_keywdate[] entries.
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actors.c: make Enforcers and Troopers avoid ST1 sectors as in Duke3D.
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That is, resurrect the stayput condition for LIZMAN and non-flying LIZTROOP, but only if changing from a non-ST1 sector. DONT_BUILD.
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Stick update of 'totalclocklock' at beginning of G_DrawRooms() instead of drawrooms().
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This fixes engine-side sprite animation in the following scenario: CON code wants to draw a scene from EVENT_DISPLAYREST, but since it covers the whole screen, disables the drawing of the 3D scene beforehand (RETURN set to 1 from EVENT_DISPLAYROOMS). DONT_BUILD.
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in 'for i drawnsprites' handling, back up and restore sprite MAXSPRITES-1.
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This fixes the level 5 corruption encountered when issuing that iteration. (Because the last sprite would be changed from e.g. statnum MAXSTATUS to 0.) It is also mandatory anyhow since the last sprite may be contained in the map.
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style-cleanup check_spritelist_consistency() and VM_Execute(): 'for'.
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DONT_BUILD.
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Under conditions of CLASSIC_Z_DIFF_64 (r4960), make some drawvox() vars 64-bit.
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- In drawvox(), make view-relative x and y high-precision on desktops. To a large extent (but not completely), this fixes "stray" fake floor shadow sprites for voxels. - In the mouse picking code for voxels, fix a possible integer overflow. A new engine.c-private function mulscale_triple30() is added. DONT_BUILD.
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Add lunatic/test/thisactor_getzrange.con, providing 'state thisactor_getzrange'.
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Also, note a place that is the real cause for "what makes the player slide off enemies", as far as I can see.
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gameexec.c: factor out 2x occuring pattern into VM_GetZRange(), clean up 3 funcs.
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- VM_GetZRange(), which updates actor[].{floor,ceiling}z, is called from A_GetZLimits() and A_Fall(). - Style-cleanup the following: A_Dodge(), A_GetFurthestAngle(), A_FurthestVisiblePoint(). DONT_BUILD.
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Revert "gameexec.c: in VM_Move(), update actor[].{floor,ceiling}z for enemies."
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This reverts r4975. DONT_BUILD.
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MSVC build fix.
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Fix Mapster32 mouse cursor in GL
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Fix Polymer when switching from Polymost
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Nocompress and nodownsize for skyboxes
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Fix swapbufreverse(), adding precondition of count >= 4.
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Also, in premap.c:G_CacheMapData(), comment out what was supposedly intended as a debugging message ("percentage ...").
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add 'cutscene' and 'ifcutscene' as NYI commands. DONT_BUILD.
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Amend previous commit. DONT_BUILD.
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Fix an assertion failure with NETCODE=0. DONT_BUILD.
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Update Xcode project and build system. DONT_BUILD.
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Fix build without DROIDMENU.
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Replace erroneous use of EVENT_DISPLAYCROSSHAIR with new event EVENT_DISPLAYCURSOR.
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Oops! :)
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Polymost changes to better support running under GL ES. Still need to investigate GL_LINES and GL_QUADS... neither work under either GL -> GL ES wrapper we've tried, so we must be doing something wrong.
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More Android work. DONT_BUILD.
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Smooth out the loading bar so that all percentage increments are displayed for at least a couple of frames each, and remove the "loaded x/x textures" message on Android.