June 2014
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Better compile timestamp handling.
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Re-fix the C++ warnings in ENet.
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when pasting onto the bottom part of a [2]-wall, take over y-flipping.
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Note that x-flipping is determined by the cstat of the upper part of the wall (that is, the wall facing the player, not the nextwall, from which the picnum for the bottom part is taken.)
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Replace two missed literal numbers with SE_* enum labels.
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Bye, bye, B*alloc(), all hail X*alloc()! Replace large portion of the calls...
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... and cull code that is dead with the X*alloc() versions since they never return NULL on requesting memory. Use something like git grep '[^Xx]\(m\|c\|re\)alloc *(' and git grep '[^Xx]strdup *(' to see places where I left the B*alloc() calls intact. BUILD_LUNATIC.
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Add X{m,c,re}alloc and Xstrdup macros that call an out-of-memory handler on failure.
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These wrap the x*alloc or xstrdup functions in compat.c. The handler gets passed __FILE__, __LINE__ and __func__ (if available) in debugging builds. Terminating the application process immediately in case of allocation failure will let us prune many error handling paths and simplify a good portion of code.
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A couple of stylistic cleanups and missed DAMETH_* flags substitutions.
May 2014
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Miscellaneous cleanup, still with the same suspects...
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- in mdloadskin() and gloadtile_hi(), use new function check_nonpow2() (bit-twiddling) instead of loop - Replace a couple of missed literals with CACHEAD_* enum labels
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Factor out commonly occuring hictinting[]-accessing code into three functions.
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Note: in polymer.c, this was buggy (but harmless) because .r is a char: if ((uint32_t)hictinting[MAXPALOOKUPS-1].r & 0xFFFFFF00) != 0xFFFFFF00)
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Replace various GL rendering related literal flags with enum labels.
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- pthtyp pth->flags bits - Flags of the <dameth> argument of various functions - hictinting[].f / gloadtile_hi() and daskinloader() <effect> arg bits - hicreplctyp hicr->flags bits - texcacheheader cachead.flags bits
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polymost.c: stylistic cleanup in gloadtile_hi, uploadtexture, fixtransparency.
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in NPOT wall ypanning "correction", behave like Polymer in one corner case.
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Specifically, the handling of one-way walls ([1] in Mapster32) was slightly different.
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lunatic/util/mapypan.lua: omit MIRROR, don't print maps w/o problematic tiles.
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sdlayer.c: for Windows, switch keyboard layout to/from US on init/uninit.
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Taking over the code from winlayer.c.
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Rip out S_FindMusicSFX() from A_CallSound() and use in SE6/14 on-spawn init.
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This makes the subway sound not played once on map initialization.
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shadexfog.lua: in menu, move creation of debugging shade tables below DEBUG line.
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BUILD_LUNATIC.
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lunatic/test/shadexfog.lua: add function create_brightpass_trans().
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Also hook it up in the [;]+[F] menu.
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game.c: in A_Spawn(), protect CSTAT_SPRITE_NOSHADE of spawned MASKWALL* sprites.
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actors.c: fix a A_CheckSpriteFlags() call for zombie actor to STANDABLE change.
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This only affects zombie actors in a sector with a parallaxed ceiling. If they have SFLAG_NOSHADE clear, their shade is taken from the ceiling upon changing the statnum. Previously, A_CheckSpriteFlags() received a value that could only be 0 or 1 for the sprite index (typo).
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sdlayer.c: fix compiling wm_ynbox() for Linux/WITHOUT_GTK=1.
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add read-only variable 'Numsprites', r/w userdef member .mouseaiming.
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scan label names according to stricter LunaCON rules instead of char blacklist.
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These ones: http://lunatic.eduke32.com/lunacon.html#_ambiguous_lexical_elements Seriously, defining a token kind by excluding certain characters (instead of allowing a given set) is really, really broken.
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allow '.' as non-first identifer character.
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Replace some constants with preprocessor macros.
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Fix two Polymer crashes related to corrupted maps.
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Fix ebacktrace on 64-bit. New DLLs all around.
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Add support for an SDL2-based wm_ynbox based on SDL2's testmessage.
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Update libpng to 1.6.10.
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old menus: Fix parental lock password entry.
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Revert window fullscreen stuff until we have aspect-correct upscaling
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pass.
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in linking tag determination, handle 'on' switch picnums (+1).
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in e.g. F5 "next free tag" display, note object w/ greatest tag.
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Add some useful preprocessor definition to the checked-in MSVC project
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don't read some variables from mapster32.cfg redundant since r4344.
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Mostly, these are rendering-related variables. We keep *writing* them to mapster32.cfg so that older Mapster32 versions can be used side-by-side for now.
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src/config.c: fix what is apparently a copy-paste typo in readconfig().
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In non-lookup GL modes, if fog is due to fogpal, make fog params indep. of shade.
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make r_usetileshades 2 the default.
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This mode does not take a sector's visibility values into account for uniform darkening of a texture. It is more faithful to classic with respect to fog/visibility *distances*, but may be less so as far as the "tint" of the texture due to visibility attenuation is concerned.
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engine.c: instead of fogpal post-tweaks (last 2 commits), normalize by numshades-1.
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That is, for every for palette (now, even ones created by the user) the last shade is the (or rather, a color close to the) full fog color by construction. In loadpalette(), reject a PALETTE.DAT with only one shade level.
April 2014
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engine.c: extend the last workaround to all four fogpals generated at startup.
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engine.c: after creating gray fog palookup, make its greatest shade map to same color.
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Concretely, for all 1 <= i <= 255, make graypalookup[31][i] := graypalookup[31][0]. Also document 'fogpal' in the Lunatic doc.
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fix fog/visibility on ceilings.
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engine.c: clean up scansector().
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prevent visibility overflow on sloped ceilings/floors at large distances.
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Fix r_usenewshading 3 visibility/fog for shades >= Numshades-1 (usually 31).
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BUILD_LUNATIC.
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Makefile.common: pass Clang sanitizer flags in release DEBUGANYWAY builds, too.
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Also, - add a static assertion to engine.c - gameexec.c: compile out an unused function in Lunatic builds
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In G_SavePlayer(), save timers at beginning and restore when finished.
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This makes the game not process as many ticks as have elapsed during the saving afterwards.
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Keep displaying difficulty menu for as long as the *voice* plays.
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Previously, the check was for the hard-coded sound number. This made it impossible to change difficulty selection sounds via EVENT_SOUND.
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add getactor[]/sprite[] member 'movflags'.
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This is exactly the same as the actor[].movflags member in the Lunatic build: http://lunatic.eduke32.com/lunatic.html#actor
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Fix crash with GTK+SDL2 on startup and use windowed fullscreen instead of
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exclusive fullscreen.
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sdlayer.c: fix grabmouse_low() with DEBUGGINGAIDS!=0 builds. DONT_BUILD.