May 2013
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Properly handle shading models with traditional fog when r_usetileshades is also enabled.
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Rename gltexinvalidateall to gltexinvalidatetype and add an enum for the two currently accepted values, INVALIDATE_ALL and INVALIDATE_ART
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Get rid of that old model occlusion checking hack I wrote for Polymost years ago. I actually didn't know this was still in EDuke32... it's one of the worst things I've ever written. :p
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A bit more work on the Polymost shade table mode (r_usetileshades)
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Remove deleted md4 library related files from the Visual Studio project
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Add an experimental shading mode to Polymost for .art tiles, in which extra textures are allocated for each shade level based on the classic mode shade tables. Enable with r_usetileshades 1 (disabled by default). This uses a lot of memory and is still very WIP (a lot of the shading is completely wrong at this point).
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Also, further refactor texcache code.
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Fix issue with Polymer checkbox in startup window, as reported at http://forums.duke4.net/topic/2961-paper-cuts-minor-bugs-and-annoyances/page__view__findpost__p__158208
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Remove md4 library, since we aren't using it anywhere anymore
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WIP texture cache refactoring
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Add some new cvar flags to handle cvars that need to invalidate textures or reset the video mode after modifying
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Remove code disabled by #ifdef OBSOLETE_RENDMODES
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Classic rotatesprite: fix second assertion failure documented in prev. commit.
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Classic rotatesprite: add assertion failing with DNF mod, comment another.
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Among other things, rotatesprite doesn't cope well with large zoom values. Two assertions are added that guard qinterpolatedown16short() calls: in the failing case, they would write outside the destination arrays. Another (existing) assertion is commented a little and like for the first, instructions are given how to reproduce its failure.
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sync rotatesprite* with CON.
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a.m32: rotatesprite testing.
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Variables dt_* are defined. If dt_t (tile number) is >=0 that tile is drawn using 'rotatespritea'.
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don't save sector[].wallnum, signal last wall of sector in point2.
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build.c: fix strcpy() with overlapping arguments.
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Clean up some build.c code.
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- factored out: tweak_sboardfilename(), menuselect_try_findlast() - quickloading a map now doesn't require loading one first - the usual
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premap.c: remove a missed unused variable.
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make 'corruptcheck tryfix ?' (or '??') not require c. number range.
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for some nextwall/nextsector corruptions, suggest making wall white.
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Selected by writing e.g. 'corruptcheck tryfix 1-14 ??' in the console. Like with the first alternative, the corruption numbers / range (here, 1-14) must be given.
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Mapster32 corruptcheck: on nextsector/nextwall oob, suggest making wall white.
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... in the auto-correction. Also, - make two similar corruptions level 5 (wallptr oob, wallptr+wallnum oob). - in drawscreen_drawwall(), do a more strict bound check, not only >=0.
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Mapster32 corruptcheck: if some members out of MAX bounds, signal level 5.
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Ignore ART mapping for TILE_ANIM, which is dynamically populated by the game
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during ANM playback.
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Hook ART mapping to rotatesprite.
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The visibility calculation relies on the distance, which might not be entirely accurate in rotatesprite, so maybe it'll be too dark in some cases.
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Make ART mapping work with any number of shade offsets (eg. BLOOD pal)
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Revert to spherical shading; it's not like you could look up in classic anyway.
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Fix interaction between ART mapping and lighting.
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Finish Polymer cancer mode and enable by default.
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TODO: figure out wtf is wrong with rotatesprite, linear filtering.
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reading of map-text prototype.
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Also fixes a couple of oversights (introduced) with the saving.
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Factor out four instances of duplicate code into append_ext_UNSAFE().
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move readintostr() into defs_common.lua, fix an oversight.
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first prototype of map-text saving.
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make on-disk gamearray footer contain non-printable chars.
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Also, allow writing userdefs[].auto_run.
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Map-int VX: rearrange members so that ceiling* and floor* are contiguous.
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MSVC build fix
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New Polymer feature: shitty mode.
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Fix Makefile fuckery.
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osd.c: Fix OSD_StripColors() with empty input string.
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fix oob read of frame buffer when leftmost vline has a mirror.
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In the mirror reversing code, get rid of the padding. This may produce seams, but they appear to be extremely transient and shouldn't be noticeable. In game.c, add a debugging compilation switch DEBUG_MIRRORS_ONLY.
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allow overriding the optimization level with debugging builds.
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Fix one more 1<<31 calculation, remove one unneeded cast.
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I am not a smart man. Fix startup window hangs with grpinfo files.
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Fix model HUD weapons not showing in Polymer, introduced in r3717.
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optimize background 'rainbow' drawing in use for editor/debug.
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Also, draw it at shade 18 and don't use fullbright colors.
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do not pass $(STDCPPLIB) to final eduke32/mapster32 linking step.
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clean up mirror drawing code.
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No functional changes, but a (commented out) debug line for an oob read of the frame buffer when the mirror covers the whole screen is inserted.
April 2013
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Fix GTK build
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Fix two bugs found by Clang's undefined behavior sanitizer.
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- Return early from drawsprite_classic() if tspr->owner if oob. Commonize that check between renderers into bad_tspr(). - Make the BIT() macro a left-shift of the *unsigned* number 1, preventing expansion to (1<<31).