August 2012
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Fix stack corruption when demo was attempted to be written with non-empty mod dir.
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If r_screenaspect is 0 (or any other invalid value), assume square pixel aspect.
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osxbuild.sh: add 'debughelix' preset, building only x64 debug packages.
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Pack how many players fake multi was started with into g_fakeMultiMode.
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don't wrongly change pitch for sounds originating from 2nd player.
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For example, if the first one is underwater.
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tweak base palette application, remove resp. code from splitscr.con.
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Basically, base palettes with lower indices trump higher ones. For example, when one player is underwater and the other above, the normal palette takes precedence.
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Generalize fullscreen tint application to more than one tint.
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Currently, the only kinds of tint that can be applied simultaneously are one "palfrom" per player, plus one loogie tint per player. Each palfrom still overrides the preceding one. However, this is not a big problem IMO since palfroms decrease at the same rate (loogie tint decreases at half the speed). This change is especially good for the splitscreen mod, since now the tints of the two players won't compete with each other. See the comment in the source for some properties of the blending formula.
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Don't clear loogie tint transiently on changing palette.
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Keep full-screen tints through palette changes again.
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A debug macro to test tints being stuck at the least intense non-zero value is provided in engine.c.
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Make a colored REACTOR/REACTOR2 sprite disappear in single player again.
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Noted by Nukey. See Duke3D 1.5 GAME.C line 4220.
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print "reserved" quotes in the upper half of the screen.
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Reverved quotes are ones like "Killed by xxx". Since they're only shown for the first player for now, printing them in the upper part makes more sense (in above/below split, the first player is above).
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tweak weapon selection to do the expected thing for shrinker/grower.
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Print quotes for both players in fake multi, remove quote code in splitscr.con.
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game.c: clean up G_PrintGameText() a little.
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game.c: clean up G_PrintGameQuotes().
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handle crosshairs for above/below split and regard crosshairscale.
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support for above/below screen split.
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To enable it, the HUD-less (maximized) screen size must be selected.
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properly reset highlights in undo/redo.
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with highlighted sectors, print rot. angle; Alt + [,]: manual angle.
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Because rotating sectors "smoothly" by 1 BUILD ang will quickly accumulate roundoff error, this lets the user first do that as a preview and then use the manual angle rotation do carry it out for real.
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use the rotatepoint code for both smooth and 90-degree sect. rotation.
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control layer: comment out some unused functions and stuff.
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tweak view drawing: use player's cursectnum and simulate z clamping.
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Using the players's cursectnum instead of "updating" the sectnum means that it won't glitch on SoS. The z clamping (basically a port of some code from G_DrawRooms) is so that the view won't be drawn from under the floor when shrunk.
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In G_DisplayRest, be sure to always un-apply a previously applied tint.
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This fixes the screen keeping the bluish tint even after shattering a frozen player in the splitscreen mod.
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Fix two "may be used uninitialized" warnings (they can't, as far as I can see).
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fake multi: don't display name when aiming at opponents.
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Fake multi: fix display of item percentage and on/off states.
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Display the firsts-when-shrunk hud-weaponscaled, tweak for fake multi.
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Make the scuba HUD be affected by hud_weaponscale, tweak for fake multi.
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Display the nukebutton punching fist with viewport clipping bounds.
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Using rotatesprite with bit 8 clear (scale to viewport) but using fullscreen clipping bounds is never what we want. Also, tweak for fake multi.
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Fake multi: draw the HUD weapons and status bar with the proper aspect.
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This uses the new rotatesprite bit introduced earlier. Also, allow the HUD-less screen size.
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player.c: In G_DrawTileScaled, lose bit 1024 (prior to r1658, bit 256).
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I checked all direct and transitive uses of that function and am fairly confident that it is never used.
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Introduce additional rotatesprite bit for internal use and mask ext. ones from CON.
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ROTATESPRITE_MAX is moved to build.h and all orientation bits from CON commands using rotatesprite are ANDed with (ROTATESPRITE_MAX-1). Some of the functions use ROTATESPRITE_MAX for different internal purposes, which will not be exposed to CON now (a good thing). Also, dorotspr_handle_bit2 is made clearer.
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Clean up a couple of rotatesprite uses.
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The black translucent background underneath the user map list will now be drawn with a shade 32 tile 0 instead of tile BLANK, since I've seen the latter being replaced in some mod. Also, it will look the same regardless of screen aspect.
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Restucture dorotspr_handle_bit2().
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This also fixes the OSD with aspects < 4/3. I broke that, too.
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Always draw the full original status bar fully instead of in patches.
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It seems like I broke the blitty/patchy way of drawing it with one of the last commits.
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Some g_netServer || g_netServer --> g_netServer.
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In places where fullscreen tiles are drawn (logo etc.), use clearallviews().
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This really fixes clearing the borders to the left and right with widescreen and hud_bgstretch=0. Also, it seems to fix glitches when the "screen size" is small (ud.screen_size is large).
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rotatesprite+test, player access, misc.
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mdsprite.c: factor out two instances of identical code.
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Clean up handling of widescreen bits in dorotatesprite functions.
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Don't call setaspect from them, because the only thing that's needed is (in classic) yxaspect and xyaspect. Pass these from the helper function defined earlier instead.
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player.c: fix a check of md_tilehasmodel return value against >0 (should be >=0)
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Clean up polymost_dorotatesprite a little (triv. changes only)
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In polymost_dorotatesprite, don't set [xy]dimen to [xy]dim temporarily.
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This fixes stuff like the HUD chaingun with widescreen and small "screen sizes" (in-game viewport). It also makes rotatesprite behave more like classic overall. I have no idea why it was there in the first place.
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Clean up player.c's weapon display code (no functional changes).
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OpenBSD build fix from Brad Smith (plus a couple of irrelevant changes to the same file from my local tree)
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rewrite special weapons cycling, don't cycle to foot.
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Redraw background when ud.screen_size >= 8, unconditional on ud.statusbarscale.
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Classic HUD now has correct aspect in widescreen modes, so with the full status bar, there may be patches of free room left to the left and right.
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In setaspect_new, determine the aspect with {x,y}dim again except for showview.
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setaspect(), which is called by setaspect_new, already uses the *dimen variables, so it's the same thing done twice. Now, a change from the original full status bar to the original mini status bar keeps the horizontal FOV again and only bumps the view a little higher, as with the classic aspect determination.
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Clear the screen first in some non-in-game places, also in classic.
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Compare with revision 2584.
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Factor out Polymost's widescreen bit handling code and use it in classic, too.
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This means that classic and the GL modes now look the same as far as e.g. hud_bgstretch or HUD weapons are concerned.