March 2011
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fix lone sector drawing
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SDL 1.3 fixes
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various ones accumulated in the forum (falling into infinity, stuck in doors), crash in polymer mouse picker when in void space, creation of surplus loops on sector split when sector has weird geometry.
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addition: disable sprite sectnum checking with m32script expert mode enabled.
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Disable texture compression when ATI's horrible OpenGL implementation is detected
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MD3 export script for Blender, based off the XReal hosted one and modified to
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not prompt you for shader paths, collapsed into a single file and to avoid transforming normals. This might break for rotations, but I don't think such transforms should happen with a straight import from ASE -> export to MD3.
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Blender ASE: fix animation import.
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fix mikesnd
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Besides catching a few more corner cases, there's better mouselook handling and a warning (but no fix) for a rare and bad corruption when splitting a sector in this revision.
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Add animation support to the ASE import script.
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Checking in ASE import script for Blender, improved with vertex normal support.
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minor fixes
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new command-line switch '-namesfile <filename>' for overriding NAMES.H; new 'drawlabel <quotenum> <x> <y> <z> <col> <backcol>' m32script command for drawing small labels, see end of a.m32 for an example; some special handling for sprites whose tile yoffset is greater or equal their pixel height.
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piss on music in savegames
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Make RShift/RAlt-selection and various sector operations available in side-view mode. Adds yet another modifier, this time to RShift: if RCtrl is pressed at release time, select only sprites. (If no box drawn, old behaviour of selecting wall-points of line-highlighted wall's loop.)
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Fix a couple of warnings when building with SDL 1.3
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<Roma_Loom> TerminX: have you ever considered to make fire with pal 1 cast blueish light instead of default?
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<TerminX> sure, I can do that
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Update nedmalloc.dll and fix undesirable FIRE/FIRE2 and COOLEXPLOSION1 behavior from http://forums.duke4.net/index.php?showtopic=2961&st=90&start=90
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a couple of multiplayer fixes
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Add the svn revision to the version string in Mapster32
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Add a couple more resolutions to the table in baselayer.c and add the compile date and time to eduke32.log
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Use svn revision numbers in synthesis build strings
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Consolidate POLYMOST preprocessor define into USE_OPENGL, remove SUPERBUILD preprocessor define, add additional mode to neartag() to skip sprite searches and speed up processing (and enable for CON_OPERATE), fix issue with nearby single instance sounds not playing due to out of range sounds blocking their playback, fix issue with settings.cfg being reset to default bindings when running a mod that specifies its own cfg base name, improve CON structure member interface read/write performance, fix a bug with CON "move" pointer validation
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Move hardcoded windowed resolution list to baselayer (based off winlayer ones + 1366x768).
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Adds r_pr_overridemodelscale to help with getting models in-game, also works with HUD models.
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Slight tweak to the main loop to be more interactive when the game code runs really slow (as opposed to the renderer).
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New sector selection mode in 2d mode: if RCtrl is pressed when releasing RAlt, then instead of the sector having to be contained in the rectangle, the mouse pointer must be inside a sector to be selected. This way it's easy to select sectors with arbitrary shapes. Set ops work independently of it, too. Also some annoyance fixes with sprite movement.
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fix sprite ornamentation
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Add custom FOV support for HUD model definitions with the 'fov' DEF token (in build angles). Also adds an r_pr_overridehud cvar in order to preview DEF token changes in-game using the r_pr_hud* cvars.
February 2011
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more m32 fixes
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Add Polymer support to rotatesprite, which hooks up highpal amongst other things.
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m32 fixery. random z position of inserted sprites is bad!
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Fix the build with USE_OPENGL=0.
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Fix warnings when building with POLYMER=0.
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Final round of Mapster32 hardening. Going over the limits should now always produce an error message instead of corrupting the data. Also fixes crash in defs.c (thanks for the crashlog, LeoD).
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fix monumental fuckup in r1805 that broke pretty much every EDuke32 mod ever
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MSVC build fix
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fix win32 build
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Allocate some extra space after static wall[] and sector[] for the editor.
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Oops, r1801 crashed Mapster in the undo system. Also less/better automatic wall[].xrepeat resizing on things like attaching a wall to another.
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Multiplayer improvements
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Mapster32 cleanup. The biggest visible change should be the more robust editing near the limits (still not perfect though).
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Selective auto-correction option for the corruption checker. 'corruptcheck now' will print numbered tags for each warning, which can then be used like this: 'corruptcheck tryfix 20 34-64'. General cleanup; make mapster32 not depend on enet objects.
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DREALMSPAL and TITLEPAL were accidentally swapped with revision 1772.
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Mundane Mapster Maintenance Melee, Part 2
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Fix shade updating for swapped bottomwalls.
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small fix for drawcircle16z m32script command
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Fix editor picking with swapped bottomwalls.
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use sprite's cstat bit 2048 for approximately the same effect as spritenoshade; some side-view and other editor tweaks