December 2009
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This fixes a small problem with the mapster32 polymer selection code.
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further multiplayer improvements
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Cleaning out tree in case I can't work on anything for a while... more multiplay fixes
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more multiplayer crap
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more multiplay fixes + server password support + client ping time display
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more multiplayer fixes
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This fixes a renderer crash with external view + lights.
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A bunch of multiplayer improvements
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Fix wall and sector updating over the wire so that it doesn't crash.
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Fix the San Andreas texture fix in some cases.
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Fix the build with POLYMER=0 or USE_OPENGL=0.
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Correct an error with rev 1556 that would cause drawing problems with parallaxed ceilings.
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Change the BUILD Makefiles to properly link the tools against nedmalloc.
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oops
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multiplayer fixes
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Port of the San Andreas fault texture alignment fix from Hunter_rus to Polymer. I have no idea what it does, but it works and the last thing I want to do is to mess with build texture alignment ever again.
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Remove some dead code. Cstat 16384 was properly implemented at the top of polymer_drawsprite(), so no need for this hack anymore.
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Don't overwrite hictinting[MAXPALOOKUPS-1].f when resetting the fullscreen tint hack. This fixes a bug where detail maps lighten models.
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Don't cache sector parallaxing information in _prwalls. This fixes a bug where setting floor/ceiling parallaxing bits in the editor doesn't parallax the corresponding walls right away.
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Correct ceiling palette and shade validation in Polymer. That fix prevents changes to a ceiling palettes or shade from being ignored until the sector gets otherwise invalidated.
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Proper editor picking code for Polymer. Also fixes a bunch of tabs that MSVC snuck in polymer.c.
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Don't change the CWD to the eduke32.exe directory on Windows. EDuke32 now searches the CWD for data files on all platforms.
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Ball-busting true client-server multiplayer prototype/alpha/whatever
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Don't rely on repeating texture samplers to flip polymer sprites and request clamped textures for sprite textures. Fixes bug 2869362.
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Make polymer impervious to corrupt maps (for the tenth time..). Fixes bug 2869996.
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Don't save the OpenGL driver max texture size to the config file and remove some remaining instrumentation from rev 1546.
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Don't overflow scantoasc[] with high scancodes. This makes the 'T' key work in the console on my laptop.
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Don't change the CWD to the eduke32.exe directory on Windows. EDuke32 now searches the CWD for data files on all platforms.
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Fixes a compressed texture cache bug where the background menu tile would sometime get replaced with another tile.
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some CON compilation fixes
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Second gtk startup window patch from bioman, other random fixes I can't be bothered to remember
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fix glaring oversight in new multiplayer random ID generation scheme
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fixes wall drawing (bug introduced in r1540)
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lower memory use for tilefromtexture by way of lzf compression, untested
November 2009
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A bunch of crap I meant to commit days ago... gtk startup window patch from bioman, nedmalloc REPLACE_SYSTEM_ALLOCATOR fix (related code uses #ifdef REPLACE_SYSTEM_ALLOCATOR so defining it to 0 was still satisfying the condition), slightly lower CPU usage in Mapster 2D mode, fix an ancient bug causing the player to not make vent footstep sounds on sprite based vents, fix map save state cvars, add "skill" cvar to console, fix saving the game while CON_SHOWVIEW is in use
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Fix 64 bit problems after viewing a security cam.
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more demo control + sound access for m32script
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Change multiplayer random ID generation scheme and remove some dead code
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crude demo fast-forward/rewind; more m32script goodness
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clean up "renderer setup" menu a bit so we can put polymer shit in it later
October 2009
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Don't override the system allocator with nedmalloc and remove the unused nedmalloc code from polymer.c. This should fix a few crashes caused by ALSA and Mesa picking up memory allocator symbols from eduke32.
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Fixes mouse on win32 and some other relatively minor issues, drops win9x support, adds BUILD_NOLARGEPAGES and BUILD_WIN9X environment var support to disable large page support and force 9x to pass OS version check, fixes issue with crosshair turning white during the next run after starting the game with a new cfg but quitting at the menu instead of entering a level
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Don't do interpolations if they're already being done. This would cause problems when using showview inside EVENT_DISPLAYROOMS.
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relocated some key events
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small fix
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m32script conveniece
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Memory cleanups, use Bm/c/realloc/free everywhere (configured as nedmalloc version in compat.h), add large page support for Vista/7, tweak nedmalloc settings, add support for projecting textures from SE50 spotlights placed in maps via sprite owner member (manipulated through CONs via sprite htpicnum member), fix building Mapster32 with MSVC, increase PR_MAXLIGHTS to 1024
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Fix specpower and specfactor definitions for diffuse maps.
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better version of the 16x16 icon from hendricks266
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Don't crash when adding spotlights from gameland because of uninitialized mylight.tilenum.