December 2010
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(ATM broken) support for PNG highpal files; their dimensions must be the same as the TGA ones.
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Highpalookup support is more or less ready, also checked in sample script to
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generate the highpalookup maps offline (only with a few incomplete pals right now). New DEF token: highpalookup [pal] [filename] New cvar: r_pr_highpalookups
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Get the glTexImage3D function pointer from the ICD, not from dlsym/GetProcAddress. This fixes OpenGL on Windows since opengl32.dll only has version 1.1 symbols.
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Fix release builds.
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Highpalookup maps implementation on the renderer side. Currently set to a hardcoded highpalookup of 6:6:6->RGB and causes a noticeable quality drop. Use the debug1 cvar to toggle ingame.
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Split MD3 model post-processing into common and Polymer parts and defer the latter if the game is started with a different renderer. This has the benefit of faster startup times and much less memory consumption in that case. When the user switches to Polymer later in-game, all processing is done in one run. I've observed crashes due to the music system if it takes too long, so the it may be unreliable. Also some calloc->malloc where the clearing is unnecessary.
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d'oh
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Fix the build for everything else; it looks like the macro definition for
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ATTRIBUTE was just missing from helixhorned's change.
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fix r1740 msvc build breakage
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Atrributify various function declarations. Right now the attributes used are noreturn, nonnull and format, the latter allowing us to catch silly printf errors. Again, these range from relatively benign to disastrous.
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Strip out most duplicated Makefile stuff into Makefile.common -- this should make configuration and maintenance much less troublesome. Attention to everyone who builds their own Edukes: you may have to re-set some paths like the one to the DirectX SDK.
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Revert the four Makefiles to have a base version in case I screw up again...
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getcwd with NULL gives us memory allocated from the system, so don't try to use nedmalloc to free it.
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Fixes former crash in drawline16 and swaps drawpixel with the unsafe variant there; fixes potential sector[-1] access in sliding Star Trek doors; make CC overridable in Makefiles so that other toolchains or static analyzers like scan-build/clang can be used; with its help, fix some issues, some more severe than others.
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Fix a bug where having two or more lighting passes on a multi-surface mdsprite would leak some GL state and disable blending for all but the first surface.
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This commit doesn't add anything interesting for anyone not interested in tracing down completely absurd bugs.
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More sensible dragging in side view mode. When pasting walls in 3D mode, match the actual pixel width of the source wall.
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Fix digitalnumberz spacing and saving/loading of screen size
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Adds chselshade (change selected shade) to a.m32
November 2010
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A week worth of Mapster hacking: first, there is an experimental side view mode toggled with [F3]. Nav keys are {QWAZ}, MMB and RMB. Use with care because it is still in construction. The sector selection routines have been rewritten -- it is now possible to paste the selection into a room and a new inner loop will be added automatically (MickyC's idea). Adds m32script commands drawline16z and drawcircle16z.
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remove obsolete CON compile warnings about affecting multiplayer sync, add -nodinput compatibility parameter to work around DirectInput crash issues on certain systems, fix http://forums.duke4.net/index.php?s=&showtopic=2961&view=findpost&p=60752
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Set union ['] and difference [;] for sector selection in Mapster32; probably fix for crash on clipshape-init; replace tabs in doc/build*.txt with three spaces.
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pass NEDMALLOC variable to build/Makefile
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a.m32 corruption checker: also handle out-of-range picnum
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Use posix_memalign in fork/exec midi player when not using nedmalloc. This fixes compilation in this case for me.
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Works around a bug with newer NVIDIA GL drivers where creating a GL context
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would remove write access to our code sections. bugs 3086185 and 3104646
October 2010
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Delete _clipshape_.map. Easy to forget if it's not on the file system anymore...
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Fixes quite a few nasty bugs with the new clipping code, including the crash. Clip shapes are now loaded from _clipshape0.map through _clipshape9.map (no break like when loading tiles, just see if each is present). Mapster32: insert some safety code for sprites with sectnum<0. Because this is still a bad thing, have the m32script corruption checker catch this and run it periodically from EVENT_DRAW2DSCREEN. Also draw such sprites in 2D mode with a blood-red color, and make them draggable. Remove set[sector,wall,sprite] commands.
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New sprite clipping for hitscan; crude debugging code for tracing down the crash that Commander is getting and I can reproduce only in real Windows with the synthesis build.
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Fix crash. Reason was obsolete code.
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Sector-like sprite clipping. Check samples/spriteclip.txt.
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Temporarily replace drawpixels by a bounds-checked version in engine.c.
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Don't reset extra tags before loading map in Mapster32.
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SDL and menu joystick fixes by NY00123 (thanks!).
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Pull in backtrace.c (pre-compiled as backtrace.dll and MinGW dependencies) from http://code.google.com/p/backtrace-mingw. When running debugging snapshots, this will print out a helpful backtrace in eduke32.crashlog. I had to disable stack protectors for debug builds as this was pulling in a dependency that I assume most people won't have. If anyone feels like merging that code into EDuke32 itself and find a way to remove the ugly libintl dependencies, be my guest. In the meantime, sorry for the awful commit.
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Link debug builds with -rdynamic in order to get symbol names when printing backtraces from the signal handler.
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New aspect determination code for classic/Polymost, controlled with r_usenewaspect and r_screenaspect cvars; print stack traces with SDL/GCC; change signature of app_main in game.c to match declarations found in other places and return different positive values on init error.
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New CON command 'clipmovenoslide', doing the same as clipmove but stopping at collisions before sliding calculations. Fixes a problem with Mapster32 where names.h was tried to be read before setting up the search path.
September 2010
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make sector keep old firstwall when adding inner loop, rewrite setfirstwall to use malloc'ed memory for temp storage instead of end of sector[], reintroduce correct searchwall determination in Polymer mouse picker (intersection of xy projection of aiming ray with wall); added commands to m32script: shiftvarvar[lr], ifhighlighted, ifin3dmode, updatehighlight, sethighlight; coded prototype terrain helper based on isolines and triangle strips.
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Make pointer checking on save disabled by default.
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New CON commands:
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* sectsetinterpolation <sector> * sectclearinterpolation <sector> * clipmove <<ret>> <<x>> <<y>> <z> <<sectnum>> <xvect> <yvect> <walldist> <floordist> <ceildist> <clipmask> * lineintersect <x1> <y1> <z1> <x2> <y2> <z2> <x3> <y3> <x4> <y4> <<intx>> <<inty>> <<intz>> <<ret>> * rayintersect <x1> <y1> <z1> <xv> <yv> <zv> <x3> <y3> <x4> <y4> <<intx>> <<inty>> <<intz>> <<ret>> * calchypotenuse <<ret>> <x> <y> (all except *interpolation also in m32script). Also fixes Sect_ClearInterpolation to be symmetrical to its Set counterpart (shouldnt change anything since it was unused). Added "-conversion YYYYMMDD" switch for keyword-compatibility with old mods. Mapster32: invisible sprite preview with Quote-i.
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Automatically name savegames based on the map name instead of canceling the save if no name is entered
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mapster32 fixes: aiming crash in polymer, more accurate aiming in polymost + calibration/replacement crosshair via "r_preview_mouseaim", 2 other crashes; fix "S" in tile selector, make read-only variable overridable with "script_expertmode", misc. beautifying.
August 2010
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msvc compile fix
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Re-tie initial SDL mouse grabbing to DEBUGGINGAIDS.
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Correctly (I hope) handle the zoom argument of rotatesprite when drawing HUD models in Polymer.
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Add a few debug cvars for development purposes.
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Fixes various issues with selecting: sectors and duplicating them many times in a row, sprites and then deleting some of them (also adds set union ['] and difference [;] to RSHIFT); adds the ability to move all selected sprites in the XY plane in 3d mode with SHIFT-LMB and align to the grid in an absolute fashion with CTRL.
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Fix wrong interpretation of SPREXT_NOTMD that would cause it to assume the flag was set whenever any flag was set, causing the models to switch on and off in Duke Plus with Polymer.
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Polymost-style HUD model support for Polymer. It properly displays all HRP HUD models as far as I can tell.