Build 1576
SVN-
Generale
Revert part of revision 1540 which broke E2L4 and parts of E2L5.
Nickname SVN e nomi Git sono unificati per persona.
Revert part of revision 1540 which broke E2L4 and parts of E2L5.
This fixes a small problem with the mapster32 polymer selection code.
further multiplayer improvements
Cleaning out tree in case I can't work on anything for a while... more multiplay fixes
more multiplayer crap
more multiplay fixes + server password support + client ping time display
more multiplayer fixes
This fixes a renderer crash with external view + lights.
A bunch of multiplayer improvements
Fix wall and sector updating over the wire so that it doesn't crash.
Fix the San Andreas texture fix in some cases.
Fix the build with POLYMER=0 or USE_OPENGL=0.
Correct an error with rev 1556 that would cause drawing problems with parallaxed ceilings.
Change the BUILD Makefiles to properly link the tools against nedmalloc.
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.
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.
Proper editor picking code for Polymer. Also fixes a bunch of tabs that MSVC snuck in polymer.c.
Don't change the CWD to the eduke32.exe directory on Windows. EDuke32 now searches the CWD for data files on all platforms.
Ball-busting true client-server multiplayer prototype/alpha/whatever
Don't rely on repeating texture samplers to flip polymer sprites and request clamped textures for sprite textures. Fixes bug 2869362.
Make polymer impervious to corrupt maps (for the tenth time..). Fixes bug 2869996.
Don't save the OpenGL driver max texture size to the config file and remove some remaining instrumentation from rev 1546.
Don't overflow scantoasc[] with high scancodes. This makes the 'T' key work in the console on my laptop.
Don't change the CWD to the eduke32.exe directory on Windows. EDuke32 now searches the CWD for data files on all platforms.
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
Fix 64 bit problems after viewing a security cam.
more demo control + sound access for m32script
Change multiplayer random ID generation scheme and remove some dead code
crude demo fast-forward/rewind; more m32script goodness
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.
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
Don't do interpolations if they're already being done. This would cause problems when using showview inside EVENT_DISPLAYROOMS.
relocated some key events
small fix
m32script conveniece
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
Fix specpower and specfactor definitions for diffuse maps.
better version of the 16x16 icon from hendricks266
Don't crash when adding spotlights from gameland because of uninitialized mylight.tilenum.
fix for ogg clicks and segfaults from JF
The actual "stuff"...
stuff for fiddling with polymer lights
another one...
small m32 changes