Maggio 2013
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Generale
Well then, I sure fucked that last commit up didn't I
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Generale
Fixes a crash after killing the boss in Duke 0.99 and fixes the issue with WGR2 SVN being detected as 0.99 due to malformed definelevelname statements
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Generale
Fix a reference to "RDR_POLYMER" that was missed in startgtk
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-Wchained-loadactor option for LunaCON, clear errors on restart.
Mostra dettagli
The last only in release builds.
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implement dragpoint, clipmove*; fix gamearray serialization.
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don't extern 'clipmovetraceboxnum', add a new func. clipmovex() instead.
Mostra dettagli
The 'x' is for "extended", since its last arg is a switch of whether to disable sliding. Use that from gameexec.c.
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fix 'copy' on 64-bit archs.
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Generale
LunaCON standalone: don't try default path on file-not-found for root names.
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Generale
For DNCOORDS display, add current sprite count and #inserted sprites / last sec.
Mostra dettagli
Only in debugging builds.
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fix restoring of tables. Also add savegame.lua which I forgot!
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partially sync with r3803, link with lpeg.a (update to LPeg 0.12).
Mostra dettagli
For pre-1.3 CONs, determining the older script version with gamestartup and/or definelevelname is not implemented.
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fix qsprintf, add test code for GAMEVAR_{NODEFAULT,NORESET} flags.
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Add -Wall option and sector[].*bunch, warn on some NYI gamevar flags.
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Generale
Add support for shareware 0.99/1.0/1.1, for shits and giggles.
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Generale
MSVC build fix
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Generale
Add a simple indicator of progress when loading a large def (like the HRP)... print one period to the startup window per 50 passes of the main loop in defsparser()
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Generale
Support high DPI setups for the startup dialogs on Windows
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fix possible NULL pointer dereference in polymer_getbuildmaterial().
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rename con.peractorvar to simply con.actorvar.
Mostra dettagli
NOTE: I'm committing this from my git clone again. If this works OK, everything is in good order again. If not, I hope that I won't damage the SVN repo. *Runs away...*
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Generale
Test commit from SVN since I may have bricked my local git clone. (r3796 doesn't show up as SVN-committed for me, partial commit?) The change itself is a very small tweak in m32help.hlp.
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prototypical gamevar serialization, currently very CON-centric.
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initialize SPRITE_HARDCODED_BADGUY on Lua state recreation, too.
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partially implement {save,load}mapstate CON commands.
Mostra dettagli
What is missing is saving and restoring per-player and per-actor gamevars. Also add a test CON mutator 'mapstate.con'.
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allow desktop-sized windowed modes, add 1680x1050 to defaults list.
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Generale
Make G_{Save,Restore}MapState() take no input arguments.
Mostra dettagli
Instead, MapInfo[ud.volume_number*MAXLEVELS+ud.level_number] is accessed inside these functions.
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Generale
Remove redundant checks for some map state function uses.
Mostra dettagli
Also, prettify G_FreeMapState(), remove some duplicate function decls and resurrect 'savestate' and 'restorestate' OSD commands for the debug build.
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fix Lua->CON line translation by recreating the line info, too.
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conditionally compile out more code in savegame/gamevars.[ch].
Mostra dettagli
Also, make the savegame major version 2 in the Lunatic build.
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accept any number of *.lua modules on the command line.
Mostra dettagli
There's no option letter for loading them, and the extension is checked case sensitively. Lua modules are loaded after CON translated to Lua. Also remove -testlua option.
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back up generated LunaCON code, recreate Lua state on map entering.
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Generale
Fix signed/unsigned comparison warnings and mismatched format char warning.
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fix randgen module after md4 removal, run DEFS_BC_SIZE cmd only once.
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Generale
Sanitize hard coded render mode numbers... replace all references to rendmode 0, 3, 4, etc with proper REND_CLASSIC, REND_POLYMOST, REND_POLYMER labels.
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Generale
Alter cvar system to fill the cvar name into the description line automatically, and remove the cvar name from the descriptions for all cvars
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Generale
Unify glow and detail texture setup between polymost and mdsprite
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Generale
Some further texcache refactoring. Removes all of the texcache globals and shoves them into a struct for easy management.
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when 3D-inserting sprite higher than z extent, position at floor...
Mostra dettagli
... when aiming at the floor.
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fix centering of y-flipped wall sprites. (Case D in test_tileoffsets.)
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make flipping closer to classic.
Mostra dettagli
This fixes cases A and B in test_tileoffsets.map.
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Generale
engine.c: add tile offset debugging code guarded by DEBUG_TILEOFFSETS.
Mostra dettagli
Also, update test_tileoffsets.map with a new 'dimension': cstat 128 (sprite centering). It has an issue in Polymer marked with a silver D.
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fix floor sprites with y flipping by removing special-case code.
Mostra dettagli
This fixes the case marked with the silver letter C in test_tileoffsets.map. The orientation of the sprites is correct (matches classic) as far as I can see, there are now only problems with translation.
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rewrite sprite x/y flipping so that data flow is explicit.
Mostra dettagli
Also, add some defines for sprite cstats to build.h (SPR_*) and use them.
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Generale
Add package/samples/test_tileoffsets, a test case for t. offsets w/ flipping.
Mostra dettagli
It has all combinations of {STEAM,CEILINGSTEAM} x combinations(flipping) x combinations(alignment). Three silver letters are placed near cases that currently draw not like classic in Polymost or Polymer.
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Generale
Fix two possible signed left shift overflows.
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Generale
texcache.c: use Bfilelength(), fixing Linux build.
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remove old gamevar/serialization code.
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Generale
Lunatic rotatesprite: disallow FULL16 coordinates since Lua numbers are FP.
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Generale
Promote pr_customaspect to double from float to match the array of predefined aspect ratios that's in the menu
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Generale
Fix a warning and uncomment something I accidentally left commented during testing
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Generale
Make the menus look the same in all rendering modes, because the LOADSCREEN tile looks like shit when any kind of palette-based shading is involved. So, now everyone gets the ugly metal looking MENUSCREEN.