Build 4468
SVN-
Generale
Update libpng to 1.6.10.
-
Generale
old menus: Fix parental lock password entry.
Nickname SVN e nomi Git sono unificati per persona.
Update libpng to 1.6.10.
old menus: Fix parental lock password entry.
Revert window fullscreen stuff until we have aspect-correct upscaling
pass.
in linking tag determination, handle 'on' switch picnums (+1).
in e.g. F5 "next free tag" display, note object w/ greatest tag.
Add some useful preprocessor definition to the checked-in MSVC project
don't read some variables from mapster32.cfg redundant since r4344.
Mostly, these are rendering-related variables. We keep *writing* them to mapster32.cfg so that older Mapster32 versions can be used side-by-side for now.
src/config.c: fix what is apparently a copy-paste typo in readconfig().
In non-lookup GL modes, if fog is due to fogpal, make fog params indep. of shade.
make r_usetileshades 2 the default.
This mode does not take a sector's visibility values into account for uniform darkening of a texture. It is more faithful to classic with respect to fog/visibility *distances*, but may be less so as far as the "tint" of the texture due to visibility attenuation is concerned.
engine.c: instead of fogpal post-tweaks (last 2 commits), normalize by numshades-1.
That is, for every for palette (now, even ones created by the user) the last shade is the (or rather, a color close to the) full fog color by construction. In loadpalette(), reject a PALETTE.DAT with only one shade level.
engine.c: extend the last workaround to all four fogpals generated at startup.
engine.c: after creating gray fog palookup, make its greatest shade map to same color.
Concretely, for all 1 <= i <= 255, make graypalookup[31][i] := graypalookup[31][0]. Also document 'fogpal' in the Lunatic doc.
fix fog/visibility on ceilings.
engine.c: clean up scansector().
prevent visibility overflow on sloped ceilings/floors at large distances.
Fix r_usenewshading 3 visibility/fog for shades >= Numshades-1 (usually 31).
BUILD_LUNATIC.
Makefile.common: pass Clang sanitizer flags in release DEBUGANYWAY builds, too.
Also, - add a static assertion to engine.c - gameexec.c: compile out an unused function in Lunatic builds
In G_SavePlayer(), save timers at beginning and restore when finished.
This makes the game not process as many ticks as have elapsed during the saving afterwards.
Keep displaying difficulty menu for as long as the *voice* plays.
Previously, the check was for the hard-coded sound number. This made it impossible to change difficulty selection sounds via EVENT_SOUND.
add getactor[]/sprite[] member 'movflags'.
This is exactly the same as the actor[].movflags member in the Lunatic build: http://lunatic.eduke32.com/lunatic.html#actor
Fix crash with GTK+SDL2 on startup and use windowed fullscreen instead of
exclusive fullscreen.
sdlayer.c: fix grabmouse_low() with DEBUGGINGAIDS!=0 builds. DONT_BUILD.
User-configurable security monitor refresh delay (r_camrefreshdelay)
This seems to need SDL_MAIN_HANDLED in some configurations... not sure why yet.
Update to ENet git commit 518144338dd2d55192446e5ef37bc2eb97fe9bc8
Move DO_FREE_AND_NULL macro to compat.h
Simplify mutex wrapper into simply differentiating between RENDERTYPEWIN (which is deprecated...) and everything else, which uses SDL mutexes.
shadexfog.lua: in "Save lookups DAT file" entry, allow to save additional lookups.
BUILD_LUNATIC.
(better) document sector[].visibility, sprite[].clipdist, player[].weapon.
More Android. DONT_BUILD.
OSD scaling fixes (mostly)
Android code updates, pay no attention. DONT_BUILD.
Partial Android support cleanup. I actually have no idea if this even compiles ;)
Clean up sdlayer a bit
Clamp macros for floats
Hack around HOM when passing through a masked wall, but only on Android because the solution isn't very good.
Fix minor help text formatting issues in shadexfog.lua.
Also, fix saving PALETTE.DAT tables without lognumalphatabs byte. DONT_BUILD.
in rotatespritea and screentext, if alpha < 0, make -alpha denote blend.
For convenience, orientation gets bit 1 (translucency) set automatically. Again, test/screentext.con is updated to show off this functionality (the code there assumes that additive blending tables are loaded at blend numbers 101 -- 132). BUILD_LUNATIC.
fix 'screentext' command.
In ext. PALETTE.DAT, store log2 of last alpha table index. Handle alpha in classic.
The extended PALETTE.DAT format can now carry a trailing byte, called 'lognumalphatables'. If it is present, the engine assumes that alpha blending tables are loaded at blend indices 1 to 1<<lognumalphatables and handles rotatesprite's alpha and spriteext[].alpha accordingly. The ability to save this new byte is added to engine.lua:savePaletteDat() and the corresponding convenience functions in shadexfog.lua. Examples test/screentext.con and test/sprite_access.con are updated for demonstration purposes.
Add "osdscale", allowing the console text to be resized anywhere from 1-4x. It's a float because that seemed more useful to Android, where this will probably be hooked up to a slider (its intended usage).
Credits menu update for Android