Build 5337
SVN-
amend action's viewtype -8 to be more in line with the others.
-
after playtesting with Esc+[T], break from the key polling loop.
Mostra dettagli
Bug noticed and fix located by The Mechanic.
Nickname SVN e nomi Git sono unificati per persona.
amend action's viewtype -8 to be more in line with the others.
after playtesting with Esc+[T], break from the key polling loop.
Bug noticed and fix located by The Mechanic.
allow viewtype -8 for 'action', meaning to x-flip the shown sprite.
Similarly to how -5 and -7 and are accepted since r3859.
Amend r5330.
Fix GTK build.
Fix USE_OPENGL=0 build.
Mostly revert r5326, and instead restrict the starting and stopping text input to touch devices where we need the on-screen keyboard to appear. This maintains the bugfix on targets with a physical keyboard.
Fix the Custom game content directory startup window option loading the folder alphabetically previous to the one selected when the "autoload" folder is present.
Add EVENT_PREDRAW2DSCREEN.
Improvements to the MSVC project.
don't enable/disable SDL text input.
At program start, text input is enabled anyway and it does not seem to have any adverse effects. However, disabling it after e.g. game save leads to the OSD not working properly any more: normal keys are passed via handleevent_pollsdl's SDL_TEXTINPUT case.
don't repeat #ifdef/#endif for SDL_{Start,Stop}TextInput().
SDL2 layer: handle all Ctrl+[A-Z] keys passed to OSD_HandleChar().
See that function for a list of what these do in the OSD.
fix oob write for Ctrl+K ("delete all to end of line").
in test/helixspawner.lua, make COLOR a global variable. DONT_BUILD.
To demonstrate and test that it can be modified from outside, and that these changes are kept with savegame restores.
add config variable 'corruptcheck_heinum'.
With 3 modes: 0: auto-correction and warning disabled 1: auto-correction enabled (default, current behavior) 2: auto-correction and warning enabled
make BOUNCEMINE spawn FRAMEEFFECT only if moving horizontally.
Also add "zshoot -4096 BOUNCEMINE" to lunatic/test/weaponvars.con to demonstrate that bouncemines can be shot.
Revert r5316 which completely broke BOUNCEMINE.
Pragma fuckery. DONT_BUILD.
don't spawn FRAMEEFFECT1 for BOUNCEMINE.
There's no point, really. Since the bouncemine is immobile, the tsprites will all be overlaid at one point and show the same picture, as far as I can see. Worse, since r4876, the generated sprites may draw on top of the actual one. The former have their shade always set to sprite[t->owner].shade though, and will then appear fully bright (shade -127, since BOUNCEMINE sets it like this). This fixes issue number 4 from http://forums.duke4.net/topic/8042-five-minor-problems-report/
engine.c: use swapptr() instead of swaplong() in two cases in drawmasks().
don't redundantly adjust globalcursectnum in polymost_drawrooms().
See r5024 and the added comment.
in DNCOORDS display, show x/y/z for VEL + ps->fric x and y components.
Also, prettify some ps->fric-related code. DONT_BUILD.
fix displayed viewscreen when its x/yrepeat isn't evenly divisible by 4.
add DEBUG_FRAME_LOCKING functionality.
fix unbalanced begindrawing()/enddrawing() pair in printext16().
Fix various, but not all warnings.
Except: - missing braces around initializer [-Wmissing-braces]: due to union-in-struct vec3f_t - comparison between signed and unsigned integer expressions [-Wsign-compare]: in polymer.c
re-enable changing position in 2d mode with the right mouse button when dragging selected objects
fix frame locking issue with 2d3d mode, crash when toggling bottom texture swap, issues with drawing certain types of walls.
fix display of pal 4 sprites in 2d mode.
fix 3d mode status messages being overwritten with position/ang/horiz readouts.
fix unreadable status messages in 3d mode when working with a palette that doesn't align to Duke3d's color layout.
change default 2d3d position to upper right corner, remove debug printf I accidentally committed.
Mapster32:
-Improved indication of selections in 2d mode. This includes both highlighted objects and multiple object selection. -2d3d improvements: it's no longer possible to end up with a black view due to the z position being out of range when moving the cursor position to a new area with the right mouse button. -The middle mouse button can now be used in place of the right alt key when selecting sectors, similar to how the left mouse button can be used in place of the right shift key to select points and sprites. -2d mode mouse cursor has been changed to a 1 pixel thick red cross with a shadow instead of a 2 pixel thick red cross with no shadow. This improves visibility when working in textured mode with lava sectors and other textures similar in color. -2d mode palette now changes when working in an underwater sector. -Misc tweaks
don't warn about the map being corrupt if the only thing wrong with it is a sector ceilingheinum or floorheinum set without the corresponding bits to enable sloping set. DONT_BUILD.
misc cleanups, support for drawing transparent lines in 2d mode. DONT_BUILD.
Fix warnings
upload bucket indices through pinned host memory.
fix regression with Y-flipping bit.
add preliminary support for batching draws.
fix synthesis warning.
store map data in a single buffer with a unified vertex type.