Build 2686
SVN-
Generale
Bump build date from 20110312 to 20120522.
Nickname SVN e nomi Git sono unificati per persona.
Bump build date from 20110312 to 20120522.
EDuke32 Wii: Ready for action!
Mac OS X: Add correct default values for 'gameexecutable' cfg string so that the Mapster32 test feature works with .app bundles.
Note: You may encounter a crash if you try to test your map and Mapster32 is running fullscreen.
Fix warnings in net.c and xdelta3.
Correct an oversight and make handleevents() call our own window processing function instead of the default Windows one.
Minor formatting fix
less-trivial, but not non-trivial changes
trivial changes
factor out common packet handling code
unblock stuff
Fix the previous/next weapon events
net.c tweaks, just for the sake of pushing them to SVN.
- alloc_multimapstate() helper - make g_netMapRevision a uint32 and store save->revision in sequence order (without &(NET_REVISIONS-1)) - one assert, one XXX comment, stylistic changes
PNG screenshots: don't save custom gAMA.
This should be more correct, since previously, the saved PNGs were way too contrasty when looked from within a browser. Now, they'll always be slightly darker than in-game (assuming one has a gamma greater than 1).
With Clang, compile in GNU89 mode and fix clang detection in the Makefiles.
The default C99 mode is giving us linking errors from xdelta3.
Fix one ptr size mismatch and one format letter/arg mismatch on x86_64.
Fix cheats giving inventory items and their events.
actions prototype, not enabled even in the dev build.
For Lunatic, we'll want to get rid of the t_data --> script indirections, since the latter will be no more. Thus, all parameters are saved in t_data directly. For the normal build, there are no changes, only stylistic tweaks.
v7 engine support, event updates
Fix A_CheckEnemyTile() returning 1 for "fixed" sprites (see r1913).
Those sprites are usually decorative, and certainly not enemies!
Fix building xdelta3.o
Add xdelta3 source and headers to VS2010 project
WIP multiplayer changes, still completely broken.
Update ENet with changes from the newest version from CVS (yes, they still use CVS)
Update QuickLZ to 1.5.1 beta 7
Add xdelta3, required for some broken multiplayer updates I plan on committing later
Fix EVENT_CHECKTOUCHDAMAGE (the change to how events handle RETURN broke it)
Alternate implementation of EVENT_SOUND that better covers all hard coded sounds (menus, boss recognition sounds, etc)
Fix breakage of EVENT_WEAPKEYx after r2656
"Band-aid" fix for the issue with EDuke32 and Mapster32 visually locking up but continuing to run and play sounds after alt+tabbing away for a few seconds on Windows Vista/7. This may screw something else up, so please test thoroughly.
This should hopefully fix the disaster with events caused by my last couple of commits ;)
Fix a potential issue with nested event execution
Another one line DynamicTileMap[x] -> DYNAMICTILEMAP(x) change from Helix that got obliterated during svn change merging. Fixing this changes nothing in builds with DYNTILEREMAP_ENABLE defined, so this change isn't meaningful to anyone who isn't recompiling the game to work on a low memory device or something of that nature.
1 line fix for a change that accidentally got reverted when merging newer svn updates into an older local branch
Addition of 3 events:
EVENT_SOUND: triggered upon playback of any sound, this allows the "hard coded" sounds to be altered in a context-aware fashion instead of having to resort to clunky hacks like replacing them with a blank sound effect. RETURN var iable is set to the sound effect # of the sound to be played, or -1 to cancel playback. EVENT_CHECKTOUCHDAMAGE: triggered in P_CheckTouchDamage() whenever the player collides with anything. Value of RET URN is set to the result provided by clipmove() and so can be decoded in the same way. Value of RETURN when the event is over can also be manipulated to control some of the hard coded damage effects. EVENT_CHECKFLOORDAMAGE: triggered in P_CheckFloorDamage(), RETURN is simply the picnum of the floor of the sector t he player is in. Can be used to cancel hard coded floor damage effects or to make other tiles exhibit the same eff ects Other misc fixes and cleanups, including a possible workaround for Duke Plus SECTOREFFECTOR light issues wherein all SE49 and SE50 that have a statnum of STAT_EFFECTOR are simply changed to STAT_LIGHT during the STAT_EFFECTOR loop now.