Build 1753
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Move the highpalookup python helper scripts somewhere that makes sense and
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that's packaged by synthesis source snapshots (zebioman request).
Nickname SVN e nomi Git sono unificati per persona.
Move the highpalookup python helper scripts somewhere that makes sense and
that's packaged by synthesis source snapshots (zebioman request).
Fix build.
A bunch of mutually unrelated updates.
First, there's a new script for the generation of highpalookup images. Python 2.6, NumPy and PIL are required. Next, the map corruption checker has been ported to C. This is so that Mapster32 will be able to take decisions more cleverly based on the corruptness of the map. It also catches a few more issues like inconsistent nextwall/nextsector tags now. Finally, link the executables with --large-address-aware on Windows. This gives a gig more private virtual memory on XP when booting with /3GB. YMMV, but I can play IW2 with Polymer now.
Make deferred polymer model processing not crash; make tile name search case-insensitive.
(ATM broken) support for PNG highpal files; their dimensions must be the same as the TGA ones.
Highpalookup support is more or less ready, also checked in sample script to
generate the highpalookup maps offline (only with a few incomplete pals right now). New DEF token: highpalookup [pal] [filename] New cvar: r_pr_highpalookups
Get the glTexImage3D function pointer from the ICD, not from dlsym/GetProcAddress. This fixes OpenGL on Windows since opengl32.dll only has version 1.1 symbols.
Fix release builds.
Highpalookup maps implementation on the renderer side. Currently set to a hardcoded highpalookup of 6:6:6->RGB and causes a noticeable quality drop. Use the debug1 cvar to toggle ingame.
Split MD3 model post-processing into common and Polymer parts and defer the latter if the game is started with a different renderer. This has the benefit of faster startup times and much less memory consumption in that case. When the user switches to Polymer later in-game, all processing is done in one run. I've observed crashes due to the music system if it takes too long, so the it may be unreliable. Also some calloc->malloc where the clearing is unnecessary.
d'oh
Fix the build for everything else; it looks like the macro definition for
ATTRIBUTE was just missing from helixhorned's change.
fix r1740 msvc build breakage
Atrributify various function declarations. Right now the attributes used are noreturn, nonnull and format, the latter allowing us to catch silly printf errors. Again, these range from relatively benign to disastrous.
Strip out most duplicated Makefile stuff into Makefile.common -- this should make configuration and maintenance much less troublesome. Attention to everyone who builds their own Edukes: you may have to re-set some paths like the one to the DirectX SDK.
Revert the four Makefiles to have a base version in case I screw up again...
getcwd with NULL gives us memory allocated from the system, so don't try to use nedmalloc to free it.
Fixes former crash in drawline16 and swaps drawpixel with the unsafe variant there; fixes potential sector[-1] access in sliding Star Trek doors; make CC overridable in Makefiles so that other toolchains or static analyzers like scan-build/clang can be used; with its help, fix some issues, some more severe than others.
Fix a bug where having two or more lighting passes on a multi-surface mdsprite would leak some GL state and disable blending for all but the first surface.
This commit doesn't add anything interesting for anyone not interested in tracing down completely absurd bugs.
More sensible dragging in side view mode. When pasting walls in 3D mode, match the actual pixel width of the source wall.
Fix digitalnumberz spacing and saving/loading of screen size
Adds chselshade (change selected shade) to a.m32
A week worth of Mapster hacking: first, there is an experimental side view mode toggled with [F3]. Nav keys are {QWAZ}, MMB and RMB. Use with care because it is still in construction. The sector selection routines have been rewritten -- it is now possible to paste the selection into a room and a new inner loop will be added automatically (MickyC's idea). Adds m32script commands drawline16z and drawcircle16z.