Dicembre 2011
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Generale
- Format CON crash output in VM_ScriptInfo() much more nicely.
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- Execute VM_ScriptInfo() when DNDEBUG is used.
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Generale
Comment ldcty[12] array from kpegrend() to remove last of set-but-unused warnings. I don't see any reason to leave this alone.
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Generale
a.m32 light hotkeys: clamp hitag (range) to 0..32767 instead of 0..16000
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make the 'palette' player member actually return the player's palette ID
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instead of -1. Setting is still only through 'setgamepalette'.
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Generale
Besides the performance issues, there's another reason why changing the palette
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'frequently' isn't such a good idea. Assume an actor constantly changes the palette to some value and you're attacked by a newbeast at the same time. Then the pain tinting would be reset each time the actor's code is run. This commit adds a new flag 16 to setbrightness(), meaning "don't reset the fade tinting". Its only use right now is from CON's setgamepalette command (and there, always). The change is done in the engine and thus affects all platforms.
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Generale
Trivial tweaks of setbrightness. Add an assertion that bits 1 and 4 are clear,
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mainly. Also remove setvgapalette() from source.
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Generale
The earlier changes introduced bugs when palettes were not set correctly in
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certain situations (mostly cutscenes etc). This commit removes bit 1 from all flags that make it to setbrightness, the meaning of which is "don't actually update the palette". I have no idea what it was for and since the corresponding P_SetGamePalette() calls were from places like the mentioned cutscenes, I don't think it matters performance-wise.
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Generale
SDL layer: don't call SDL_SetGammaRamp() if there would be no change.
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This is in the similar vein as the set-palette deferring and it's this that fixes the low FPS in the radioactively contaminated area in AMC TC: Megabase (since setgamma() is called from setbrightness()). Again, update issues might be expected, but changing focus between EDuke32 and the desktop and back seems to restore the gamma settings properly on Kubuntu. Looks like X (or whatever above handles this stuff) maintains it on a per-application basis.
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Generale
SDL layer: in 8-bit mode, defer setting the palette until showing the next frame.
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CON code sometimes uses 'setgamepalette' from withing actors, which is a bit too frequent. Deferring the actual palette updating means that multiple requests in between two screen redraws are coalesced into one, which is desirable for performance reasons and for the reduction of 'tearing' artefacts (but not prevention, since the drawing isn't synced to the screen refresh rate with vsync off). (Did-not-)update issues might be introduced. Windows isn't touched because - I expect it to be more brittle, especially in light of the ATI HW gamma problems. - I haven't tested whether the particular performance penalty that lead to this change ('gas' in AMC TC) exists there too
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remove the old inversion and PCX code from the source
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if compiled with USE_LIBPNG, always use PNG, even for
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color-inversed shots. For both PNG and TGA, change the way they're done in 8-bit mode: instead of XORing every byte with 15, save the inverse palette (each component taken 255-x).
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Generale
savegame.c: fix compilation warnings with release build, add timing for debug
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Generale
Factor out two nearly identical pieces of code in game.c and gameexec.c
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into G_HandleMirror().
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make smoststart[] (which saves starting "smostcnt"s) an array of int32's
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instead of shorts. This fixes their values' overflow in AMC TC megabase and probably a couple of other large maps.
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fix bug in Net_ParseServerPacket introduced with SAMESIZE_ACTOR_T.
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Generale
Fix sintable access with raw angle value (which might be outside [0..2047])
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in overhead map drawing code.
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Generale
patch up another out-of-bounds access in the voxel drawing code, though
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I'm not sure whether the increased array size is enough.
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Generale
savegame.c: fix initial setting of compression threshold on savegame load;
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64-bit fixes
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Generale
start CON code at script[3] instead of script[1]. The 'move' command permits
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the constants 0 and 1, and moveptrs may reference the script up to index 2 then (though I'm not sure whether the code is reachable with moveofs either 0 or 1), so make sure it's nulled instead of whatever happened to compile at the first two positions. Move 1 is only used once in the original cons, when frozen and being shattered.
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Generale
fix displaying the screenshot even for old-version savegames.
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send BYTEVERSION as two bytes, high byte first.
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Now we don't need to worry about the numbers running out soon. Bump BYTEVERSION by three to celebrate this, too.
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Generale
Enable SAMESIZE_ACTOR_T described earlier.
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Generale
Rewrite the savegame format in terms of the generic saving/loading system.
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This makes savegames practically the same as the initial snapshot of a demo. Saves are now named 'dukesavX.esv' (demos: 'edemoX.edm'). Additionally, many changes that couldn't/needn't be cleanly separated are added with this commit: - make spriteext_t have the same size across 32/64 bit platforms (actor_t partially) - prevent saving/loading in MP games (it certainly didn't work and still doesn't) - it's time we start using assertions! Define NDEBUG for releasse builds. - reset savegame major and minor versions (we have a new magic string, so no conflict)
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Generale
Rewrite a couple of lines in clearfrags() to look more idiomatic.
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Generale
Beauty tweaks; revert s_buildDate since we don't want windows builds to pull
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snapshots in the current development state now.
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Generale
Fix non-TROR build and add a warning that such a build is only useful for
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debugging, i.e. savegames and the like will break.
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Generale
Eh, fix out-of-bounds issue in clearfrags() with MAXPLAYERS players.
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It was identified with the clearfrags rewriting, but not corrected.
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Generale
Factor out filename-based music setup code into G_SetupFilenameBasedMusic.
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There were two instances of nearly identical code in premap.c and savegame.c. Also identifies a (harmless) problem with realloc'ing, we had: if (len+1 > sizeof(MapInfo[...].musicfn)) MapInfo[...].musicfn = Brealloc(MapInfo[...].musicfn, len+1) which reallocs almost all the time (since .musicfn is a pointer). Now we do realloc every time...
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Generale
premap.c: write out inline function clearfrags() for clarity.
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Generale
misc. cleanup in savegame.c
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Generale
Rewrite EDuke32's -d<demofile> option parsing code. Writing into argv[i]
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isn't very wise. Also resize firstdemofile[] to BMAX_PATH bytes.
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Generale
Remove written-out savegame.c function declarations from demo.c and include
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savegame.h instead.
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Generale
Remove 'projectile' field from actor_t because it was entirely unused.
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WARNING: This silently breaks savegames on 64-bit platforms.
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Generale
Remove a few unused variables from global.[ch], update build date string.
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Generale
minor cosmetic tweaks in sector.[ch] and a off-by-one limit correction there
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Generale
Fix out-of-bounds write when passing a map filename to Mapster32.
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actor. (Needs SAMESIZE_ACTOR_T, which is not yet enabled)
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Generale
misc. beautifying some game code...
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Generale
some more clearbuf -> memset in gamedef.c plus add a forgotten keystatus
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reset in the editor
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Generale
savegame.c: minor cleanup and crash prevention in doloadplayer2
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if loading directly from file to state.
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Generale
CON parser cleanup: In C_Compile, initially clear three arrays with
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Bmemset(..., 0, sizeof(...)) instead of clearbuf(..., MAX..., 0), because the latter would clear only half of the data on 64-bit platforms.
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Generale
In EDuke32 loading/saving menus, when finding old version savegame, display
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some information about it instead of simply omitting it. Internally, struct savegame --> struct savegame_ for easier grepping.
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Generale
actor t_data commoning: forgot do add a #define in duke3d.h
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Generale
animvpx loop: do at least on input device poll each frame (i.e. even if we're
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lagging) to be able to cancel the movie in any case.
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Generale
Preliminary commoning of actor[].t_data[10] to an array of int32's on both
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32- and 64-bit platforms. Also, make struct type actor_t also have a common size of 128 bytes. New code currently disabled and #ifdef'd for comparison. This requires certain t_data[] entries ([1]: move ptr, [4]: action ptr and [5]: ai ptr with actors) to be converted to script offsets instead of pointers, breaking savegame and net packet compatibility (we could in theory try hard not to, but it would be too much trouble).
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Generale
Add new actor[].flags flag 2048 (SPRITE_NOCLIP), for 'spriteflags' CON usage.
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Actors are always moved such that _they_ clip against blocking sprites, even if their blocking bit is clear. Setting the new bit make them not clip against anything. The promary use of this is for decorative moving sprites that are spawned in masses, such as rain or snow.
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Generale
engine.c, in engine_addtsprite: if we can't add more tsprites because we
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already have MAXSPRITESONSCREEN of them, return 1 to signal that the caller should break out of the loop.
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Generale
Tweaks to compile the release build with clang. Now if it only would not
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generate curious code like this one (Ubuntu 11.10's clang 2.9 on i386): 0x080a57ea <+538>: xor %al,%al 0x080a57ec <+540>: test %al,%al 0x080a57ee <+542>: jnz 0x80a57f2 <initgroupfile+546> => 0x080a57f0 <+544>: jmp 0x80a57f0 <initgroupfile+544> 0x080a57f2 <+546>: shl $0x4,%edi
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Generale
Patch up out-of-bounds access in some voxel drawing code.
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Generale
Don't spawn weapon tiles (WEAPONx_SPAWN) if any such value has been set
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to negative numbers. Previously, only checks for being zero were performed, but CON code in the wild also has WEAPONx_SPAWN -1, which would propagate to the sprite picnum...