Build 1772
SVN-
General
Manage base palette as IDs instead of passing pointers around ($10 says I broke something). Corresponding engine change will be coming up; this is in prevision of highpal handling of game palettes.
SVN handles and Git names are merged into one person.
Manage base palette as IDs instead of passing pointers around ($10 says I broke something). Corresponding engine change will be coming up; this is in prevision of highpal handling of game palettes.
Don't use -rdynamic on platforms that don't necessarily support it.
Define OV_EXCLUDE_STATIC_CALLBACKS before including vorbisfile.h to avoid having some unused global structures (and warnings) around.
Sync ENet with latest cvs commit
Fix more MinGW warnings.
Don't include compat.h from protocol.c and define UNREFERENCED_PARAMETER directly instead to fix the MinGW build.
Fix all the remaining warnings (except the warn_unused_result stuff, pass -Wno-unused-result).
Build game_banner.o and editor_banner.o with -Wno-pointer-sign.
Remove some warnings.
Add "Bstrstr" to compat header
Run engine source through new version of astyle, add printf() call to OSD_Printf() to facilitate console access through stdin/stdout for dedicated server mode, minor changes to sdlayer to allow operating without actually initializing SDL
Switch back to using GL_COMPRESSED_RGB_ARB and GL_COMPRESSED_RGBA_ARB instead of explicitly asking for DXT1 and DXT5 (maybe fix white boxes on ATI?), change check for Radeon X1xxx cards to work on mobile cards with different GL_RENDERER strings
Too much stuff for one commit.
engine: * sector-like sprite clipping now works with x- xor y-flipped actual sprites mapster32: * corruption checker has been hooked up to loading/saving routines to inform/warn the user * also warn if mouse pointer is over corrupt wall which is shown in pink then: you should not move such a wall! * faster map loading by deferring polymer_loadboard to 3d mode entrance (also removes some 'glGetTexLevelParameteriv returned GL_FALSE' warnings) * more logical maphack light handling, the logic is still a bit dodgy though * some menu and misc. function fixup * redundancy elimination... API: * added consts various for 'char *filename' parameters * loadboard() now accepts bit 4 for flags (formerly 'fromwhere')
Fix a problem with model skins introduced by highpal. Liztroops would turn blue on death.
Fix editor picking in Polymer; sorry!
Perform the highpal lookup after the diffuse modulation and detail to hit more range in the highpalookup map. This shuffles a fair bit of lighting model around, so I wouldn't be surprised if I broke something.
Hook highpal to model skins.
have gltexcompr option in mapster32; fix prhighpal.py script
Make mapster32 know r_downsize parameter. For best caching performance, this and glusetexcache should be the same as for the game. Highpalookup script can now generate maps equivalent to the current PHRP tint defs.
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.