Build 1779
SVN-
General
Make audio initialization failures non-fatal
SVN handles and Git names are merged into one person.
Make audio initialization failures non-fatal
fix non-Polymer build
Fix clipshape bug reported by DeeperThought. Reason was absent-mindedness while coding :/
fix false save failure message and clean up begindrawing/enddrawing pairs
Fix the lighting model so that lights don't get the modulated diffuse (defeats the purpose if they do, since you wouldn't be able to light a fully shaded room). That means the highpal lookup has to be performed twice now, once with the modulated diffuse to apply to the result and once with no modulation to make a diffuse that the lighting code can use. That means that lighting isn't 100% accurate with respect to the highpal result, but that's the best approach I could think of.
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.