Build 1608
SVN-
General
Add proper DEF tokens for normal scale/bias in model skins.
SVN handles and Git names are merged into one person.
Add proper DEF tokens for normal scale/bias in model skins.
fix for underwater ceiling issue
Better mouse fix?
Fix a couple of bugs
Rewrote gametext_z() and renamed it to G_PrintGameText(). Other (very) minor changes.
Fix for mouse stalls at < 10 fps
force r_vbos to 0 for Polymost on ATI R520
internal sound handling changes/optimizations, seems to be working and shouldn't affect end users
Fix crash when calling rotatesprite from CON with invalid coordinates
Minor formatting changes, fix nedmalloc on BSD, fix win32 joystick detection issue, fix for ambient sounds, possible fix for stopsound malfunctioning after extended play time, add CON compilation error for duplicate "break" in switch statement
new demo system should be stable now; Made the $EDUKE32_MUSIC_CMD env var work (SDL only).
Mapster32: Helper feature -- pressing SHIFT on a 2-sided wall makes the PGUP/PGDN etc. commands operate on the sector at the other end of the wall; replaced searchstat numbers by #defined names and eliminated the worst cases of code duplication in astub.c
Fix some 64 bit casts.
This is an attempt to fix r1595.
- pr_resetlights() was exported but polymer.c wasn't changed to reflect that. This also broke the gcc build so I'm not sure how this was missed. - commented code was laying around in the middle of polymer.h - savegame.c using a bunch of C99 non-constant initializers. Please keep in mind that MSVC is one of the supported compilers and doesn't know C99. - savegame.c using localtime_r, which doesn't exist on Win32. - demo playback calling resetlights and drawrooms without ever calling pr_loadboard(). - this change makes the game run very choppy here.
Improved demo system. Kick ass and watch :)\
Features: * start recording in mid-game (ScrollLock) * saves interleaved diffs for later sync correction * supports fast-forward/rewind Some work still needed to trace down remaining sync problems. Also be sure to check the demo* cvars.
Model normal mapping support. This calculates the averaged texture-tangent basis for every face of every model when loading them, so this change will make startup times a lot worse until we implement a way to cache the computed models to disk.
Very few actual changes... mostly formatting fixes from astyle
More nedmalloc updates, possibly fix win32 mouse death at ~10 fps or less, fix dummytile crash, more untested multiplayer changes... different enet channels for different types of traffic in order to eliminate latency due to the occasional reliable packet getting dropped, therefore causing a hitch in the flow of unreliable movement packets on the same channel, remove mmulti API from engine in favor of having everything in game land
Properly invert the tangent space matrix instead of transposing it (after all, model tangent space isn't guaranteed to be orthogonal) and do so offline. This removes a little strain from the GPU.
Fix building with MSVC
This should correctly compute the normal of all BUILD floors and walls. Fixes bug 2806174 (E1L1 projection room floor not affected by light and parallaxing artifacts).
This should be the correct type for aGlobalMemoryStatusEx.
Clean out remaining changes from tree... this is mostly crap like variable name cleanup
Update nedmalloc, fix loading tiles from .art files contained in a .zip, workaround GCC 4.4.x squarerotatetile() miscompilation issue
Don't process the SDL_mixer effect if we're not done initializing.
more semi-tested multiplayer changes and sound callback fix
Fixes a bug when you can't enable music from the sounds menu. Not sure why this line had a multiplayer-related check before rev 1574 yet.
Changing S_TestSoundCallback() back to what it was before revision 1490 since calling into MultiVoc from the DirectSound buffer worker thread can cause deadlocks. TODO: make the callback value accurately point to the sound instance. Maybe change the type to intptr_t and directly pass a pointer?
m32script fixes and additions
Adds code to disable the Vista/7 DWM when setting OpenGL modes. This buys some OpenGL performance in windowed mode and works around an ATI OpenGL driver bug.
Hook the polymer map selection code to a few more places in the editor code. This will fix the screen turning greenish when selecting a pal with Alt-P. I could just drop the selection from these cases since the cursor can't actually move, but then people would ask why the FPS gets higher in this occurrences.
Revert part of revision 1540 which broke E2L4 and parts of E2L5.
This fixes a small problem with the mapster32 polymer selection code.
further multiplayer improvements
Cleaning out tree in case I can't work on anything for a while... more multiplay fixes
more multiplayer crap
more multiplay fixes + server password support + client ping time display
more multiplayer fixes
This fixes a renderer crash with external view + lights.
A bunch of multiplayer improvements
Fix wall and sector updating over the wire so that it doesn't crash.
Fix the San Andreas texture fix in some cases.
Fix the build with POLYMER=0 or USE_OPENGL=0.
Correct an error with rev 1556 that would cause drawing problems with parallaxed ceilings.
Change the BUILD Makefiles to properly link the tools against nedmalloc.