Build 8019
SVN-
Check for "m32_usecwd" in the filesystem and activate -usecwd if found
Nickname SVN e nomi Git sono unificati per persona.
Check for "m32_usecwd" in the filesystem and activate -usecwd if found
fix use of uninitialized values
add wall point delete hotkey. Press shift+delete or the d key in 2d mode to delete a wall point without dragging it.
stop playing sounds when entering the tile selector in 3d mode
second attempt at preventing extra wall points from being inserted on some walls with the batch point insert tool
in tile selector, make backspace set palette to 0
use object's current palette on tile selection screen and allow cycling object palettes from tile selection screen with - and =
use sc_XXX defines from scancodes.h instead of unlabeled hex scancodes when checking keystatus[]
support sprite blending mode and statnum in clipboard.
block ctrl-x and ctrl-shift-x from working if you have unsaved changes
add home/end modifier keys to 3d mode slope keys ([ and ]), plus a third increment modifier (home and end at the same time)
on TROR point insertion, mark more points.
This fixes a bug reported by Micky C on 2016-01-11 where too few points were marked to be inserted. See AMC TC SVN r2308.
pull out some code from M32_InsertPoint() into M32_MarkPointInsertion().
in drawspritelabel(), use fixed background color.
Make it always one of the colors that the 2D color cycles to (base color + offset in [0 .. 4]) instead of <base color>-3, as that one might be in a different color ramp.
add byte array editorcolors[256] to m32script variables.
This makes it possible to set up editor colors at startup (from m32_autoexec.cfg). For example: script_expertmode 1 do for i range 256 ifge i 33 { set editorcolors[i] i } script_expertmode 0 Use this method in the description of how to get old-style 2D colors in tiles.cfg and suggest an alternative color index pair.
make 'script_expertmode' require an argument (0 or 1) to toggle.
Without an argument, it prints the current state.
changes to aid getting the old color scheme (by customizing).
- bump MAX_TILE_GROUP_ENTRIES to MAXUSERTILES - in loadtilegroups(), only assign a tile color if it wasn't already assigned - allow "hidden" tile groups by omitting the hotkey - Tweak the description added to tiles.cfg
honor "blocking color" declared with DEF 'spritecol' et al.
Meaning tilegroup's 'colors' directive. Also, to the packaged tiles.cfg, add a description of how to emulate the earlier Mapster32 sprite coloring for one tile group.
in a.m32, draw color info ("set showpal 1") more informatively.
- draw ticks above the palette "ruler" - draw all editor colors (colors in editorcolor[])
introduce DEF command "2dcolidxrange <col> <idx> <idxend>".
<col> is the editorcolor[] starting index <idx> is the actual color index start <idxend> is the actual color index end So, editor colors from <col> onward will be mapped to [<idx> .. min(<idxend>, 255)]. Takes precedence over '2dcol'.
in drawscreen_drawsprite(), "sprite[j]." -> "spr->".
Also a similar stylistic tweak in parsetilegroups().
fix variable that is used uninitialized.
remove "Ludicrous Zoom!" message when reaching max 2D zoom.
The problem is that it stays a few seconds afterwards, obscuring information on the status line.
add var 'corruptcheck_game_duke3d' and enable by default.
Currently, this checks for effector sprites that are not face-aligned. See https://forums.duke4.net/topic/8324-icestation-colossus-map-broken
various stylistic tweaks, no functional changes. DONT_BUILD.
in TROR-join sectors [Ctrl+J], print z difference hint.
At the very least, this makes it easier to decide for one option ("Connect yellow ceiling w/ blue floor (1) or (v)ice versa?") when one of the differences is zero, which might have occurred from temporarily breaking TROR links.
fix fillsector() calls before fade_editor_screen().
The latter allows one to specify a color to keep, but with r5302 the fillsector() highlights are drawn with transparency, thus making it ineffective. Add an argument to toggle transparency to fillsector() (now fillsector_maybetrans()) and two wrapper functions.
don't offer to "Insert outer loop and make red walls" w/ RAlt+RCtrl.
This feature only makes sense with the complete de-selection of a set of sectors, i.e. when pressing RAlt to do this, not adding or removing sectors to/from the set of already highlighted ones.
fix 2d3d mode input issue when sector is -1
call update_highlightsector() after 3D mode RCtrl+RAlt.
RCtrl+RAlt (+['] or [;]) selects sectors in 3D mode, by The Mechanic.
in manual member editing, Shift+ENTER allows toggling individual bits
For values that are displayed in hex. Patch by The Mechanic, with modifications.
after playtesting with Esc+[T], break from the key polling loop.
Bug noticed and fix located by The Mechanic.