Build 3737
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Finish Polymer cancer mode and enable by default.
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TODO: figure out wtf is wrong with rotatesprite, linear filtering.
Nickname SVN e nomi Git sono unificati per persona.
Finish Polymer cancer mode and enable by default.
TODO: figure out wtf is wrong with rotatesprite, linear filtering.
New Polymer feature: shitty mode.
Fix Makefile fuckery.
Fix ART offset and face sprite flipping interaction.
Fix ART offset and sprite flipping interaction.
Move the tracking from a dirty state to a change count.
Make glbuild C++-safe.
Fix warning in jaudiolib due to void ptr arith.
Fix warnings from pointer math with the trackers.
Add automatic tracking to the sector[], wall[], sprite[] and tsprite[]
arrays; any write access to them will run the corresponding hook and write to the [sector/wall/sprite/tsprite]clean array. Note: tsprite and sprite use the same hook and require running a few more instructions per access in order to disambiguiate; this could be made more optimal (like the other arrays) by clearly separating the types in the game code. Note #2: taking a member's address currently marks it dirty because of tons of helper functions across the editor code. I don't know how many read-only accesses we have after taking a member address, but it could also be fixed with some finessing of the code.
Fix the C++ build on Linux with LTO.
Fix the Linux mapster32 build with LTO enabled.
Fix synthesis fallout after ivfrate addition.
Fix build error after C++ conversion.
Add horrible tracking template; for each structure you'll want to create a
separate tracker type by #defining __TRACKER_NAME and __TRACKER_GLOBAL_OFFSET. eg.: Then if you have a tracked value and a value of the same type at the given offset: Tracker_1<int32_t> trackedInt; int32_t trackedIntDirty = 0; // 4 bytes after trackedIntDirty will become 1 everytime trackedInt changes.
only let emitshadow affect shadows, not lightmaps.
Lightmaps are already opt-in anyway.
add support for negative lights
And hook them up to cstat 128 (half-submerged, 'c' in mapster).
add a prlight flag to make shadow-less spotlights
And hook it up to SE cstat 64 ('1' in mapster32). This disables both lightmaps and shadow maps for the spotlight; please let me know if you have a usecase where you want lightmaps but no shadow maps for specific lights.
Revert hightile factoring for now.
don't try to factor textures from fallback skins
enable the texture factoring code for all palettes
Fix MinGW build.
unblock stuff