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Make savegames between dynamicremap-enabled and -disabled builds compatible.
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Of course, only when the mod/TC in question doesn't use that feature.
Nickname SVN e nomi Git sono unificati per persona.
Make savegames between dynamicremap-enabled and -disabled builds compatible.
Of course, only when the mod/TC in question doesn't use that feature.
add one line forgotten with dynamictileremap disabling
sectorsofbunch iterator, error(..., 2), temp 'ud' access
Conditionally compile out the dynamic-to-static tile remapping feature.
Move inithashnames() and freehashnames() declarations into namesdyn.h.
Fix and clean up dynamic-to-static tile remapping source.
Remove a couple of nested externs and #include some headers directly
... instead of relying on indirect inclusion via duke3d.h.
In Mapster32, register the 'vidmode' OSD command in non-GL builds.
Two tweaks for USE_OPENGL=0 builds.
- Always parse 'animsounds' defs - don't print "ignored frame/animation definition" warnings
Fix USE_OPENGL=0 build; squelch one warning.
Fix building with GCC 4.6 link-time optimization.
It looks like GCC doesn't honor the 'used' attribute with LTO. This is "fixed" by declaring the variables in question with external linkage (i.e. removing the 'static'). I consider such behavior a GCC bug, though.
Route the 5th mouse button to the game; bump savegame version.
The "double-click button4" had to make way for MOUSE5 in the button binds menu, but I don't think anyone cares. Savegame compatibility was actually silently broken with the MAXTILES update earlier, but I forgot updating the version...
small correction of a memory-clearing line in namesdyn.c
Rearrange 'struct hicreplc_t' members so that no padding is inserted on x64.
engine.c cleanup, making some variables static mostly
Fix a potential sector[-1] access when drawing a masked wall in Polymost.
Fix the insert cicle wall-points bug reported by Norvak.
Fix sprite[-1] access when aborting playing a sound in Mapster's Sound Index.
Also a couple of other cleanup lines... might need more though, I'm not sure it's all good there.
Fix sprite[] access with indices > MAXSPRITES in Polymer model drawing code.
Internally, updateanimation() now takes a third parameter 'lpal'.
make sector flipping (X/Y) work properly with TROR.
astub.c: remove some tabs in the code
always show highlighted sprites in 2D mode, even in a gray sector.
Fix a potential wall[-1] access in Mapster32.
minor engine cleanup.
- enclose glbuild.h in #idndef ... sentinels - engine.c: remove unused variable 'pageoffset', make 'lastx' static - formatting
Use ATTRIBUTE((used)) for symbols used only in inline asm.
This may fix compilation for optimized builds with GCC or clang where the compiler would otherwise decide that those symbols are unused.
Inreased debugging level for catching oob accesses to 'main' arrays.
If enabled, this makes the following arrays be allocated statically: spriteext, spritesmooth, sector, wall, sprite, tsprite, while necessarily disabling the clipshape feature (because it relies on setting sector/wall to different malloc'd block temporarily). To compile, pass DEBUGANYWAY=1 in addition to RELEASE=0 to 'make', and it's really only useful with CC=clang, of course.
Fix a problem in G_DrawRooms where an sectnum updated to -1 may be used as index.
Fix oob accesses when e.g. shooting tile -1. (can propagate via WEAPONx_SHOOTS)
Ideally, we would also warn when setting WEAPONx_SHOOTS to negative values, but we'd have to intercept CON's setvar's and it wouldn't be pretty.
Double MAXTILES to 30720, reduce EXTRATILES (models w/ custom pal skin) to 3840
I'm decreasing EXTRATILES because I feel that it's way overcommitted. It's the max number of model-tiles that have their own skin for a certain palette, like the slimer egg in the HRP.
less trivial stuff
- fix one bound-checking line - rewrite two lines in astub.c to potentially not overflow an int16 - make tiletovox[] an array of int16's
trivial tweaks: make stuff static, remove unused stuff, formatting...
gamedef.c: make some variables static and remove some #if 0'ed code.
Remove the allocache() allocation type for 'intptr_t *lookups'.
Always malloc that buffer. This allows us to remove suckcache() from cache1d.c, which I believe to be buggy (see comments in the source).
cleanup:
- 'whitecol' was defined in the engine and in build.c, use only the engine one - make cachesize, artsize, artversion static in engine.c - undo some formatting havoc presumably done by astyle
Increase the number of maximum art files from 64 to 256 and tweak loadpics().
It is likely that this is the value it used to have at some point, because the MAXTILEFILES macro equals 256 and is as old as the Duke3D source. loadpics() now refuses to load an ART file with localtilestart or localtileend out of bounds, or if localtileend<=localtilestart (i.e. no tiles in ART file, or nonsense). Also, on 'invalid art file version', continue instead of returning. Note: this does not increase the maximum number of tiles, which is still 15360, it only gives a bit more freedom to arrange them (well, into more art files). Also, I don't see what anyone keeps off from packing any number of tiles (from 1 to 15360) into an art file. Old EDITART limits?
Add a hack to the animsounds DEF token parsing to not wrongly emit an error.
Fix parallaxed sector display in Mapster32 on Polymer.
Fix the Polymer hitches first encountered with Parkade.
The cause was a combination of many factors. First, Polymer requires the start-drawing position to be inside the sector to draw (deviations lead to incorrect drawing). This was violated by the game, because it interpolated the current and next tic position without updating the sectnum, leading to inconsistencies especially when passing through narrow sectors. Polymer worked around it by doing an updatesector() each frame, however this works poorly for maps with overlapping geometry such as SoS or RoR. The solution to this is to add a new engine function, updatesector_onlynextwalls(), which searches the sectors (via nextsector) in breadth-first fashion instead of from 0 to numsectors-1, like updatesector does when it fails for the *immediate* nextwall neighbors. Internally, the breadt-first search helpers are moved into the engine.
winlayer.c: in WM_PALETTECHANGED handling code ("someone stole the palette
so try and steal it back"), prevent calling IDirectDrawSurface_SetPalette() with NULL arguments, causing a crash. It's happened for me on Vista, when initially changing from 8-bit to 32-bit mode.
Add Makefile option to use the DMALLOC (debug malloc) library.
I didn't have much success in finding bugs using it, but it works out-of-the-box on my setup, so it may be useful in the future.
sdlayer.c: formatting of preprocessor lines
Support for the first "thumb" mouse button, called MOUSE4 in the menu.
The second one is passed to the 'mouseb' variable, but the game currently can't map it since ud.config.MouseFunctions[] would have to be enlarged, breaking savegame compatibility. Works both for the Windows and SDL layers. For the latter, instead of using the SDL_BUTTON_X1/X2 macro constants, I'm using 8 and 9, since that is what SDL (and incidentally or not, xev) gives me for those buttons.
Temporarily disable the 'model thinning-out' feature intended to save memory.
It turns out that with model interpolation, out-of-bounds frame numbers may be generated with thinned out models, so disable it until I can sort out what's wrong with it. Also, minor code cleanup.
a couple more trivial tweaks
md4.c/h: add consts to appropriate arguments
sounds.c: check the sound number before accessing arrays with it; always do
this in "(unsigned)i < bound" fashion.
trivial formatting / removing of old cruft / adding comments
animvpx sound: fix the 'may have many sounds per frame' requirement
E.g. this should work correctly now: // FLY_BY, PIPEBOMB_EXPLODE, OCTA_DYING animsounds logo { 1 244 64 14 64 144 }
Makefile.common: oops, -DNEBUG was in the debug build, not the release one
osxbuild.sh: don't build for ppc
When defining a model with the 'model' token and there were errors, don't
let it hang around causing trouble later on; delete it right now and inform the user. Add a couple of 'static's to some functions and file scope data in mdsprite.c
- When saving game, clear all polymer lights before. Not doing this makes
the SE ones douple, triple, ... after each save. Maphack lights are reloaded with polymer_resetlights() (though I've had them disappearing after load, I couldn't reproduce it afterwards). - in debugging builds, print a message when polymer_resetlight is called on a nonexistent one. The problem is not so much the call itself (it's guarded), but the fact that resources on the caller side may not have been freed if it thinks that those lights do in fact exist. Right now, it's not the case though. - add 'loaded map hack' messages after some other successful loadmaphack calls