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Translucent slope texture mapping; make overhead view always display grayed-out walls instead of only non-TRORed ones
Nickname SVN e nomi Git sono unificati per persona.
Translucent slope texture mapping; make overhead view always display grayed-out walls instead of only non-TRORed ones
yay, I forgot the example and test map
~-_-~-_-~ lift the curtain for... ~-_-~-_-~
True Room over Room (also known as PROR) (or YAX) ~-_-~-_-~ ~~~~~~~~~~~~~~~~~~~~~~~ ~-_-~-_-~
* Include file cleanup by dragging most declarations into editor.h
* more useful auto-red wall feature: if no structure-changing operations have been applied after highlighting and duplicating, now also paste 'visual' fields of outer walls (this is one example of the use of a system that temporarily keeps track of nextwalls for former red lines) * multi-pkies now have individual parallaxyscale
sure enough, I forgot a file
-- engine:
* support for free mixing of multi- and single-tile parallaxed skies in classic * make visibility independent of yxaspect and viewingrange in OpenGL modes -- editor: * when dragging walls, restore pixel width after that (only for the left and right walls of pointhighlight, and its nextwalls, if any) * pasting on walls and auto-aligning them now carries over a few more fields -- fixes: * visibility in OpenGL modes wasn't incremented gradually (regression due to making 'clamp' an inline function instead of a macro) * memory corruption due to calling qlz_compress with less than the recommended surplus storage of 400 bytes * decorative sprites in the mirror showing non-flipped * make the subway SE message (much) more helpful by showing which sector the game considers to be the track sector
fix a.m32 script, inserted light SEs now have nonzero repeat
A crapload of random stuff.
* Polymer light access to m32script (light[<lightidx>].<field>). As an application, provide a state 'insertlights' that takes the currently active lights and puts them into the map as SEs (e.g. for maphack recovery). * Prototype of a mechanism to gray out certain portion of a map, making them inactive to various, but not all, editing operations. Highlighting a set of sectors and pressing Ctrl-R will make the Z bounds be [(least ceiling z), (greatest floor z)] of all selected ones, pressing Ctrl-R when no sectors are highlighted will reset them. Not sure if it's for production use at this stage... * The 'align walls' feature [.] now has three independently toggleable behaviours: recurse nextwalls (toggled when Ctrl is pressed), iterate point2s (disabled when Shift is pressed), and also copy pixel width (toggled when Alt is pressed). * Make shades clamp instead of overflowing in the editor Fixes: * crash when carrying out certain operations on walls with xrepeat 0 * the Pause key on linux. Also make demo recording start on Shift-ScrollLock because ScrollLock alone is too easily pressed when pausing
fixes a horrible uninitialized value bug with the tag-labeling system
tweak point deleting for less checksectorpointer calls
Fix more overheadmap crashes, this time with 'Last Pissed Time'. Mapster32 now asks to jump to a sector, wall, sprite, or coordinates with 'J. Also fix crash when pressing '-' (not KP-) when aiming at something with tile 0.
Fix two overheadmap-related crashes.
ahem...
Insert two divide-by-zero checks that seem to fix the overhead map crash, but only with NOASM=1. Fix a couple of Mapster32 bugs and prettify some code there. Fix EDuke32 bug where the demo system overwrote boardname[] while using the file picker, making navigation between directories impossible.
fix compilation warning
* Support for entering names instead of numbers in various contexts (TAB-autocompletion included): first, when querying for a tile number, and second:
* Tag labeling system for 'link'-type tags, including saving and restoring the tag labels to a separate file '<mapname>.maptags'. Whether a tag is eligible for linking, is determined by a hardcoded (but extensible via m32script) function.
* Correctly draw floor-aligned sprites with non-power-of-two textures in classic renderer.
* Sprite cstat 2048 ('use own shade', [N]) now works more or less. (Issues may arise when combined with sector light effects.) * Begin work on 'smart' tag labeling system for Mapster32. Right now, it only displays a '+' after tags with linking semantics. *
slightly better linehighlight handling in 2d side-view mode
fix demo playback on 64-bit systems; bump demo minor version number to reflect changes in r1857
Revert 'move sprites with ceiling/floor'-behaviour, maybe fix tile drawing?
another 64-bit fix
Revise shade preview; fix PGUP/PGDN with selected sectors; allow INS/DEL in 2D side-view mode; 64-bit printf cleanup
editor and makefile tweaks