Build 2067
SVN-
support for creating a debugging context in winlayer
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This also fixes a warning when building for Windows.
SVN handles and Git names are merged into one person.
support for creating a debugging context in winlayer
This also fixes a warning when building for Windows.
fix stupid typo that broke r2057
fix horizontal spotlight SEs constantly getting invalidated
Polymer has a hack that snaps horiz values of spotlights between 90 and 110 to 90 and 110 to avoid triggering aliasing artifacts with perfectly horizontal spotlights. Propagate that change all the way to the spotlight SE sprite so that the code won't think that the horiz is always different from the light and mark it invalid each frame.
Fix upside-down projective textures
We need to Y-invert the projection texcoords when sampling from the lightmap.
fix leading whitespace in polymer_drawmdsprite
fix leak of GL query objects
In cases where performing occlusion queries for multiple red walls leading to the same sector, we would sometimes leak a number of query objects. This was apparently harmless on NVIDIA drivers, but would leak tons of memory on ATI.
fix sector masks translucency.
The code was using the Polymer-cached version of the sector cstat to determine the translucency of its diffuse material, meaning it would never get it right on the first try; that's what you get for having completely different variables named 's' and 'sec'.
fix external view.
Some of the ROR code was operating under the assumption that drawasks always correspond to one call of polymer_displarooms(), but that's not necessarily the case; external view draws all sectors from the top polymer_drawrooms(), which was causing crashes. Just ignore the sector mask queues in external view mode, we already don't draw masked walls.
Fix colored fog in Polymer.
This fixes a ridiculous interaction problem between non-black fog and additive lighting passes. Plagman is stupid.
Fix two warnings I introduced a while back.
Fixes for building on OpenBSD. Doesn't break Linux, pending Win32 synthesis
results.
Fix the bug where Mapster32 tile selection would display the detail map of a
tile.
Blender ASE: fix animation import.
Fix the build with USE_OPENGL=0.
Fix warnings when building with POLYMER=0.
Fix shade updating for swapped bottomwalls.
Fix editor picking with swapped bottomwalls.
Fix the lighting model so that lights don't get the modulated diffuse (defeats the purpose if they do, since you wouldn't be able to light a fully shaded room). That means the highpal lookup has to be performed twice now, once with the modulated diffuse to apply to the result and once with no modulation to make a diffuse that the lighting code can use. That means that lighting isn't 100% accurate with respect to the highpal result, but that's the best approach I could think of.
Fix more MinGW warnings.
Don't include compat.h from protocol.c and define UNREFERENCED_PARAMETER directly instead to fix the MinGW build.
Fix all the remaining warnings (except the warn_unused_result stuff, pass -Wno-unused-result).
Fix a problem with model skins introduced by highpal. Liztroops would turn blue on death.