Build 1592
SVN-
Generale
Properly invert the tangent space matrix instead of transposing it (after all, model tangent space isn't guaranteed to be orthogonal) and do so offline. This removes a little strain from the GPU.
Nickname SVN e nomi Git sono unificati per persona.
Properly invert the tangent space matrix instead of transposing it (after all, model tangent space isn't guaranteed to be orthogonal) and do so offline. This removes a little strain from the GPU.
This should correctly compute the normal of all BUILD floors and walls. Fixes bug 2806174 (E1L1 projection room floor not affected by light and parallaxing artifacts).
This should be the correct type for aGlobalMemoryStatusEx.
Don't process the SDL_mixer effect if we're not done initializing.
Annnnnd revert something I didn't mean to commit.
Fences access to common resources between the possible SDL_mixer effect thread and the rest of the audio code.
Fixes a bug when you can't enable music from the sounds menu. Not sure why this line had a multiplayer-related check before rev 1574 yet.
Changing S_TestSoundCallback() back to what it was before revision 1490 since calling into MultiVoc from the DirectSound buffer worker thread can cause deadlocks. TODO: make the callback value accurately point to the sound instance. Maybe change the type to intptr_t and directly pass a pointer?
Adds code to disable the Vista/7 DWM when setting OpenGL modes. This buys some OpenGL performance in windowed mode and works around an ATI OpenGL driver bug.
Hook the polymer map selection code to a few more places in the editor code. This will fix the screen turning greenish when selecting a pal with Alt-P. I could just drop the selection from these cases since the cursor can't actually move, but then people would ask why the FPS gets higher in this occurrences.
Revert part of revision 1540 which broke E2L4 and parts of E2L5.
This fixes a small problem with the mapster32 polymer selection code.
This fixes a renderer crash with external view + lights.
Fix wall and sector updating over the wire so that it doesn't crash.
Fix the San Andreas texture fix in some cases.
Fix the build with POLYMER=0 or USE_OPENGL=0.
Correct an error with rev 1556 that would cause drawing problems with parallaxed ceilings.
Change the BUILD Makefiles to properly link the tools against nedmalloc.
Don't cache sector parallaxing information in _prwalls. This fixes a bug where setting floor/ceiling parallaxing bits in the editor doesn't parallax the corresponding walls right away.
Correct ceiling palette and shade validation in Polymer. That fix prevents changes to a ceiling palettes or shade from being ignored until the sector gets otherwise invalidated.
Proper editor picking code for Polymer. Also fixes a bunch of tabs that MSVC snuck in polymer.c.
Don't change the CWD to the eduke32.exe directory on Windows. EDuke32 now searches the CWD for data files on all platforms.
Don't rely on repeating texture samplers to flip polymer sprites and request clamped textures for sprite textures. Fixes bug 2869362.
Make polymer impervious to corrupt maps (for the tenth time..). Fixes bug 2869996.
Don't save the OpenGL driver max texture size to the config file and remove some remaining instrumentation from rev 1546.
Don't overflow scantoasc[] with high scancodes. This makes the 'T' key work in the console on my laptop.
Don't change the CWD to the eduke32.exe directory on Windows. EDuke32 now searches the CWD for data files on all platforms.
Don't override the system allocator with nedmalloc and remove the unused nedmalloc code from polymer.c. This should fix a few crashes caused by ALSA and Mesa picking up memory allocator symbols from eduke32.
Don't do interpolations if they're already being done. This would cause problems when using showview inside EVENT_DISPLAYROOMS.
Fix specpower and specfactor definitions for diffuse maps.
Don't crash when adding spotlights from gameland because of uninitialized mylight.tilenum.