Build 1838
SVN-
General
Blender ASE: fix animation import.
SVN handles and Git names are merged into one person.
Blender ASE: fix animation import.
Add animation support to the ASE import script.
Checking in ASE import script for Blender, improved with vertex normal support.
Move hardcoded windowed resolution list to baselayer (based off winlayer ones + 1366x768).
Adds r_pr_overridemodelscale to help with getting models in-game, also works with HUD models.
Slight tweak to the main loop to be more interactive when the game code runs really slow (as opposed to the renderer).
Add custom FOV support for HUD model definitions with the 'fov' DEF token (in build angles). Also adds an r_pr_overridehud cvar in order to preview DEF token changes in-game using the r_pr_hud* cvars.
Add Polymer support to rotatesprite, which hooks up highpal amongst other things.
Fix the build with USE_OPENGL=0.
Fix warnings when building with POLYMER=0.
DREALMSPAL and TITLEPAL were accidentally swapped with revision 1772.
Fix shade updating for swapped bottomwalls.
Fix editor picking with swapped bottomwalls.
Change highpal maps to 6-bit and add corresponding scale and bias to bypass linear interpolation around the borders.
Hook basepal up to highpal.
Move the new basepal table one step further so that the engine is now aware of it.
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.
Manage base palette as IDs instead of passing pointers around ($10 says I broke something). Corresponding engine change will be coming up; this is in prevision of highpal handling of game palettes.
Don't use -rdynamic on platforms that don't necessarily support it.
Define OV_EXCLUDE_STATIC_CALLBACKS before including vorbisfile.h to avoid having some unused global structures (and warnings) around.