Build 5948
SVN-
General
Fix transparent masked walls in Polymost
SVN handles and Git names are merged into one person.
Fix transparent masked walls in Polymost
Remove camera distance from the calculation for how much to offset sprites to avoid z buffer fighting.
Fixes issue with picnum 0 sprites used as map geometry
support sprite blending mode and statnum in clipboard.
Potentially speed up drawing md3s with transparency in Polymost
block ctrl-x and ctrl-shift-x from working if you have unsaved changes
Fix Polymer breakage
The great cleanup continues. This one also adds a new feature, SFLAG_WAKEUPBADGUYS. When awoken (changed to an active actor), any sprite with this flag set will wake up any enemy it has line of sight with.
add home/end modifier keys to 3d mode slope keys ([ and ]), plus a third increment modifier (home and end at the same time)
Misc Polymost crap. Improves detection of sprite/wall collisions for z-fighting avoidance
Fix drawing voxels with ids >= 256
Make sprite tails and label borders purple if the sprite is blocking.
Fix Mapster32 sprite selection colors when using a tiles.cfg that defines tile groups using colors from the bright half of the original 16-color palette.
In layman's terms, this fixes the effect sprites flashing black in 2d mode.
Don't squish the player in lotag 1 sectors that have a SE7.
Fix Polymost issue reported at https://forums.duke4.net/topic/8470-weirdness-of-players-sprite-in-view-modef7/
Implement Mapster32's CON_FOR into EDuke32.
Fix Polymer wall updating
Cheap hack to let Mapster32 read the visibility parameter from gamestartup when parsing the CONs for sound definitions.
Fix problem with C-CON sector and wall structure access. Oops.
Fix issue with the info message for toggling floor texture expansion bit in Mapster32 only reading the value from the sector's ceiling instead of what you were actually pointing at.