Build 7293
SVN-
General
Fix issue where the option to enable or disable Polymer wasn't being saved properly
SVN handles and Git names are merged into one person.
Fix issue where the option to enable or disable Polymer wasn't being saved properly
Revert "engine.cpp/.h: clean up & fix lintersect(). Additionally, add support for finding intersections of collinear line segments."
This reverts r6886.
Fix issue with editor not allowing wall and floor aligned sprites to be resized in 2d mode without textured view mode enabled
This should fix the too many sprites spawned issue in single player
Change A_AddToDeleteQueue() to call A_DeleteSprite() on sprites it removes from the queue directly, as sprites with statnums other than STAT_ACTOR and STAT_MISC are not deleted automatically when their xrepeat is 0. This fixes using CON_INSERTSPRITEQ with sprites of statnums other than STAT_ACTOR and STAT_MISC.
Fix oversight with wall texture rotation on tile 0
CON syntax extension: the empty "[]" shortcut for accessing a struct at index THISACTOR can now be omitted.
This allows cleaner syntax such as "geta .x temp", "ife sprite.x temp", etc.
WIP wall texture rotation bit
stop playing sounds when entering the tile selector in 3d mode
Fix Polymer checkbox not showing up in the startup window in Visual Studio builds
Direct struct access for tsprite, and break special gamevar access out of Gv_GetVar() and into a separate function like it already was with Gv_GetVarX()
This is supposed to fix some errors with HIGH_PRECISION_SPRITE reported by a static analyzer, wherein 32-bit values were shifted and truncated as 32-bit before being widened to a 64-bit type, which didn't seem like the intended behavior. This is the commit to look at if anything is suddenly fucked up in the classic software renderer.
Rename the implementation of _lrotl() found at the top of kplib.cpp to klrotl() and use it unconditionally on platforms other than Win32 (it's only used in .bmp rendering).
Add CSTAT_SPRITE_ALIGNMENT_MASK. It's identical to CSTAT_SPRITE_ALIGNMENT_SLAB, but should be used in cases where you're checking either CSTAT_SPRITE_ALIGNMENT_WALL or CSTAT_SPRITE_ALIGNMENT_FLOOR rather than checking for a slab (voxel).
Update engine headers so that argument names in function declarations match the actual function definitions. This also removes const from function declarations in cases when it isn't meaningful.
Same sort of thing as the previous commits, but for the engine. Forward declaration cleanup and constification.
Further revise a couple of null pointer checks in Polymost
Fix potential OOB spriteext[] access when checking SPREXT_NOTMD to determine whether or not to render a sprite's model, if available
Tweak osdfunc_setrendermode() to report whether the classic renderer is the C or ASM version
Fix overcomputation in the classic renderer due to a bug caused by a previous optimization attempt
Fix issue in the C version of the classic renderer where someone had attempted to negate a bool
Fix potential null pointer dereferences when rendering a model with no animations (?)
Apply the same autoaim Z position offsetting logic used on GREENSLIME and ROTATEGUN to any sprite with CSTAT_SPRITE_YCENTER set
Temporary workaround for palette or GL surface issue wherein launching Mapster32 into 2d mode produces a black screen until switching to 3d mode and back
Fix crash in Mapster32 when switching from GL 3d mode to 2d mode.
Fix issue with viewing the player sprite through a security camera
Don't spawn hardcoded Duke3D debris/guts/glass sprites when compiled as EDUKE32_STANDALONE
make setting a sector's .wallptr call setfirstwall() instead of setting it directly and corrupting the map
second attempt at preventing extra wall points from being inserted on some walls with the batch point insert tool
in tile selector, make backspace set palette to 0
use object's current palette on tile selection screen and allow cycling object palettes from tile selection screen with - and =
use sc_XXX defines from scancodes.h instead of unlabeled hex scancodes when checking keystatus[]
Fix Mapster32 bug where sometimes you'd get two points instead of one when pressing enter to insert points where the lines intersect with the wall drawing tool
Engine function name cleanup round 2
Fix hitradius performance when affecting tons of walls
Fix Polymer issues introduced with change to Q16.16 view angles