EDuke32 Changelog Archivio non ufficiale

Build 1944

24 luglio 2011 · 1 commit di 1 autore · SVN

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File di log originale · 20110724-1944.txt
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r1944 | helixhorned | 2011-07-24 11:40:10 -0700 (Sun, 24 Jul 2011) | 1 line

More fog/visibility tweaking. This makes Polymost's not depend on the screen width.
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r1943 | helixhorned | 2011-07-24 08:15:57 -0700 (Sun, 24 Jul 2011) | 8 lines

* Clean up after myself. It seems that Polymost isn't very clean with handling texture IDs sometimes, so switching between the two GL renderers could mess them up with the last revision. This is fixed now by always uninitializing Polymer when changing from it to another renderer.

* New shade/visibility calculation code, which is activated with 'r_usenewshading' (on by default), and is closer to the classic look. Also tweak the FOGSCALE macro to have approximately the same fog distance with all renderers.

* Mapster32: END modifier to RShift. If it's pressed when RShift is released, sprites which are in grayed out sectors are also selected;  Make changing shade affect all highlighted sprites in 3D mode (when aiming at one of them).

* some debug code to watch out for suspicious glGenTexture/glDeleteTextures calls, not active.

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FixEngine
Già presente nella build 1943

* Clean up after myself. It seems that Polymost isn't very clean with handling texture IDs sometimes, so switching between the two GL renderers could mess them up with the last revision. This is fixed now by always uninitializing Polymer when changing from it to another renderer.

Philipp Kutin (Helixhorned) 24 lug 2011, 08:15 UTC−7 r1943

* New shade/visibility calculation code, which is activated with 'r_usenewshading' (on by default), and is closer to the classic look. Also tweak the FOGSCALE macro to have approximately the same fog distance with all renderers. * Mapster32: END modifier to RShift. If it's pressed when RShift is released, sprites which are in grayed out sectors are also selected; Make changing shade affect all highlighted sprites in 3D mode (when aiming at one of them). * some debug code to watch out for suspicious glGenTexture/glDeleteTextures calls, not active.