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Build 2047

28 September 2011 · 3 commits by 1 author · SVN

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Original log file · 20110928-2047.txt
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r2047 | helixhorned | 2011-09-28 13:31:59 -0700 (Wed, 28 Sep 2011) | 1 line

Makefile lines for building with libvpx from Macports on OSX
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r2046 | helixhorned | 2011-09-28 13:30:41 -0700 (Wed, 28 Sep 2011) | 2 lines

Sanitize drawing sprites at different levels with TROR/classic. This should fix
most problems where sprites appear to be drawn through walls.
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r2045 | helixhorned | 2011-09-28 13:30:24 -0700 (Wed, 28 Sep 2011) | 6 lines

Two tweaks to make the precaching more efficient/less redundant in the game.
First, if we're in Polymer, don't precache tinted tiles that have a highpal
for that certain pal.  Second, don't precache tiles for palnum 251 (the last
non-reserved one, which is used as a crosshair pal). Assuming that there are
no other tints, this cuts the initial precache time and cache size on disk in
half.
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r2044 | helixhorned | 2011-09-25 08:11:47 -0700 (Sun, 25 Sep 2011) | 1 line

lunatic bits and pieces
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FixEngine

Sanitize drawing sprites at different levels with TROR/classic. This should fix

Philipp Kutin (Helixhorned) 28 Sep 2011, 13:30 UTC−7 r2046

most problems where sprites appear to be drawn through walls.

Engine

Two tweaks to make the precaching more efficient/less redundant in the game.

Philipp Kutin (Helixhorned) 28 Sep 2011, 13:30 UTC−7 r2045

First, if we're in Polymer, don't precache tinted tiles that have a highpal for that certain pal. Second, don't precache tiles for palnum 251 (the last non-reserved one, which is used as a crosshair pal). Assuming that there are no other tints, this cuts the initial precache time and cache size on disk in half.