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Build 2589

4 aprile 2012 · 9 commit di 1 autore · SVN

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File di log originale · 20120404-2589.txt
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r2589 | helixhorned | 2012-04-04 11:58:33 -0700 (Wed, 04 Apr 2012) | 1 line

Fix "ignored application parameter" message for short options.
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r2588 | helixhorned | 2012-04-04 11:58:19 -0700 (Wed, 04 Apr 2012) | 12 lines

Big clean up in defs.c and related content.  The usual stuff...

- factor out many identical checks in a convenient function; some messages
  may read slightly differently now and tile ranges may be handled more strictly
  (error out if one of the limits is invalid)
- factor out two instances of identical (up to one arg) code into
  tile_from_truecolpic
- factor out setting picsiz[] and stuff into set_picsizanm
- some checks
- Make "undefmodelof" non-functional and warn.
- in "animtilerange", if the tile difference is >= 64, error out since we
  can't store it in picanm[]
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r2587 | helixhorned | 2012-04-04 11:57:58 -0700 (Wed, 04 Apr 2012) | 1 line

Add dummy parsing of "nofloorpalrange" to defs.c.
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r2586 | helixhorned | 2012-04-04 11:57:42 -0700 (Wed, 04 Apr 2012) | 1 line

Move some debugging stuff out of compat.h into glbuild.h and common.h.
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r2585 | helixhorned | 2012-04-04 11:57:20 -0700 (Wed, 04 Apr 2012) | 6 lines

Fix "Thanks (...) for giving us big heads" message at the end of Ep4.

This was more or less done by trial and error rather than understanding what
exactly is going on there.  In any case, the code for all the different ending
scenes ought to be factored out instead of being duplicated with subtle
differences every time.
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r2584 | helixhorned | 2012-04-04 11:57:06 -0700 (Wed, 04 Apr 2012) | 11 lines

When in GL modes, clear the screen first in some non-in-game places.

This is so that when hud_bgstretch is disabled (i.e. background pictures are
not stretched to the whole screen), the frame buffer has no leftover contents
from previous frames on the sides of the screen. This was particularly noticable
when using the console.
The "places" are the following:
 - before drawing an anim frame
 - before drawing a "full-screen" background
 - while displaying logo, titlescreen, loadscreen
(this leaves a couple others which I didn't test, and didn't tweak)
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r2583 | helixhorned | 2012-04-04 11:56:50 -0700 (Wed, 04 Apr 2012) | 3 lines

game.c: fadepal{,tile}'s limits are now always inclusive; rewrite to avoid code dup.

Also, do a setpalettefade(..., end) when breaking fadepaltile now, too.
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r2582 | helixhorned | 2012-04-04 11:56:31 -0700 (Wed, 04 Apr 2012) | 7 lines

game.c: make fadepal/fadepaltile first calculate inclusive end limit.

When requesting an increasing ramp, the upper limit is taken to be exclusive.
When it is passed to G_FadePalette, only the lowest 6 bits are passed further
to setpalettefade, which means that a limit of 64 is incorrectly set as 0.
Also, when breaking from the fade loop, set the fade value to the end one for
fadepal!
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r2581 | helixhorned | 2012-04-04 11:56:16 -0700 (Wed, 04 Apr 2012) | 1 line

game.c: factor out a couple of often-used few-liners, make Ep3 ending cancelable.
------------------------------------------------------------------------

Big clean up in defs.c and related content. The usual stuff...

Philipp Kutin (Helixhorned) 4 apr 2012, 11:58 UTC−7 r2588

- factor out many identical checks in a convenient function; some messages may read slightly differently now and tile ranges may be handled more strictly (error out if one of the limits is invalid) - factor out two instances of identical (up to one arg) code into tile_from_truecolpic - factor out setting picsiz[] and stuff into set_picsizanm - some checks - Make "undefmodelof" non-functional and warn. - in "animtilerange", if the tile difference is >= 64, error out since we can't store it in picanm[]

Fix

Fix "Thanks (...) for giving us big heads" message at the end of Ep4.

Philipp Kutin (Helixhorned) 4 apr 2012, 11:57 UTC−7 r2585

This was more or less done by trial and error rather than understanding what exactly is going on there. In any case, the code for all the different ending scenes ought to be factored out instead of being duplicated with subtle differences every time.

When in GL modes, clear the screen first in some non-in-game places.

Philipp Kutin (Helixhorned) 4 apr 2012, 11:57 UTC−7 r2584

This is so that when hud_bgstretch is disabled (i.e. background pictures are not stretched to the whole screen), the frame buffer has no leftover contents from previous frames on the sides of the screen. This was particularly noticable when using the console. The "places" are the following: - before drawing an anim frame - before drawing a "full-screen" background - while displaying logo, titlescreen, loadscreen (this leaves a couple others which I didn't test, and didn't tweak)

game.c: fadepal{,tile}'s limits are now always inclusive; rewrite to avoid code dup.

Philipp Kutin (Helixhorned) 4 apr 2012, 11:56 UTC−7 r2583

Also, do a setpalettefade(..., end) when breaking fadepaltile now, too.

Fix

game.c: make fadepal/fadepaltile first calculate inclusive end limit.

Philipp Kutin (Helixhorned) 4 apr 2012, 11:56 UTC−7 r2582

When requesting an increasing ramp, the upper limit is taken to be exclusive. When it is passed to G_FadePalette, only the lowest 6 bits are passed further to setpalettefade, which means that a limit of 64 is incorrectly set as 0. Also, when breaking from the fade loop, set the fade value to the end one for fadepal!