EDuke32 Changelog Archivio non ufficiale

Build 2948

20 agosto 2012 · 11 commit di 1 autore · SVN

Build per mese 112 build

File di log originale · 20120820-2948.txt
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r2948 | helixhorned | 2012-08-20 14:32:11 -0700 (Mon, 20 Aug 2012) | 1 line

Print quotes for both players in fake multi, remove quote code in splitscr.con.
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r2947 | helixhorned | 2012-08-20 14:31:05 -0700 (Mon, 20 Aug 2012) | 1 line

game.c: clean up G_PrintGameText() a little.
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r2946 | helixhorned | 2012-08-20 14:30:00 -0700 (Mon, 20 Aug 2012) | 1 line

game.c: clean up G_PrintGameQuotes().
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r2945 | helixhorned | 2012-08-20 14:29:54 -0700 (Mon, 20 Aug 2012) | 1 line

splitscreen: handle crosshairs for above/below split and regard crosshairscale.
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r2944 | helixhorned | 2012-08-20 14:28:48 -0700 (Mon, 20 Aug 2012) | 3 lines

splitscreen: support for above/below screen split.

To enable it, the HUD-less (maximized) screen size must be selected.
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r2943 | helixhorned | 2012-08-20 14:27:42 -0700 (Mon, 20 Aug 2012) | 1 line

Mapster32: properly reset highlights in undo/redo.
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r2942 | helixhorned | 2012-08-20 14:26:36 -0700 (Mon, 20 Aug 2012) | 5 lines

Mapster32: with highlighted sectors, print rot. angle; Alt + [,]: manual angle.

Because rotating sectors "smoothly" by 1 BUILD ang will quickly accumulate
roundoff error, this lets the user first do that as a preview and then use the
manual angle rotation do carry it out for real.
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r2941 | helixhorned | 2012-08-20 14:26:00 -0700 (Mon, 20 Aug 2012) | 1 line

Mapster32: use the rotatepoint code for both smooth and 90-degree sect. rotation.
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r2940 | helixhorned | 2012-08-20 14:24:54 -0700 (Mon, 20 Aug 2012) | 1 line

control layer: comment out some unused functions and stuff.
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r2939 | helixhorned | 2012-08-20 14:23:48 -0700 (Mon, 20 Aug 2012) | 5 lines

splitscreen: tweak view drawing: use player's cursectnum and simulate z clamping.

Using the players's cursectnum instead of "updating" the sectnum means that it
won't glitch on SoS.  The z clamping (basically a port of some code from
G_DrawRooms) is so that the view won't be drawn from under the floor when shrunk.
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r2938 | helixhorned | 2012-08-20 14:22:41 -0700 (Mon, 20 Aug 2012) | 4 lines

In G_DisplayRest, be sure to always un-apply a previously applied tint.

This fixes the screen keeping the bluish tint even after shattering a
frozen player in the splitscreen mod.
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Mapster32 Engine

with highlighted sectors, print rot. angle; Alt + [,]: manual angle.

Philipp Kutin (Helixhorned) 20 ago 2012, 14:26 UTC−7 r2942

Because rotating sectors "smoothly" by 1 BUILD ang will quickly accumulate roundoff error, this lets the user first do that as a preview and then use the manual angle rotation do carry it out for real.

tweak view drawing: use player's cursectnum and simulate z clamping.

Philipp Kutin (Helixhorned) 20 ago 2012, 14:23 UTC−7 r2939

Using the players's cursectnum instead of "updating" the sectnum means that it won't glitch on SoS. The z clamping (basically a port of some code from G_DrawRooms) is so that the view won't be drawn from under the floor when shrunk.

Fix

In G_DisplayRest, be sure to always un-apply a previously applied tint.

Philipp Kutin (Helixhorned) 20 ago 2012, 14:22 UTC−7 r2938

This fixes the screen keeping the bluish tint even after shattering a frozen player in the splitscreen mod.