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Build 3146

10 November 2012 · 5 commits by 1 author · SVN

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Original log file · 20121110-3146.txt
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r3146 | helixhorned | 2012-11-10 06:11:20 -0800 (Sat, 10 Nov 2012) | 1 line

Clean up texture loading code etc. in polymost.c, no functional changes.
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r3145 | helixhorned | 2012-11-10 06:11:17 -0800 (Sat, 10 Nov 2012) | 1 line

Introduce a per-tile bit preventing fullbrights in GL modes, use for LOADSCREEN.
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r3144 | helixhorned | 2012-11-10 06:11:13 -0800 (Sat, 10 Nov 2012) | 5 lines

Classic: fix rotatesprite with no screen scaling and non-widescreen aspects.

Also, enable showing sprites in Mapster32's overhead view again, since that
was one (the only?) use of that code path.  The uninitialized read was
introduced in r2927.
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r3143 | helixhorned | 2012-11-10 06:11:10 -0800 (Sat, 10 Nov 2012) | 3 lines

When looking through a camera, don't do third person view.

Also, reorganize some G_DrawRooms() code a little without changing anything.
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r3142 | helixhorned | 2012-11-10 06:11:07 -0800 (Sat, 10 Nov 2012) | 5 lines

When found a camera sprite for viewscreen, set position etc. immediately.

Instead of later in P_ProcessInput(). This fixes one drawrooms() call in
between where the sectnum is the camera's, but the position the player's,
which can lead to a slow "outer view" render in Polymer.
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Classic FixEngine

fix rotatesprite with no screen scaling and non-widescreen aspects.

Philipp Kutin (Helixhorned) 10 Nov 2012, 06:11 UTC−8 r3144

Also, enable showing sprites in Mapster32's overhead view again, since that was one (the only?) use of that code path. The uninitialized read was introduced in r2927.

When looking through a camera, don't do third person view.

Philipp Kutin (Helixhorned) 10 Nov 2012, 06:11 UTC−8 r3143

Also, reorganize some G_DrawRooms() code a little without changing anything.

FixEngine

When found a camera sprite for viewscreen, set position etc. immediately.

Philipp Kutin (Helixhorned) 10 Nov 2012, 06:11 UTC−8 r3142

Instead of later in P_ProcessInput(). This fixes one drawrooms() call in between where the sectnum is the camera's, but the position the player's, which can lead to a slow "outer view" render in Polymer.