EDuke32 Changelog Unofficial archive

Build 3610

24 March 2013 · 5 commits by 1 author · SVN

Builds by month 18 builds

Original log file · 20130324-3610.txt
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r3610 | hendricks266 | 2013-03-24 21:33:03 -0700 (Sun, 24 Mar 2013) | 3 lines

Add "rotatespritea" to CON and M32script.

I hope I didn't bruise Lunatic too much.
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r3609 | hendricks266 | 2013-03-24 21:32:24 -0700 (Sun, 24 Mar 2013) | 1 line

Implement alpha into rotatesprite (rotatesprite_) on the engine side.
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r3608 | hendricks266 | 2013-03-24 21:31:58 -0700 (Sun, 24 Mar 2013) | 7 lines

Add orientation bit 2048, enumerated as ROTATESPRITE_FULL16, which is a courtesy provided by the engine for the purpose of the game to internally force use of full 32-bit coordinates. With this bit set, all CON screen drawing commands can use rotatesprite16-like coordinates.

While the functionality was already internally in place for gametext as one of two hacks using ROTATESPRITE_MAX (the other still used by minitext_() to align with the statusbar) we must codify a bit in the engine for safe external use. (Otherwise, ROTATESPRITE_MAX could/would theoretically increase and leave modders high and dry.)

(Dev note: In G_DrawTXDigiNumZ(), ROTATESPRITE_MAX was used to bitshift the value used to calculate digit spacing for no reason I can ascertain other than to introduce rounding errors into the zoom/textscale calculations. It was never used anywhere, so I removed it.)

Bonus: The scaling code for digitalnumberz and gametextz has been modified so that the spacing is no longer affected by rounding errors. Try animating the zoom value and compare how the text used to jump but now does not.
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r3607 | hendricks266 | 2013-03-24 21:31:31 -0700 (Sun, 24 Mar 2013) | 1 line

Hackily implement spriteext.alpha into Classic by internally attaching 33% and 66% to the cstat bits.
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r3606 | hendricks266 | 2013-03-24 21:31:09 -0700 (Sun, 24 Mar 2013) | 1 line

Relax CAPITALIZATION restrictions.
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EngineCON

Add orientation bit 2048, enumerated as ROTATESPRITE_FULL16, which is a courtesy provided by the engine for the purpose of the game to internally force use of full 32-bit coordinates. With this bit set, all CON screen drawing commands can use rotatesprite16-like coordinates.

Evan Ramos (Hendricks266) 24 Mar 2013, 21:31 UTC−7 r3608

While the functionality was already internally in place for gametext as one of two hacks using ROTATESPRITE_MAX (the other still used by minitext_() to align with the statusbar) we must codify a bit in the engine for safe external use. (Otherwise, ROTATESPRITE_MAX could/would theoretically increase and leave modders high and dry.) (Dev note: In G_DrawTXDigiNumZ(), ROTATESPRITE_MAX was used to bitshift the value used to calculate digit spacing for no reason I can ascertain other than to introduce rounding errors into the zoom/textscale calculations. It was never used anywhere, so I removed it.) Bonus: The scaling code for digitalnumberz and gametextz has been modified so that the spacing is no longer affected by rounding errors. Try animating the zoom value and compare how the text used to jump but now does not.

Hackily implement spriteext.alpha into Classic by internally attaching 33% and 66% to the cstat bits.

Evan Ramos (Hendricks266) 24 Mar 2013, 21:31 UTC−7 r3607