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Build 4844

26 December 2014 · 11 commits by 1 author · SVN

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Original log file · 20141226-4844.txt
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r4844 | helixhorned | 2014-12-26 09:30:01 -0800 (Fri, 26 Dec 2014) | 1 line

C-CON: fix 'writearraytofile' for 64-bit platforms.
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r4843 | helixhorned | 2014-12-26 09:30:00 -0800 (Fri, 26 Dec 2014) | 13 lines

Tweak the behavior of viewscreens to what is more logical IMO.

- At a given time, at most one viewscreen may display TILE_VIEWSCR, namely
  that one which is g_curViewscreen
- sync kinds of distance to compare against VIEWSCREEN_ACTIVE_DISTANCE (was
  Manhattan vs. dist(), now both the latter)
- fix resetting to VIEWSCREEN tile when player is greater from it than that
  distance. When the player is closer to it again, it is *not* reset to
  TILE_VIEWSCR.
- more sync'd g_curViewscreen and sprite[i].yvel (for 'i' being the viewscreen
  sprite)

Note: in a multiplayer context, this needs to be thought about once more.
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r4842 | helixhorned | 2014-12-26 09:29:59 -0800 (Fri, 26 Dec 2014) | 1 line

engine.c: clamp all indices for distrecip[] access, as more OOBs were observed.
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r4841 | helixhorned | 2014-12-26 09:29:58 -0800 (Fri, 26 Dec 2014) | 3 lines

CON: allow passing more than one flag to the 'spriteflags' directive.

These will be bitwise-OR'd.
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r4840 | helixhorned | 2014-12-26 09:29:57 -0800 (Fri, 26 Dec 2014) | 1 line

gamedef.c: factor out some dup'd code into C_BitOrNextValue(), C_FinishBitOr().
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r4839 | helixhorned | 2014-12-26 09:29:56 -0800 (Fri, 26 Dec 2014) | 5 lines

In C-CON build, prevent leak of gamevar/gamearray labels on savegame loading.

Also, rewrite the loops in Gv_Free() and Gv_Clear() in the plain fashion so
that they are correct even if the number of gamearrays exceeds the number of
gamevars.
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r4838 | helixhorned | 2014-12-26 09:29:55 -0800 (Fri, 26 Dec 2014) | 9 lines

cache1d.c: Revert changes in r4665 unrelated to unrolling, fixing oob write.

Specifically, we must make sure that dasizeof <= LZWSIZE (or so) in
c1d_{read,write}_compressed() (what the assertion in the last commit was about,
and is now redundant). This fixes saving of e.g. large gamearrays with the C-CON
build. Bump BYTEVERSION.

An alternative for setting dasizeof to 1 would be to factor it and keep dividing
as long as it's > LZWSIZE.
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r4837 | helixhorned | 2014-12-26 09:29:54 -0800 (Fri, 26 Dec 2014) | 3 lines

cache1d.c: in (de)compr. funcs, add an bound-checking assert that fails w/ AMC TC.

Also, formatting.
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r4836 | helixhorned | 2014-12-26 09:29:53 -0800 (Fri, 26 Dec 2014) | 3 lines

Convert voxels to models only when starting or changing to Polymost.

Analogously to the way models are processed in a deferred manner for Polymer.
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r4835 | helixhorned | 2014-12-26 09:29:52 -0800 (Fri, 26 Dec 2014) | 4 lines

A couple of miscellaneous cleanups.

defs.c: sync some dup'd code for 'definevoxel' and 'voxel' DEF tokens.
engine.c: factor out PolymerProcessModels().
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r4834 | helixhorned | 2014-12-26 09:29:48 -0800 (Fri, 26 Dec 2014) | 3 lines

engine.c: style-cleanup drawvox(). Also clean up ALL of voxmodel.c.

No deliberate semantic changes here.
------------------------------------------------------------------------
See http://svn.eduke32.com/listing.php?repname=eduke32 for more details.
FixEngine

Tweak the behavior of viewscreens to what is more logical IMO.

Philipp Kutin (Helixhorned) 26 Dec 2014, 09:30 UTC−8 r4843

- At a given time, at most one viewscreen may display TILE_VIEWSCR, namely that one which is g_curViewscreen - sync kinds of distance to compare against VIEWSCREEN_ACTIVE_DISTANCE (was Manhattan vs. dist(), now both the latter) - fix resetting to VIEWSCREEN tile when player is greater from it than that distance. When the player is closer to it again, it is *not* reset to TILE_VIEWSCR. - more sync'd g_curViewscreen and sprite[i].yvel (for 'i' being the viewscreen sprite) Note: in a multiplayer context, this needs to be thought about once more.

FixCON

In C-CON build, prevent leak of gamevar/gamearray labels on savegame loading.

Philipp Kutin (Helixhorned) 26 Dec 2014, 09:29 UTC−8 r4839

Also, rewrite the loops in Gv_Free() and Gv_Clear() in the plain fashion so that they are correct even if the number of gamearrays exceeds the number of gamevars.

FixCON

cache1d.c: Revert changes in r4665 unrelated to unrolling, fixing oob write.

Philipp Kutin (Helixhorned) 26 Dec 2014, 09:29 UTC−8 r4838

Specifically, we must make sure that dasizeof <= LZWSIZE (or so) in c1d_{read,write}_compressed() (what the assertion in the last commit was about, and is now redundant). This fixes saving of e.g. large gamearrays with the C-CON build. Bump BYTEVERSION. An alternative for setting dasizeof to 1 would be to factor it and keep dividing as long as it's > LZWSIZE.

Engine

Convert voxels to models only when starting or changing to Polymost.

Philipp Kutin (Helixhorned) 26 Dec 2014, 09:29 UTC−8 r4836

Analogously to the way models are processed in a deferred manner for Polymer.

Engine

A couple of miscellaneous cleanups.

Philipp Kutin (Helixhorned) 26 Dec 2014, 09:29 UTC−8 r4835

defs.c: sync some dup'd code for 'definevoxel' and 'voxel' DEF tokens. engine.c: factor out PolymerProcessModels().

Engine

engine.c: style-cleanup drawvox(). Also clean up ALL of voxmodel.c.

Philipp Kutin (Helixhorned) 26 Dec 2014, 09:29 UTC−8 r4834

No deliberate semantic changes here.