Revision r2303
👤 helixhorned
📅 2012-01-30 13:18:59 -0800 (Mon, 30 Jan 2012)
Don't wait for pain tinting to subside when changing a base palette.
This means that when e.g. emerging from water hurt will change the
palette instantly, but because bit 16 is added to the P_SetGamePalette
call, the tinting is retained.
Revision r2302
👤 helixhorned
📅 2012-01-30 10:25:13 -0800 (Mon, 30 Jan 2012)
Mapster32: tweak dragging a single sprite so that they can be dragged 'uphill'.
The implementation uses the recently introduced updatesector_onlynextwall when
setspritez fails.
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r2304 | helixhorned | 2012-01-30 13:19:13 -0800 (Mon, 30 Jan 2012) | 4 lines
Fix demo progress bar in OpenGL modes by adding bit 1024 to rotatesprite calls.
The problems still remains that rotatesprite behaves differently in classic and
OpenGL modes with clipping boundaries specified (and maybe in some other cases)
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r2303 | helixhorned | 2012-01-30 13:18:59 -0800 (Mon, 30 Jan 2012) | 5 lines
Don't wait for pain tinting to subside when changing a base palette.
This means that when e.g. emerging from water hurt will change the
palette instantly, but because bit 16 is added to the P_SetGamePalette
call, the tinting is retained.
------------------------------------------------------------------------
r2302 | helixhorned | 2012-01-30 10:25:13 -0800 (Mon, 30 Jan 2012) | 4 lines
Mapster32: tweak dragging a single sprite so that they can be dragged 'uphill'.
The implementation uses the recently introduced updatesector_onlynextwall when
setspritez fails.
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