Revision r1997
👤 helixhorned
📅 2011-09-01 12:53:05 -0700 (Thu, 01 Sep 2011)
BACKSPACE key in 3D mode now deletes a red-wall link when aimed at a wall or mask.
With script_expertmode enabled, SHIFT-BACKSPACE clears the upwall link and CTRL-
BACKSPACE the downwall link. These functions are useful because the automatic
nextwall determination code sometimes gets it wrong (not corrupting anything) or
if you want to vertically displace a sector attached to a higher or lower level.
Also add the exploding ceiling example to the TROR test map.
Revision r1996
👤 helixhorned
📅 2011-09-01 11:38:13 -0700 (Thu, 01 Sep 2011)
Much more elegant solution to updating the player's sectnum when passing through
TROR portals that works with a little help from updatesectorz() (change not visible
from CON code). Relies only on the presence of an extension whose portal isn't
blocked and also plays nicely with corner cases like being shrunk and enabling
the jetpack. This should fix the upward moving platforms in WGR2.
Revision r1995
👤 helixhorned
📅 2011-09-01 11:37:53 -0700 (Thu, 01 Sep 2011)
* game and editor: emit a warning when a search-path directory specified
on the command-line isn't found (instead of saying nothing)
* editor: Move inconsistent (stat&2)/heinum detection into the corruption
checker. This makes a lot of original maps spew countless 'errors', but
it's preferable for new maps since such floors and ceilings could behave
strangely with TROR.
Revision r1994
👤 helixhorned
📅 2011-08-28 10:31:08 -0700 (Sun, 28 Aug 2011)
polymost.c: remove the rest of the rendmode 1 and 2 code from the build
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Raw Content
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r1998 | helixhorned | 2011-09-01 12:58:40 -0700 (Thu, 01 Sep 2011) | 1 line
Oops...
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r1997 | helixhorned | 2011-09-01 12:53:05 -0700 (Thu, 01 Sep 2011) | 6 lines
BACKSPACE key in 3D mode now deletes a red-wall link when aimed at a wall or mask.
With script_expertmode enabled, SHIFT-BACKSPACE clears the upwall link and CTRL-
BACKSPACE the downwall link. These functions are useful because the automatic
nextwall determination code sometimes gets it wrong (not corrupting anything) or
if you want to vertically displace a sector attached to a higher or lower level.
Also add the exploding ceiling example to the TROR test map.
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r1996 | helixhorned | 2011-09-01 11:38:13 -0700 (Thu, 01 Sep 2011) | 5 lines
Much more elegant solution to updating the player's sectnum when passing through
TROR portals that works with a little help from updatesectorz() (change not visible
from CON code). Relies only on the presence of an extension whose portal isn't
blocked and also plays nicely with corner cases like being shrunk and enabling
the jetpack. This should fix the upward moving platforms in WGR2.
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r1995 | helixhorned | 2011-09-01 11:37:53 -0700 (Thu, 01 Sep 2011) | 6 lines
* game and editor: emit a warning when a search-path directory specified
on the command-line isn't found (instead of saying nothing)
* editor: Move inconsistent (stat&2)/heinum detection into the corruption
checker. This makes a lot of original maps spew countless 'errors', but
it's preferable for new maps since such floors and ceilings could behave
strangely with TROR.
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r1994 | helixhorned | 2011-08-28 10:31:08 -0700 (Sun, 28 Aug 2011) | 1 line
polymost.c: remove the rest of the rendmode 1 and 2 code from the build
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