Build 6580
SVN-
Generale
Revert slight change to fall behavior of pickup sprites in r6500.
Nickname SVN e nomi Git sono unificati per persona.
Revert slight change to fall behavior of pickup sprites in r6500.
Account for yscale when deciding if the sky is tall enough to repeat or not. Comment out code that is not working as expected.
Patch from Fox.
Add def "globalflags" bit 4, and for individual palettes the "tint" flag bit 512. This makes fog the same for all shades. Make fog behave normally with sector structure .fogpal.
Patch from Fox.
Fix visibility in Polymer with r_usenewshading 4.
Patch from Fox.
Untabify engine.cpp
Fix memory leak with .ANM playback in Polymost
Fix issue with non-actor sprites not being deleted at size 0
Re-comment out part of COMBINE_STRIPS in polymost.cpp
Set r_parallaxskypanning to 1 by default.
This enables sky panning, which allows the effect of CLOUDYSKIES to work properly. Patch from Fox.
Display paper-skies correctly when looking up or down.
Show a solid color for skies taller than 256 px, otherwise repeat. Patch from Fox.
Add EVENT_DISPLAYEND and EVENT_DISPLAYROOMSEND.
EVENT_DISPLAYROOMSEND: Triggered right after the game world is rendered and before any sprite above the screen. EVENT_DISPLAYEND: Triggered after the game draws everything above the screen, including menus. A counterpart to EVENT_DISPLAYSTART. Patch from Fox.
Minor hard-coded Duke sprite cleanup
If Fox's patch to fix flickering masked walls is correct, this change should improve FPS in some areas.
Fix crash with "setrendermode 4" in builds with Polymer disabled
New projection hack algorithm: Keep zoom equivalent to Classic when looking straight ahead.
Patch from Fox.
Switch palookup memory allocation to Xalligned_alloc and fix what looks like a botched preprocessor condition
Refer to video modes as "software" and "OpenGL" in the startup window instead of simply by how many bpp they are. End users are likely to understand this distinction more.
Tweak Polymost z-fighting avoidance code
Switch allocation of sprite/wall/sector to individual aligned allocations instead of the weird thing I was doing with multiple pointers to different parts of a single large block
Address an oversight in r4600.
Fix old Build engine bug: setgotpic() not called from parascan()
Game defs: Try loading def modules even if the engine reports failure.
Add wall.blend to structure access.
Connect wall.blend to Polymost in Lunatic builds with it enabled.
Add drawline256 and drawlinergb commands that call the internal functions used for the automap lines.
drawline256 <x0> <y0> <x1> <y1> <index> drawlinergb <x0> <y0> <x1> <y1> <index> <rgb> The coordinates are xdim<<12/ydim<<12 based, not 320<<16x200<<16. <index> is a palette index, and for drawlinergb is used as a fallback in the software renderer. <rgb> is encoded the same as PROJ_FLASH_COLOR.
Fix yoffset bouncing of face sprites with cstat 128.
Add clipdist member to player struct to control how close the player can get to walls
Move Mapster32 autoexec to before the map specified on the command line is loaded, to allow EVENT_PRELOADMAP and EVENT_LOADMAP to work when loading a map from the command line. This makes the console output of autoexec a little worse but the OSD will be fixed at a later time.