Build 1650
SVN-
General
More of them. Includes the possiblity of typing m32script commands directly into the OSD (without "do", see osdtryscript in mapster32.cfg) and improved diagnostics.
SVN handles and Git names are merged into one person.
More of them. Includes the possiblity of typing m32script commands directly into the OSD (without "do", see osdtryscript in mapster32.cfg) and improved diagnostics.
more polymer-override variable twiddling in m32script, fixes and beautifying.
Mapster32 maintenance pack #1
The bulk of this commit is "code rape"--or rather, caressing, rewritten for readability. Actual changes/fixes: - fixed "walking" in 2d mode - fixed DELETE key in OSD in SDL build - main loop in general (timeout for event wait after 200 ms so that highlights blink) - access to some pr_override* variables in m32script (suggested by Roma Loom) - API cleanup (added statics and consts here and there)
Fixes some problems with mapster zooming; reset keystatus[] after playtesting.
Various mapster32 fixes: check wall limits in sector drawing; don't count BACKSPACEing there as a new revision (probably fixes undo-related crashes). Also a patch-fix for a crash I couldn't pin down exactly and a corruption checker for m32script.
have default grid size in configuration
Fix building engine utils w/ nedmalloc
Ups entering of sprite extra in 3d mode from 1024 to 65536. Also a toy for tinkering with tints in mapster.
Model specular map support and polymer fix for the OSX/ATI driver.
force r_vbos to 0 for Polymost on ATI R520
new demo system should be stable now; Made the $EDUKE32_MUSIC_CMD env var work (SDL only).
Mapster32: Helper feature -- pressing SHIFT on a 2-sided wall makes the PGUP/PGDN etc. commands operate on the sector at the other end of the wall; replaced searchstat numbers by #defined names and eliminated the worst cases of code duplication in astub.c
This is an attempt to fix r1595.
- pr_resetlights() was exported but polymer.c wasn't changed to reflect that. This also broke the gcc build so I'm not sure how this was missed. - commented code was laying around in the middle of polymer.h - savegame.c using a bunch of C99 non-constant initializers. Please keep in mind that MSVC is one of the supported compilers and doesn't know C99. - savegame.c using localtime_r, which doesn't exist on Win32. - demo playback calling resetlights and drawrooms without ever calling pr_loadboard(). - this change makes the game run very choppy here.
More nedmalloc updates, possibly fix win32 mouse death at ~10 fps or less, fix dummytile crash, more untested multiplayer changes... different enet channels for different types of traffic in order to eliminate latency due to the occasional reliable packet getting dropped, therefore causing a hitch in the flow of unreliable movement packets on the same channel, remove mmulti API from engine in favor of having everything in game land
This should correctly compute the normal of all BUILD floors and walls. Fixes bug 2806174 (E1L1 projection room floor not affected by light and parallaxing artifacts).
Adds code to disable the Vista/7 DWM when setting OpenGL modes. This buys some OpenGL performance in windowed mode and works around an ATI OpenGL driver bug.
Hook the polymer map selection code to a few more places in the editor code. This will fix the screen turning greenish when selecting a pal with Alt-P. I could just drop the selection from these cases since the cursor can't actually move, but then people would ask why the FPS gets higher in this occurrences.
This fixes a small problem with the mapster32 polymer selection code.
This fixes a renderer crash with external view + lights.
Fix wall and sector updating over the wire so that it doesn't crash.
Fix the build with POLYMER=0 or USE_OPENGL=0.
Correct an error with rev 1556 that would cause drawing problems with parallaxed ceilings.
Port of the San Andreas fault texture alignment fix from Hunter_rus to Polymer. I have no idea what it does, but it works and the last thing I want to do is to mess with build texture alignment ever again.
Don't cache sector parallaxing information in _prwalls. This fixes a bug where setting floor/ceiling parallaxing bits in the editor doesn't parallax the corresponding walls right away.
Correct ceiling palette and shade validation in Polymer. That fix prevents changes to a ceiling palettes or shade from being ignored until the sector gets otherwise invalidated.
Proper editor picking code for Polymer. Also fixes a bunch of tabs that MSVC snuck in polymer.c.
Don't rely on repeating texture samplers to flip polymer sprites and request clamped textures for sprite textures. Fixes bug 2869362.
Make polymer impervious to corrupt maps (for the tenth time..). Fixes bug 2869996.
Don't save the OpenGL driver max texture size to the config file and remove some remaining instrumentation from rev 1546.
fixes wall drawing (bug introduced in r1540)
A bunch of crap I meant to commit days ago... gtk startup window patch from bioman, nedmalloc REPLACE_SYSTEM_ALLOCATOR fix (related code uses #ifdef REPLACE_SYSTEM_ALLOCATOR so defining it to 0 was still satisfying the condition), slightly lower CPU usage in Mapster 2D mode, fix an ancient bug causing the player to not make vent footstep sounds on sprite based vents, fix map save state cvars, add "skill" cvar to console, fix saving the game while CON_SHOWVIEW is in use
clean up "renderer setup" menu a bit so we can put polymer shit in it later
Don't override the system allocator with nedmalloc and remove the unused nedmalloc code from polymer.c. This should fix a few crashes caused by ALSA and Mesa picking up memory allocator symbols from eduke32.
Memory cleanups, use Bm/c/realloc/free everywhere (configured as nedmalloc version in compat.h), add large page support for Vista/7, tweak nedmalloc settings, add support for projecting textures from SE50 spotlights placed in maps via sprite owner member (manipulated through CONs via sprite htpicnum member), fix building Mapster32 with MSVC, increase PR_MAXLIGHTS to 1024