Build 7552
SVN-
General
polymost.cpp: fix fragment shader issue where fullbrights in a texture could affect rendering when u_useColorOnly was enabled
SVN handles and Git names are merged into one person.
polymost.cpp: fix fragment shader issue where fullbrights in a texture could affect rendering when u_useColorOnly was enabled
Fix potential future issues with cursectnum exceeding numsectors after a sector delete operation in the editor
Fix crash when passing updatesectorz() an invalid sector number > numsectors and < MAXSECTORS
Fix TROR wall blocking issue
Engine function rename casualties
Patch from NY00123: Fix the black editor cursor in Polymost bug
Patch from NY00123: Fix for transparency in the tile selection view, in Polymost
Patch from NY00123: Fix sprite insertions in the 2D-3D editor window
Patch from Nuke.YKT: Allocate voxel VBOs on video mode change
Patch from Nuke.YKT to fix TROR rendering in mirrors in Polymost
Includes "Fix screen tilt regression on mirror rendering"
Patch from Fox adding SFLAG_NOWATERSECTOR, to prevent certain sprites from moving into water
Use updatesectorbreadth() in clipmove()
engine.cpp: lintersect(): use klabs() instead of abs()
Fix issue where swingdoors would refuse to open or close if an enemy was in front of the door in an overlapping but unrelated/disjoint sector
engine.cpp: lintersect(): fix integer overflow and negative case issue
Re-introduce earlier lintersect() work that was reverted.
engine.cpp/.h: clean up & fix lintersect(). Additionally, add support for finding intersections of collinear line segments. This reverts r7290.
Add bounds checking for populating clipsectorlist[], use preprocessor labels for sprite cstats
Partially refactor clipmove()
The BUILD documentation says that pushmove() is supposed to be used to push players away from walls to avoid clipping problems, but Duke3D has never passed the correct parameters to pushmove()
This commit fixes that.
Patch from Nuke to use indexed color for voxels in Polymost
clipmove() improvements
This reverts some of the previous clipmove() changes in favor of implementing explicit rejection of movement in cases where clipping has somehow failed.
Further clipmove() improvements to better deal with sector-over-sector
There's still something wrong here, but this at least fixes Duke3D E1L2.
Fix crash in situations where rendering a scene would overrun all of the MAXBUNCHES sized arrays in both classic and polymost
Fix "spriteshadow" on voxels in Polymost
Polymost voxel rendering VBO patch from Nuke
Mapster32 will now load "editor.def" if it exists
Fix irritating Duke clipping bugs, including where the player walks up on to wall oriented sprites
This also fixes getting through floor gaps that are too small by pressing jump while holding crouch. These changes are absolutely going to break certain maps, and cause new bugs, at which point additional required fixes will be made on a case-by-case basis.
Don't bother with fog calculations for things without hightile replacements
Clean up polymost.cpp includes
Minor cleanup of some Polymost shader program support functions
Fix some GL ES compilation issues in polymost.cpp
Polymost TROR patch from Nuke.YKT--nice!
Patch from Nuke.YKT to clip Polymost spans to screen borders
This seems to help with some polygon drawing issues in Polymost for now
A curious Polymost optimization from Nuke.YKT
This bails out of drawing any domost spans that seem to be entirely outside of the range of the screen coordinates. Since this seems so obvious, I have to wonder if Polymost is supposed to be doing this elsewhere already...
Work around floating point precision issues in Polymost causing problems when rendering certain geometry from particular angles
Patch from Nuke.YKT to fix voxel rotation in Polymost
Use existing viewingrange and yxaspect for showview so it matches that of the main view
This fixes fov when using showview in EVENT_DISPLAYROOMS to do layered rendering, but it might not be right for uses of showview that simply display picture-in-picture stuff on screen.
Fix the automap glitch in the region around the full status bar in Polymost
Patch from Fox:
Add a FOV option in the menu. Range from 75 to 120 degrees (at 4:3 resolution), default is 90. New userdef "fov". Equals the FOV in 360 degrees. Update Polymost projection hack, so it compensates for the FOV or height of the game view. Fix FOV in Polymer when the full status bar is visible. Now the FOV depends of the width of the game view instead of the height.
fix use of uninitialized values
Fix a couple minor issues with 90 degree wall texture rotation
Fix missing/invalid palswaps and shades in automap with Polymost
Patch from Nuke.YKT.