Build 9512
GIT-
Initialize blend to 0 when inserting sprites
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This fixes a bug where stale blend values could be transferred over from a previously loaded map.
SVN handles and Git names are merged into one person.
Initialize blend to 0 when inserting sprites
This fixes a bug where stale blend values could be transferred over from a previously loaded map.
update sectors if visibility changed.
Bugged since forever and would have floors and ceilings stay put when alt-wheeling in mapster.
Don't compute lights for parallaxed geometry we either won't draw or won't
need lights. This should save a bit of work in the general case with skies, too.
polymer: 'fix' texture scale on relative floors
Classic relative scaling apparently had some numerical artifacts related to length of firstwall. Cribbing the logic added in 6fc6b7d5 in Polymost along with bumping the precision of the intermediate terms seems to make it line up fully. Rooftop floor in E1L1 and surrounding ledges are good test cases for this.
polymer: fix angle precision with sector relative tile alignment
fix parsing of voxel definition in error cases
Re-enable remote activation of viewscreen using yvel of 1
A viewscreen placed in the map with a yvel of 1 will always display its camera feed if the player is within active range. If set to 0, the screen will only show the tile on manual activation. If yvel is 1, and the screen is connected to a camera, it will display the view of that camera. Otherwise, it will show the view of the Viewscreen's owner, the direction in which it is looking being dictated by angle and shade of that sprite. The xvel of the viewscreen now defines the active range. If less or equal to 0, the default distance of 8192 is used. Note that this is currently restricted to one active screen at a time.
make 512px tall tile checks non inclusive
fix shading of tall tiles in ASM version of classic renderer
Clean up stub parsing of game-side defs in the engine
Plan B for commit b4f633d1, remove the conditional entirely
The previous attempt broke the window at the start of E1L3 of Duke3D. Whatever this was intended for doesn't work with animated maskwalls.
Always allow disabling vsync
Extend mapinfo DEF command to support mapart token
Usage: mapinfo { mapmd4 <md4sum> mapart "mapart/testart_XX.ART" } The specified path must end with the suffix "_XX.ART" (case-insensitive). The actual files need to be numbered from "_00.ART" to "_19.ART". Just like with maphacks, an md4 sum is required. This allows sharing the same per-map art between multiple levels.
correctly render 512px wide tiles in classic mode
Fix ancient identical branch warning in the Polymer code
Move updating bpos of player sprites after G_MovePlayers()
Allow assigning pals over 127 with ; + P hotkey
Delete existing dummyplayer sprite if standing on TROR water
Fixes terminx/eduke32#76 and terminx/eduke32#91 (for real this time)
Replace klabs(x) with max(0, x) in overhead sprite computation
Fix problems when changing renderer after having seen a mirror
If the player saw a mirror at some point while playing in Polymer, his view would get messed up on changing renderer. This fixes that. Fixes terminx/eduke32#49 and terminx/eduke32#50
Do not spawn the dummyplayer sprite when standing on TROR water
Fixes terminx/eduke32#76 and terminx/eduke32#91
Fix ST 30 sectors playing the wrong sound after save load
log application parameters
rework actor zsum invalidation, skip getzrange for floor sprites in A_CheckNeedZUpdate()