Build 1781
SVN-
General
Move the new basepal table one step further so that the engine is now aware of it.
SVN handles and Git names are merged into one person.
Move the new basepal table one step further so that the engine is now aware of it.
With the help of Coccinelle, eliminate a few sector[-1] accesses and calculations of §or[-1] (bound checking code not committed).
fix non-Polymer build
Manage base palette as IDs instead of passing pointers around ($10 says I broke something). Corresponding engine change will be coming up; this is in prevision of highpal handling of game palettes.
Run engine source through new version of astyle, add printf() call to OSD_Printf() to facilitate console access through stdin/stdout for dedicated server mode, minor changes to sdlayer to allow operating without actually initializing SDL
Too much stuff for one commit.
engine: * sector-like sprite clipping now works with x- xor y-flipped actual sprites mapster32: * corruption checker has been hooked up to loading/saving routines to inform/warn the user * also warn if mouse pointer is over corrupt wall which is shown in pink then: you should not move such a wall! * faster map loading by deferring polymer_loadboard to 3d mode entrance (also removes some 'glGetTexLevelParameteriv returned GL_FALSE' warnings) * more logical maphack light handling, the logic is still a bit dodgy though * some menu and misc. function fixup * redundancy elimination... API: * added consts various for 'char *filename' parameters * loadboard() now accepts bit 4 for flags (formerly 'fromwhere')
Fix editor picking in Polymer; sorry!
have gltexcompr option in mapster32; fix prhighpal.py script
Make mapster32 know r_downsize parameter. For best caching performance, this and glusetexcache should be the same as for the game. Highpalookup script can now generate maps equivalent to the current PHRP tint defs.
A bunch of mutually unrelated updates.
First, there's a new script for the generation of highpalookup images. Python 2.6, NumPy and PIL are required. Next, the map corruption checker has been ported to C. This is so that Mapster32 will be able to take decisions more cleverly based on the corruptness of the map. It also catches a few more issues like inconsistent nextwall/nextsector tags now. Finally, link the executables with --large-address-aware on Windows. This gives a gig more private virtual memory on XP when booting with /3GB. YMMV, but I can play IW2 with Polymer now.
Make deferred polymer model processing not crash; make tile name search case-insensitive.