Build 2613
SVN-
Generale
Fix 'mulscale' accepting defines or constants where writable var expected.
Nickname SVN e nomi Git sono unificati per persona.
Fix 'mulscale' accepting defines or constants where writable var expected.
Fix a null pointer access in Polymer mouse picking.
Specifically, it was in the "determine searchwall when aiming at floor or ceiling" part. Now, if prsectors[]->ceil.plane (or ->floor.plane) is NULL, we set the searchwall to the sector's firstwall and return.
actors.c: factor out various duplicated code in G_MoveEffectors.
- 4 instances -> HandleSE31 - 4 instances -> MaybeTrainKillPlayer - 2 instances -> MaybeTrainKillEnemies - move a couple of variables into inner blocks and add 'const' for easier reading In passing, fix a minor glitch where the squishing sound of an enemy that got run over by an SE 6 or 14 car would appear to originate from the SE instead of the enemy's last position.
when drawing art sky, temporarily set texcoord s wrapping to clamping.
This properly fixes the unwanted vertical lines.
Fix flipping masked walls in Mapster/classic.
This has been there since searchbottomwall introduction in r1466.
Fix aspect correction in fullscreen mode.
Previously, we only set the viewingrange according to the physical screen's dimensions, but didn't correct yxaspect for a potential non-square pixel ratio.
Fix point deletion in Mapster32.
Previously, it was possible to leave a sector with less than three walls if a point got deleted transitively by a TROR link. Now, a proper check is done for all deletion candidates and a message stating which wall and sector is problematic is printed. Thanks for Diaz for pointing out the brokenness.
fix inconsistent format letter vs. vararg in fprintf.
Build tools:
- clearbufbyte --> Bmemset - add libm to $(UTILLIBS) to fix building of mkpalette - add self-explanatory Makefile commands: dxutils, sdlutils, printdxutils, printsdlutils
Fix generateicon.
Fix CON parser accepting defines and numbers where writable var expected (4 cmds)
fix some commands breaking too early in case of a failed validation.
If one next instruction happened to be interpreted, madness would ensue, because the pointer wouldn't be aligned on the "opcode" part anymore. Also, with "seti", set current sprite index only after a successful validation.
Fix "ignored application parameter" message for short options.
Fix "Thanks (...) for giving us big heads" message at the end of Ep4.
This was more or less done by trial and error rather than understanding what exactly is going on there. In any case, the code for all the different ending scenes ought to be factored out instead of being duplicated with subtle differences every time.
game.c: make fadepal/fadepaltile first calculate inclusive end limit.
When requesting an increasing ramp, the upper limit is taken to be exclusive. When it is passed to G_FadePalette, only the lowest 6 bits are passed further to setpalettefade, which means that a limit of 64 is incorrectly set as 0. Also, when breaking from the fade loop, set the fade value to the end one for fadepal!
Fix OpenGL screenshots with unaligned widths such as 1366
Fix the MSVC build, common.c was only added to the GNU Makefile.
fix unused variable permanentlock
Really fix PNG screenshots.
Don't fall back on allocache if malloc'ing a palookup buffer or transluc table fails.
First, it's unlikely in our day and age. Second, they're always free'd at the end, so allocache'ing them is incorrect.
Fix a potential uninitialized mem read in debug msg when in void space.
Replace {get,clear}filenames and duplicate autoload code in astub.c/game.c.
This additionally fixes leaks that were caused by traversing the file name list with the 'findfiles' pointer and not clearing them afterwards (even if there was a handle to the list head via 'findfileshigh').
Fix a potential sprintf to a buffer passed to it as a string argument.
fix specifying a custom configuration file with -cfg.
We were writing into a string literal. Ouch!
OS X: Fix more warnings.
cull sprite lights after computing sprite geometry
This was broken ever since updatesprite() had been forked off drawsprite() and would cause static lights to never hit static sprites until one or the other changed, after which the light would always get culled against outdated sprite geometry.