Build 5108
SVN-
Really fix get/setprojectile.
SVN handles and Git names are merged into one person.
Really fix get/setprojectile.
Fix Polymost issue reported at http://forums.duke4.net/topic/775-eduke32-20-and-polymer/page__view__findpost__p__220265
OS X: Fix build. DONT_BUILD.
Fix processing the bytecode in an incorrect order when executing setplayer on a member with a second parameter, a missed instance of a consideration from r5086.
Additional fix for building with newest MSYS2 packages. DONT_BUILD.
Build fix. DONT_BUILD.
A lot of CON rewrites/optimizations. Converts projectile system to dynamic allocation, saving a bunch of memory (something like sizeof(projectile_t) * MAXTILES * 2). This commit also contains changes that reduce overhead for CON commands that take a lot of parameters, by way of adding a Gv_GetManyVars() to replace long strings of subsequent calls to Gv_GetVarX().
Savegame version has been bumped due to the projectile changes. There is no way this commit doesn't cause at least one bug, so DONT_BUILD. ;)
Fix building on case-sensitive filesystems on OS X, DONT_BUILD.
Large batch of Polymost changes, including:
-lots of stylistic rewrites -further improvements to anti-fighting code for wall and floor sprites (introduces three new cvars, r_wspr_offset, r_wspr_offset_variance, and r_fspr_offset) -fixed brief HOM when traversing through a one-way masked wall -seldomly used "alphahack" feature for hightile textures now represents alpha cutoff internally as a single byte instead of a float -fixes a handful of issues where geometry failed to draw at certain coordinates from certain angles in certain resolutions -renames a couple of cvars
Modify the modern mini-HUD so that:
1. Instead of the Mighty Foot using the Protective Boots inventory item as its icon, display no icon at all. 2. Adjust the ammo icon so that it is drawn at one-quarter size if its y-size is >=50 instead of >50. This fixes the display of Water Pistol Ammo in Duke Caribbean.
When undefining a model, reset the angadd of its HUD settings to zero.
This fixes weapons not being displayed in Vaca+.
Partially revert r5020. It's okay to update totalclocklock in G_DrawRooms(), but we must continue updating it in drawrooms() so as to not break the editor and every other BUILD game.
¿Por qué no los dos?
In G_PlaybackDemo(), update totalclocklock when G_DrawRooms() is not called and therefore does not update it. This fixes ART animations displaying in the main menu.
Fix a compiler warning with USE_OPENGL=0.
Build system fixes/improvements. DONT_BUILD.
Fix assorted issues in MENU_NETOPTIONS.
Makefile.common: fix "disallow building Lunatic with C++" (r4979). DONT_BUILD.
fix a couple of typo-like issues found by listglobals.sh. DONT_BUILD.
menus.c: fix two unused-variable warnings.
Stick update of 'totalclocklock' at beginning of G_DrawRooms() instead of drawrooms().
This fixes engine-side sprite animation in the following scenario: CON code wants to draw a scene from EVENT_DISPLAYREST, but since it covers the whole screen, disables the drawing of the 3D scene beforehand (RETURN set to 1 from EVENT_DISPLAYROOMS). DONT_BUILD.
in 'for i drawnsprites' handling, back up and restore sprite MAXSPRITES-1.
This fixes the level 5 corruption encountered when issuing that iteration. (Because the last sprite would be changed from e.g. statnum MAXSTATUS to 0.) It is also mandatory anyhow since the last sprite may be contained in the map.
Under conditions of CLASSIC_Z_DIFF_64 (r4960), make some drawvox() vars 64-bit.
- In drawvox(), make view-relative x and y high-precision on desktops. To a large extent (but not completely), this fixes "stray" fake floor shadow sprites for voxels. - In the mouse picking code for voxels, fix a possible integer overflow. A new engine.c-private function mulscale_triple30() is added. DONT_BUILD.
Revert "gameexec.c: in VM_Move(), update actor[].{floor,ceiling}z for enemies."
This reverts r4975. DONT_BUILD.
MSVC build fix.
Fix Mapster32 mouse cursor in GL
Fix Polymer when switching from Polymost
Fix swapbufreverse(), adding precondition of count >= 4.
Also, in premap.c:G_CacheMapData(), comment out what was supposedly intended as a debugging message ("percentage ...").
Fix an assertion failure with NETCODE=0. DONT_BUILD.
Fix build without DROIDMENU.
Oops! :)
Polymost changes to better support running under GL ES. Still need to investigate GL_LINES and GL_QUADS... neither work under either GL -> GL ES wrapper we've tried, so we must be doing something wrong.
Android fixes: let the player climb stairs while crouched and fix the quick switch function of the weapon wheel. DONT_BUILD.
Remove errant call to G_FadePalette() which caused a frame of corruption at map load under GL renderers, and invalidate all GL textures at map load time (just textures generated from .art on desktop, everything on mobile). This also makes Grabbag keep playing through the loading screen on Android (if no loadscreen music has been defined by a mod). DONT_BUILD.
Fix program entry point on win32, allows debugging SDL builds under MSVC.