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2012.11.10.Log0658.txt

📄SVN 📅2012-11-10 💾1,6 KB 4 Parsed entries BUILD FIX

Revision r3145

Introduce a per-tile bit preventing fullbrights in GL modes, use for LOADSCREEN.

Revision r3144

Classic: fix rotatesprite with no screen scaling and non-widescreen aspects.

Also, enable showing sprites in Mapster32's overhead view again, since that
was one (the only?) use of that code path.  The uninitialized read was
introduced in r2927.

Revision r3143

When looking through a camera, don't do third person view.

Also, reorganize some G_DrawRooms() code a little without changing anything.

Revision r3142

When found a camera sprite for viewscreen, set position etc. immediately.

Instead of later in P_ProcessInput(). This fixes one drawrooms() call in
between where the sectnum is the camera's, but the position the player's,
which can lead to a slow "outer view" render in Polymer.
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Raw Content
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r3146 | helixhorned | 2012-11-10 06:11:20 -0800 (Sat, 10 Nov 2012) | 1 line

Clean up texture loading code etc. in polymost.c, no functional changes.
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r3145 | helixhorned | 2012-11-10 06:11:17 -0800 (Sat, 10 Nov 2012) | 1 line

Introduce a per-tile bit preventing fullbrights in GL modes, use for LOADSCREEN.
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r3144 | helixhorned | 2012-11-10 06:11:13 -0800 (Sat, 10 Nov 2012) | 5 lines

Classic: fix rotatesprite with no screen scaling and non-widescreen aspects.

Also, enable showing sprites in Mapster32's overhead view again, since that
was one (the only?) use of that code path.  The uninitialized read was
introduced in r2927.
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r3143 | helixhorned | 2012-11-10 06:11:10 -0800 (Sat, 10 Nov 2012) | 3 lines

When looking through a camera, don't do third person view.

Also, reorganize some G_DrawRooms() code a little without changing anything.
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r3142 | helixhorned | 2012-11-10 06:11:07 -0800 (Sat, 10 Nov 2012) | 5 lines

When found a camera sprite for viewscreen, set position etc. immediately.

Instead of later in P_ProcessInput(). This fixes one drawrooms() call in
between where the sectnum is the camera's, but the position the player's,
which can lead to a slow "outer view" render in Polymer.
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