Build 1694
SVN-
General
don't link build utils to all the libs needed for the actual engine itself
SVN handles and Git names are merged into one person.
don't link build utils to all the libs needed for the actual engine itself
Makefile cleanups: fixed building with GCC 3, made tabs into spaces where outside command context; Windows: make startup window stay 3 seconds if there was an error -- this way you won't mistake yourself forgetting to copy game data for a crash *d'oh*
Fixes compilation for now. Now if my executable would start...
A bunch of m32script additions, fixes and general stuff, among them: local vars/arrays, inline quotes and prettier error messages.
Fix some crashes with weapon sounds inappropriately set to -1 in the cons
Remove detection of sprites outside of sectors at map load and fix green sprites in Mapster32 with Polymer
Possibly fix another weird crash
This is not my day. >:
I am an idiot
Another 64-bit crash fix
added BUILD functions getclosestcol and divscale, made 2d drawing commands accept VGA-palette colors (-1 through -255) in addition to editor colors, made 2d mode show Polymer SE light outlines
added m32_autoexec.cfg execution on startup of mapster32 (like autoexec.cfg for the game); in 3d mode: shift-pgup/pgdn -> alt-pgup/pgdn for 2-sided walls
Implement 'away1' and 'away2' maphacks in Polymer.
Respect the 'notmd' maphack when deciding to draw models in Polymer.
Partially fixes bug #3034382 and a few other ones.
Damnit
Global thermonuclear code rape
Polymer performance improvement and some game related bug fixes. Improves Polymer framerate by about 25% in most cases and fixes problems causing Duke Caribbean doors to malfunction.
Reorganize a little code so that lightmaps can be used when a spotlight isn't currently casting a shadow. This fixes the problem where the window lights in the E1L1 apartment secret would jump between square and circle-shaped depending on the shadowcount and the view angle.
more multiplayer fixes
mostly multiplayer fixes among other things
fix screwed up movement in Mapster32
Fix build.
Lose the quitflag check until we know while it gets out of sync between clients and server. This cause the new networking code to be somewhat usable again.
Fix multiplayer.
Sound fixes... again. Also fixes SPINNINGNUKEICON visible in the upper left corner in widescreen.
fix some crap
Emit RPG_EXPLODE, PIPEBOMB_EXPODE and LASERTRIP_EXPLODE from the actual EXPLOSION2 sprite instead of whatever spawned EXPLOSION2, to prevent the sound from being owned by whatever sprite happens to spawn with the ID the RPG/pipebomb/whatever had before it was removed
Add brightness/gamma/contrast cvars to Mapster32 Fix bug with WEAPON_SEMIAUTO flag for custom weapons Fix VM error with starttrack when specifying an invalid music track Fix detection of 0x1a EOF characters in CON files Fix a couple of additional sound issues Fix crash in pushmove() Fix Mapster32 textured 2D mode display being a few pixels off from the actual lines drawn Fix crash when clicking "cancel" in Mapster32 startup window Add Makefile detection to build with -march=pentium3 -mtune=generic on i686
Make the "Start" button of the GTK start-up window the default button of the window, which means pressing Enter now works at you'd expect.
SDL/non-Windows: external midi playing with fork/exec and signals; double initprintf internal buffers since they got too long for the --help text; warn on replacing empty tile with a hightile; fix a keypad issue in Mapster32