May 2015
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Remove references to files removed from our MACT.
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Nuke mytypes.h. Mostly.
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General
Add SW to our build system and make relevant changes to avoid fatal build errors.
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General
Add the Shadow Warrior source to our tree after astyling, uncrustifying, and renaming one file.
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Set up and enable building with USE_OPENGL. DONT_BUILD.
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implement NODEFAULT per-actor gamevars in the C-CON fashion.
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For glocal gamevars, the LunaCON semantics (session gamevar) are kept. For per-actor ones, this now prevents resetting a gamevar's value to default on spawn or loadactor. BUILD_LUNATIC.
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General
config.c: fix an overlapping strcpy() in CONFIG_SetMapBestTime().
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allow writing -1 to player[].newowner.
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For the other player members, where formerly negative values were allowed to be written, only -1 is now.
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fix g_tile[].proj memory leaks, halve number of projectile_t allocations.
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General
When checking for SE7 water teleportation, regard sign of z velocity.
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This fixes RPGs fired upwards at a steep angle teleporting immediately to underwater when wading in water (reported via PM by Turok 64 Jr).
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General
Merge glbuild_android into glbuild. DONT_BUILD.
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account for the projectile changes in r5080. BUILD_LUNATIC.
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The (undocumented) Lua-side API stays almost the same.
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allow ':' immediately after 'case' (legacy; warns), writing to ud.god.
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Also, on one "gamevar `xxx' is not per-*" diagnostic, print the location of the gamevar definition.
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fix build and user_defs definition mismatch.
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Left: projectile changes.
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General
Add more expansion GRPs to the detection list.
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Add autodetection support for Duke 3D as part of the Steam release of the 3D Realms Anthology.
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General
OS X: Fix startup window banner. DONT_BUILD.
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honor r_usenewaspect, especially it being off.
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For this, add a setaspect_new() setup/restore pair in M32_DrawRoomsAndMasks() like for G_DrawRooms(). With this, changing viewingrange/aspect via m32script (in a.m32: [7] -- [9] on the upper row) can only be done in r_usenewaspect 0, though.
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General
Fix a typo in r5179.
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Add "artfile" token, which loads an ART file. You can use the "tile" sub-token to overwrite the starting tilenum of the file from def.
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artfile { file "whatever.art" } // loads whatever.art just as if it had been named TILES020.ART artfile { file "whatever.art" tile 2000 } // loads whatever.art starting at index 2000 instead of the tilestart value contained within it This is useful because ART files will load faster than images loaded through tilefromtexture (which must undergo a color matching process), and because tiles making use of palette indices which have duplicate colors in the stock Duke 3D palette but not in other palettes (such as the 3D Realms screen) are negatively affected by the aforementioned process.
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Add support for ART files containing exactly one tile as an input format for hightile textures and model skins. They are rendered in the global game palette and function as conventional hightile.
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Allow loading ART files as input to tilefromtexture. Note that they must contain exactly one tile; any more and the entire ART file will be rejected.
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General
Restructure and expand some ART loading functionality in the engine.
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Factor out dummytile creation code into E_CreateDummyTile and account for the case when a dummytile may be overwriting a faketile from tilefromtexture.
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General
Separate kpzload into two separate functions, kpzbufload (which now lives in cache1d, regardless of WITHKPLIB) and kpzdecode.
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Replace most instances of casting byte arrays to wider integral types with the B_(UN)BUF functions in compat.h that were previously used only in the netcode.
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I have commented out the versions of these functions that perform bitmasks and shifts and replaced them with versions that cast to and from integral types, pending performance and compatibility research across platforms.
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Replace the bswap function used in kplib with B_SWAP32, and merge the 32-bit MSVC and GCC assembly into compat.h.
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TODO: Review the value of the continued use of special cases of these swap functions, including the OS-based variants for BSD and OS X, and this assembly.
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Replace [LS]SWAPI[BL] macros with the B_(BIG|LITTLE)(16|32) ones defined in compat.h and used everywhere else.
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General
Fix typo "maxtileallocsiz" --> "maxtiltallocsiz" for MAXYDIM < 640.
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Call SDL_Start/StopTextInput() at the appropriate times so that touch devices display the on-screen keyboard when the user is prompted for text input.
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General
Set up input so that the menus are navigable under iOS. This also enables the SELECTDIR back button unconditionally instead of restricting it to non-touch devices. DONT_BUILD.
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Ensure that Objective-C compiler invocations include the C-only options that we specify, especially -std=gnu99. DONT_BUILD.
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General
Don't use #pragma push_macro in buildtypes.h, for compatibility with GCC 4.2. DONT_BUILD.
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Expose all structs to inline access. Tiledata and paldata are still to-do.
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DONT_BUILD.
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Add player[].index, which returns the player ID that you put in. Mostly useful to get the magic value of THISACTOR when applied to the player struct.
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DONT_BUILD.
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When toggling Music in the Sound menu, respect the LOGO_PLAYMUSIC flag in LOGO_FLAGS for the main menu.
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DONT_BUILD.
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When handling a LOOP_END tag in FLAC or Ogg, truncate any blocks that read past it so that the specified value is respected precisely, instead of rounding up to the nearest block size.
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DONT_BUILD.
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malloc + memset to zero --> calloc
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DONT_BUILD.
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General
Add game-side def "globalgameflags" that takes a single value. Flag 1 disables hardcoded pinning of HUD weapons to the side of the screen in widescreen.
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DONT_BUILD.
April 2015
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for non-user level, don't write garbage into h.boardfn, allow per-map ART.
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General
Do "typedef projectile_t defaultprojectile_t;" instead of having an indetical-member type.
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Move projectile_t to player.h.
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General
polymost.c: fix display of floor-aligned sprites ornameted to the ceiling.
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polymost.c: split three overlong lines into three each.
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This was formerly "fix multi-tile ceiling skies.", but TX beat me to it and Git automatically figured out how to merge while keeping a linear history. (Our fixes were identical.) Nice!
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Double the size of clouds[] (holding sectors with CLOUDYSKIES ceilings).
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Also, make cloudx[] and cloudy[] scalars, as the per-sector values were always identical. In prelevel(), warn if some CLOUDYSKIES-ceiling sectors could not be set up due to reaching the new 256 sector limit.
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actors.c: fix 3 incorrect '/' -> tabledivide32_noinline rewrites in r4658.
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Division has higher precedence than bitwise-OR. The cases concerned SE3, SE4 and NEON* sprites. Incidental info: the blinking of NEON* sprites can be controlled via their lotag, similarly to how you how you give a "random flash number" as SE4 hitag.
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Revert "vec2_t rotatepoint()."
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- Reverts
- b0eeef3
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General
Fix the sounds at the end of the episode 3 cutscene.
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Polymost parallax sky fix.
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Further constification. DONT_BUILD.
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vec2_t rotatepoint().