October 2012
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save command input history.
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General
Clean up redundant/local function declarations in build.c.
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various tweaks.
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Going to extremes to avoid code duplication like the plague, but at least it's great to learn about the whole function environment business.
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take over load path.
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add an OSD command to be able to interface with stuff.
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fix up Makefiles, split dynsymlists.
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The Makefile now has separate {GAME,EDITOR}LDFLAGS, so the correct dynamic symbol list can be specified.
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prototypical editor binding.
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Minor cleanups in actors.c, mostly relating to custom projectiles and the like. A bug causing custom projectiles to knock the player back twice as far as the hard-coded ones was also fixed. There should be no other functional changes for the end user.
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In savegames, store dummy constant-length block instead of a _prlight array.
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sizeof(_prlight) differs across compilers, and besides, Polymer lights were not loaded anyway (they're restored live in-game later). The savegame version was not bumped, but only savegames made with builds where sizeof(_prlight)==261 (like synthesis) will stay compatible! Report and helpful debugging information by LeoD.
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In DNCOORDS display, add spritebridge and sbs.
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On non-{Windows, OS X}, don't link to libpng when PNG support is not requested.
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Add helper program profdemo.lua, running EDuke32's demo profiling N times.
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... and displaying statistics afterwards. It was easier to do it this way than porting stat.lua to C and especially adding more logic to the already spaghetti-like demo playback code.
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In Load Game menu, show 32- or 64-bitness of save game on mismatch.
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make 'corruptcheck_noalreadyrefd' a separate OSD command.
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Instead of having 'noalreadyrefd' as a 'corruptcheck' subcommand. This way, TAB completion can be had.
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factor out some code (3x) into GetSaveBoardFilename().
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In -d command line arg, allow specifying demo number in addition to file name.
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Factor out prepare/finish parts from load{old,}board(), misc. cleanup.
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This means that loadoldboard() now should also initialize Polymer map info after loading a v5/v6 map. Make the variables holding a file descriptor an int32_t instead of int16_t.
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Rip out v5/v6 map definitions and routines into src/engine_oldmap.h.
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For loadboard() and friends, pass a vec3_t position instead of separate x/y/z.
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A bit stylistic Polymost code cleanup.
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Add compilation switch MODEL_OCCLUSION_CHECKING to polymost.h, leave it enabled.
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Remove last argument from yax_getneighborsect(), make radarang[] engine.c-local.
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A couple of inside()-related cleanups.
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- make inside_editor() static in build.c - replace comparisons of inside()'s return values with 0 by ones with 1 (since a returned 0 can mean -1 or 1, i.e. oob sector or is really inside) - prevent a theoretically possible oob access in correct_ornamented_sprite()
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Clean up updatesector* family, no functional changes.
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- factor out the "is inside" predicates - rename updatesector_onlynextwalls() -> updatesectorbreadth() - add ATTRIBUTE((nonnull(4))) to the bitmap arg of updatesectorexclude().
September 2012
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General
Update ENet with the latest changes from github
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Fix a.masm changes so MSVC builds work again. The relevant functionality seems to work (non-power of 2 textures drawn without error), even with CLASSIC_NONPOW2_YSIZE_WALLS defined in engine.c, but I'm not familiar with any corner or edge cases that need to be watched out for with this.
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Note: CLASSIC_NONPOW2_YSIZE_WALLS is still not enabled in svn.
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engine.c: Split CLASSIC_NONPOW2_YSIZE into _WALLS and _SPRITES, enable the second
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Port non-pow2 ysize texture mapping routines to MASM, untested.
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It's mostly taking over the NASM code, with a couple of changes: - declarations for externals and globals are slightly different - the masm seems to have e.g. "dword ptr [...]" where the nasm has only "dword [...]", though the masm also has a couple of the latter. The "ptr" modifier seems kinda redundant to me, but I added it to every indirection anyway.
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a.nasm: add 'dword' to some stores in the nonpow2 routines for consistency.
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engine.c: add compilation switches for non-pow2 ysize functions, disable for now.
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Previously, we used them in our builds for sprites, but MSVC builds don't have the ASM ported to MASM, and thus the workaround of ignoring the linking errors was not safe.
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foreachmap.lua: add option of only printing matching file names (like grep -l)
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Also, add convenience wrapper script findmaps.sh for quickly searching for sprites/walls/sectors satisfying a certain condition in all map files under a given directory.
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add check for sprites being out of the maximal grid range (+-524288).
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Requested auto-correction will place such sprites at their sector's first point.
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Revert "Abyss crash prevention code", but make the overflow explicit.
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Disable spot lights on ATI cards, fixing the recent crashes with Catalyst 12.8.
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Fix compilation on Debian 6.0 (Squeeze).
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Revert r2223's removing of bit 1 making it to setbrightness(), now a noop.
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Hendricks found a bug caused by that commit, so this one enables exprimentation with setbrightness() bit 1 behavior.
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Add the option of starting demo profiling from the command line.
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EDuke32 will exit afterwards.
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foreachmap.lua: add shortcut for quickly finding certain sectors/walls/sprites.
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With SDL 1.2 builds, make the profiling be cancelable by pressing any key.
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Add a profiling option to the 'demo' OSD command.
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See the comment in source/osdcmds.c for instructions on its usage.
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Fix aspect determination from showview in fullscreen mode.
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This makes the splitscreen mod not have a ridiculous view distortion. Such scenes will have no correction for non-square pixels, though.
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Remove old backtrace DLLs. For some time they have been unused and supplanted by ebacktrace1.dll.
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Add detection of Windows 8 and Server 2012 to win_printversion().
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Fix three (probably harmless) maybe-uninitialized warnings.
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patch from jfmact: "added c++ trimming to header" mathutil.h
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Revise EVENT_CHANGEWEAPON so that RETURN has no effect except for two values. -1 will cancel the weapon switch. -2 will override the switch to whatever value p->curr_weapon is set in the course of the event.
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While we're at it, factor out duplicate code into P_ChangeWeapon().
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Possible fix for saving the "Fav priority" autoswitch setting.
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SE17 setup: when failing to find warp z height for lower level, use heuristic.
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Specifically, use the elevator's own ceiling z height instead of searching nextsectors with nextsectorneighborz(). This makes maps like L9.map (Spaceport from N64) or DEMOUNT.MAP work. [Note well: work at all, since if it happened to work before, that was pure coincidence.]
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__fastcall int32_t getangle -> int32_t fastcall getangle. Might fix MSVC build.
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Replace some literal statnums with the corrensponding STAT_...