June 2012
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don't attempt to draw sprite with void tile, preventing div-by-0s later
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draw a wall blue if its squared length exceeds INT_MAX (not UINT_MAX)
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General
Fix a div by zero in polymost_internal_nonparallaxed.
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fix a div by zero when drawing tile info for void tile in 3D mode.
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This was exposed by Clang with -ftrapv, which apparently also traps those.
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Lunatic translator: fix dangling else and add a test file, tweak warnings
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build/Makefile: Always compile a-c.o with -O2 and without -fcatch-undefined-behavior
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This is to not slow down the core drawing functions too much in debugging builds and mimics the way things are on x86.
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a.m32: new state "collect_ceilsky_sectors" collecting parallaxed ceilings.
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disallow joining non-adjacent sectors when expert mode is disabled.
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Factor out r2726' kopen4load checks into testkopen, closing opened files.
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warn on out-of-range hex literals and ignored redefines with different values
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CON parser/runtime: two bound tweaks, defer setting insptr in (load)actor.
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Lunatic translator: define, include, fix "music" parsing, ...
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take a stab at semantic actions; tweaks
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actors
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in event interface, pass actor, player, dist.
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gameexec.c: factor out stuff, make code more readable overall.
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don't attempt drawing sprites with (cstat&48) == 48 that aren't voxels.
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Bang! One more invalid internals exposure squashed. Maybe one day we'll be able to call EDuke32 "stable"... Actually the offending sprite IS drawn as face sprite with shade 32 and xrepeat and yrepeat 255 for the convenience of the CON coder who will have to debug it.
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Fix MSVC build error caused by the use of a C99 feature (that should have been added to the compiler about 13 years ago)
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Silence "number greater than INT32_MAX converted to a negative one" warning.
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Literals written out as if they were unsigned and having the highest-order bit set are all too ubiquitous, like hitscan masks for example.
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TROR/classic: same fix as r2739, intersecting case.
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engine.c: cleanup / readability tweaks
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TROR/classic: fix a certain class of underdraw glitches.
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Those were happening when wall drawing in an upper/lower layer "closed" too much of the "curtain" (umost/dmost) for subsequent drawing in that portal. Example: looking down the sewer manhole at the beginning of Retaliation will now render without HOM.
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This probably fixes the music breakage caused by r2727.
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do strtok on a duplicated string containing the address in Net_Connect().
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Also, - don't strip const when passing the char ptr to it and a couple more instances in game.c - use g_netPort when -connect parameter doesn't have a port suffix (":XXXX"), so that e.g. eduke32 -port 1700 -connect localhost is the same as eduke32 -connect localhost:1700 (-port must come before -connect, unfortunately.)
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second part of buffer overflow check correction.
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This was supposed to go into the last commit, but I did git commit --amend without adding the changes to the index. Now I'm too lazy to sort things out.
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correct packet buffer overflow checks.
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The GAMESTATE one has to be carried out twice, first on the data from xd3_encode_memory, and then with the compressed data (because it might have increased in size, though this is very unlikely). The MOVE check is similar, though there, failure of the first check implies corrupt memory (which is why we're Bassert'ing that condition). Currently, the overflow on GAMESTATE sending happens when switching to a different map.
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remove (char *) casts where they amount to no-ops.
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Fix a "set but not used warning" in xdelta3.c, revert definition of XD3_ASSERT.
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Revert a change in xdelta3.c done in r2683.
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eliminate ptr->byte idx conversion of action/move/ai in t_data.
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These are element indices for a while now. Also eliminate some dead code afterwards.
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Bump BYTEVERSION, correct actor_t size on x64, add assert(sizeof(actor_t)==128).
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r2727 made old savegames incompatible, as an array with MAXVOLUMES*MAXLEVELS is saved in Gv_WriteSave().
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Prevent the reserved cheats from displaying a finished time and from clobbering personal map time records.
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Massive menu input control revamp/cleanup/factor. (added: input.[ch])
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New Wii control defaults for the Wii Remote + Nunchuk and the Classic Controller. This includes new code added just so that the Home key brings up the menu in-game, reducing the need for a USB keyboard. On the technical side, raw joystick access (comparable to what is available for keyboard and mouse) is now present in jmact, on the game side. (added: joystick.[ch]) Using this new raw joystick access, I replaced tueidj's hack to map A and B to LMB/RMB and D-Pad Up/Down to the scrollwheel. I made the menus more friendly to mouse and joystick browsing by adding and unifying checks and clears for various buttons and gamefuncs. In fact, the majority of the time spent on this commit was tracking down problems that appeared with the factoring and trying to understand the menu system and the way input checks are precariously executed. In addition, "Press any key or button to continue" now truly means what it says. As a result of incorporating proper raw access into control.c instead of it directly accessing the implementaiton, the program *may* no longer be affected by joystick input when it is out of focus. This follows the pattern set by the mouse, and I think this is a positive change. A small bonus: In the classic/old keyboard preset, the key for Show_Console has been changed from '`' to 'C' because '`' is taken by Quick_Kick.
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Bump MAXLEVELS to 64, per user request.
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The handling for grp, con, and def filenames has been massively cleaned up and factored into common.c. A new header, common_game.h, was created because common.h was placed in build/include (see r2542) and we need a common header for things that strictly should not be in the engine. RTS file names were also improved but some of the patterned changes were already made in r2420, and they were not factored because they are strictly part of the game, not the editor.
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NAM and Napalm can now share their con, def, and rts files if the one for their respective game is not present because the con and rts files are identical. Also, decapitalize two string literals missed in r2540.
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Incorporate some use of Bfflush(NULL) in hopes to alleviate Wii configuration saving concerns.
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pack actor/move parameters into t_data, which is enlarged to 14 elements.
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(LUNATIC build only.) Also, a minor problem is identified. sizeof(actor_t) is 124 on 64-bit platforms, while the expected size is 128 bytes. This needs to be corrected whenever the next savegame version bump happens.
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In G_GameExit, rename arg 't' to 'msg' for (slightly) easier grepping of t_data etc.
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one const char * --> char *, since we alloc/free it.
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Rename LUNATIC_ENABLE macro to just LUNATIC.
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Replace a couple uses of S_IREAD with our platform-aware BS_IREAD
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Replace a few "#ifdef GEKKO" statements added for the Wii port with "#ifdef HAVE_VORBIS" like they should have been in the first place. Allows jaudiolib to build without Ogg support on platforms other than the Wii if desired.
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For me (helixhorned), do SDL_WarpMouse even in debugging builds again.
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This introduces a Makefile variable EDUKE32_MY_DEVELOPER_ID, which is expected to come from the environment, so that minor disagreements/ preferences can be handled -- don't let it go overboard though! -- to keep the working directory clean of stuff that one doesn't actually work on. My ID is 805120924, i.e. "helix".
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M32 auto-aligner: calculate panning for non-firstwall-aligned ceilings/floors.
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Also, print failure messages on some occasions.
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keep the temp sector on some more occasions that don't delete them.
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Part 1 of ceiling/floor auto-alignment functionality.
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Usage is from 3D mode only. When a sector (or wall) is committed to the clipboard, it (or the wall's sector) is saved, and is subsequently used when auto-aligning [;-ENTER] another sector's ceiling or floor against the reference one's. This temp. sector is reset on any structurally modifying operation except setting first walls; also, aligning extended ceilings or floors is impossible as they use .*xrepeat internally. The auto-alignment does not change picnums (this can be accomplished with the ['+ENTER] combination), but copies the orientation bits 2^{2..6} to the alignee. Afterwards, if the reference is relative-aligned, it tweaks them, so that every case where the two firstwalls are either parallel or perpendi- cular is handled correctly. It does not yet calculate the panning values.
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Throw a commented #define DEBUG_TEXTURE_NAMES into glbuild.h.
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This is so that people know where to enable it. One day, all these debugging switches ought to go into the Makefiles in one form or another.
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in textured 2D mode, make floor flipping [F] work.
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In textured 2D mode, allow setting floor relativity [R].
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Also factor out the code (2x) setting the alignment bits for sprites.
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more descriptive message when flipping stuff [F], reverse w/ SHIFT.