February 2011
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temporarily bump the additional space after wall[] to 1024 walltypes in the editor; display map corruption status in upper left corner in the corrupt case.
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More OSX build fixery and printf/scanf cleanup for 64-bit systems
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* Fix a serious logic mistake with checksectorpointer. Previously, a white wall could 'connect' to a red one, leaving the reverse link intact and creating a situation like this: w_new <-> w <-- w_old.
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* Have the corruption checker catch this case among a few other new ones. Rename OSD command 'autocorruptcheck' to simply 'corruptcheck' with options 'corruptcheck <seconds>', 'corruptcheck now' and 'corruptcheck tryfix'. * When pasting sector selection into valid player space (releasing AltGr), ask whether a surrounding outer loop should be created since this is probably not always desired.
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fix some issues with compilation on mac osx; make B, N, M keys behave the same as KP1, KP2, KP3 when pointing at a polymer light (hack around keyboard strangeness)
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make [ and ] keys cycle search matches and Alt-[ and Alt-] cycle corrupt places; make Alt behave the same as Shift when panning/resizing textures in 3D mode to work around dead Shift+KP5+KP2/8 combination.
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Fix handling of lotag and friends in generic sprite search. Tags like 65535 which are really (int16_t)(-1) are now also found.
January 2011
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Oops, missed a segment when applying the patch from bioman by hand
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Patch from bioman to fix an issue with static linking GTK and to correct the alignment of the fullscreen checkbox in the startup window when building with POLYMER=0
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print 'cached tile' messages only from 5 ms up so as not to flood the OSD/log; quit on out of mem in one more place; new tool md2tool to query MD2 model info or change the scale/translate fields so that desired bounds are produced
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Change highpal maps to 6-bit and add corresponding scale and bias to bypass linear interpolation around the borders.
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Hook basepal up to highpal.
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Move the new basepal table one step further so that the engine is now aware of it.
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With the help of Coccinelle, eliminate a few sector[-1] accesses and calculations of §or[-1] (bound checking code not committed).
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Make audio initialization failures non-fatal
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fix non-Polymer build
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Fix clipshape bug reported by DeeperThought. Reason was absent-mindedness while coding :/
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fix false save failure message and clean up begindrawing/enddrawing pairs
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Fix the lighting model so that lights don't get the modulated diffuse (defeats the purpose if they do, since you wouldn't be able to light a fully shaded room). That means the highpal lookup has to be performed twice now, once with the modulated diffuse to apply to the result and once with no modulation to make a diffuse that the lighting code can use. That means that lighting isn't 100% accurate with respect to the highpal result, but that's the best approach I could think of.
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Manage base palette as IDs instead of passing pointers around ($10 says I broke something). Corresponding engine change will be coming up; this is in prevision of highpal handling of game palettes.
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Don't use -rdynamic on platforms that don't necessarily support it.
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Define OV_EXCLUDE_STATIC_CALLBACKS before including vorbisfile.h to avoid having some unused global structures (and warnings) around.
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Sync ENet with latest cvs commit
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Fix more MinGW warnings.
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Don't include compat.h from protocol.c and define UNREFERENCED_PARAMETER directly instead to fix the MinGW build.
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Fix all the remaining warnings (except the warn_unused_result stuff, pass -Wno-unused-result).
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Build game_banner.o and editor_banner.o with -Wno-pointer-sign.
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Remove some warnings.
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Add "Bstrstr" to compat header
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Run engine source through new version of astyle, add printf() call to OSD_Printf() to facilitate console access through stdin/stdout for dedicated server mode, minor changes to sdlayer to allow operating without actually initializing SDL
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Switch back to using GL_COMPRESSED_RGB_ARB and GL_COMPRESSED_RGBA_ARB instead of explicitly asking for DXT1 and DXT5 (maybe fix white boxes on ATI?), change check for Radeon X1xxx cards to work on mobile cards with different GL_RENDERER strings
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Too much stuff for one commit.
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engine: * sector-like sprite clipping now works with x- xor y-flipped actual sprites mapster32: * corruption checker has been hooked up to loading/saving routines to inform/warn the user * also warn if mouse pointer is over corrupt wall which is shown in pink then: you should not move such a wall! * faster map loading by deferring polymer_loadboard to 3d mode entrance (also removes some 'glGetTexLevelParameteriv returned GL_FALSE' warnings) * more logical maphack light handling, the logic is still a bit dodgy though * some menu and misc. function fixup * redundancy elimination... API: * added consts various for 'char *filename' parameters * loadboard() now accepts bit 4 for flags (formerly 'fromwhere')
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Fix a problem with model skins introduced by highpal. Liztroops would turn blue on death.
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Fix editor picking in Polymer; sorry!
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Perform the highpal lookup after the diffuse modulation and detail to hit more range in the highpalookup map. This shuffles a fair bit of lighting model around, so I wouldn't be surprised if I broke something.
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Hook highpal to model skins.
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have gltexcompr option in mapster32; fix prhighpal.py script
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Make mapster32 know r_downsize parameter. For best caching performance, this and glusetexcache should be the same as for the game. Highpalookup script can now generate maps equivalent to the current PHRP tint defs.
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Move the highpalookup python helper scripts somewhere that makes sense and
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that's packaged by synthesis source snapshots (zebioman request).
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Fix build.
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A bunch of mutually unrelated updates.
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First, there's a new script for the generation of highpalookup images. Python 2.6, NumPy and PIL are required. Next, the map corruption checker has been ported to C. This is so that Mapster32 will be able to take decisions more cleverly based on the corruptness of the map. It also catches a few more issues like inconsistent nextwall/nextsector tags now. Finally, link the executables with --large-address-aware on Windows. This gives a gig more private virtual memory on XP when booting with /3GB. YMMV, but I can play IW2 with Polymer now.
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Make deferred polymer model processing not crash; make tile name search case-insensitive.
December 2010
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(ATM broken) support for PNG highpal files; their dimensions must be the same as the TGA ones.
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Highpalookup support is more or less ready, also checked in sample script to
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generate the highpalookup maps offline (only with a few incomplete pals right now). New DEF token: highpalookup [pal] [filename] New cvar: r_pr_highpalookups
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Get the glTexImage3D function pointer from the ICD, not from dlsym/GetProcAddress. This fixes OpenGL on Windows since opengl32.dll only has version 1.1 symbols.
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Fix release builds.
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Highpalookup maps implementation on the renderer side. Currently set to a hardcoded highpalookup of 6:6:6->RGB and causes a noticeable quality drop. Use the debug1 cvar to toggle ingame.
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Split MD3 model post-processing into common and Polymer parts and defer the latter if the game is started with a different renderer. This has the benefit of faster startup times and much less memory consumption in that case. When the user switches to Polymer later in-game, all processing is done in one run. I've observed crashes due to the music system if it takes too long, so the it may be unreliable. Also some calloc->malloc where the clearing is unnecessary.
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d'oh
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Fix the build for everything else; it looks like the macro definition for
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ATTRIBUTE was just missing from helixhorned's change.
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fix r1740 msvc build breakage