Build 2005
SVN-
General
Fix crashes on 64-bit due to unintended address truncation on ptr vars
SVN handles and Git names are merged into one person.
Fix crashes on 64-bit due to unintended address truncation on ptr vars
Better handling of tsprites that are duplicated through TROR portals.
Specifically, now also consider the sprite tile's yoffset, and fix an issue when a tsprite got duplicated 'toward' the viewer. Also add a couple of tests in trueror1.map.
Unbreak zip support as another means to group files. Using 16-bit integers to
hold file lengths is certainly very frownworthy.
Prepare polymost.c for proper umost/dmost clipping of TROR passes. No real functional changes.
Move the fixspritesectors call and the start sector updating into ExtPreSaveMap().
This makes the latter also correct when testing a map from the editor.
use updatesectorz instead of updatesector for the startsectnum updating when saving a map.
Oops...
BACKSPACE key in 3D mode now deletes a red-wall link when aimed at a wall or mask.
With script_expertmode enabled, SHIFT-BACKSPACE clears the upwall link and CTRL- BACKSPACE the downwall link. These functions are useful because the automatic nextwall determination code sometimes gets it wrong (not corrupting anything) or if you want to vertically displace a sector attached to a higher or lower level. Also add the exploding ceiling example to the TROR test map.
Much more elegant solution to updating the player's sectnum when passing through
TROR portals that works with a little help from updatesectorz() (change not visible from CON code). Relies only on the presence of an extension whose portal isn't blocked and also plays nicely with corner cases like being shrunk and enabling the jetpack. This should fix the upward moving platforms in WGR2.
* game and editor: emit a warning when a search-path directory specified
on the command-line isn't found (instead of saying nothing) * editor: Move inconsistent (stat&2)/heinum detection into the corruption checker. This makes a lot of original maps spew countless 'errors', but it's preferable for new maps since such floors and ceilings could behave strangely with TROR.
polymost.c: remove the rest of the rendmode 1 and 2 code from the build
fix leak of GL query objects
In cases where performing occlusion queries for multiple red walls leading to the same sector, we would sometimes leak a number of query objects. This was apparently harmless on NVIDIA drivers, but would leak tons of memory on ATI.
weapons.con.sample: fix a potential bug modders may encounter: use the special G_Draw temp variables in G_DrawWeaponTile(_crystal) instead of the ones intended for individual drawing states
fix sector masks translucency.
The code was using the Polymer-cached version of the sector cstat to determine the translucency of its diffuse material, meaning it would never get it right on the first try; that's what you get for having completely different variables named 's' and 'sec'.
Don't draw back faces of sector masks.
We normally enable backface culling always, but turn it off for two-sided sprites; we need to make sure it's re-enabled after that as sector masks are drawn after.
quotes don't print at all if blank
add weapons.con.sample, a direct port of the HUD display code to CON
add support for the include command to names.h loaded by Mapster32, and names.h no longer requires # in front of commands for CON compatibility
change the help dialog to say 'demo.edm' instead of 'demo.dmo', change support for drag and drop demo files from '.dmo' to '.edm', and change the debughelp dialog to remove the reference to the removed '-nD' gamevars.txt dumping parameter
gut and update enhance.con.sample
fix external view.
Some of the ROR code was operating under the assumption that drawasks always correspond to one call of polymer_displarooms(), but that's not necessarily the case; external view draws all sectors from the top polymer_drawrooms(), which was causing crashes. Just ignore the sector mask queues in external view mode, we already don't draw masked walls.
propagate lights across vertical boundaries.
Check all the bunch siblings if we get a floor/ceiling hit and walk them if their own planes hit.
add preliminary support for sector masks.
When walking the sectors in displayrooms, detect floor/sector masks to place them in a mask queue. The queues are allocated on the heap, but a stack pointer is maintained by the displayrooms to allow it to play nice with mirror recursion. Right now the masks are drawn after all of drawmasks is finished; that means you can see sprites and wall masks through sector masks, but not the opposite. There is a slight attempt at blending far to near, but nothing too conclusive yet; that means that in some cases some sector masks won't be visible through other sector masks, but it should work for trivial cases. The next step would be to copy all the drawmasks logic into Polymer and have it (attempt to) properly interleave sector masks where they belong in the blending order.
Don't draw 1-way walls twice.
Previously they would get counted both as 1-way walls for immediate drawing and as mask walls for delayed drawing.
Don't bother fogcalc()ing invisible planes.
Doesn't actually matter that much.
disable undo/redo editor feature until I can debug the disappearing sprites
disable hidden switch heuristic of r1968
slight tweak for software renderer sprite picking: don't pick them if they're behind a TROR portal from the current position.
Make Ctrl-Alt-A also remove gray walls in the side-view mode. This makes TROR-heavy maps look much less cramped when used in conjunction with Ctrl-A.
Various cleanup work:
- fix an earlier 'oops': make highpals load correctly again - maphack lights shouldn't be double-loaded now - slight tweak to the loading screen fadein/out timing - two bound checks - make some variables static in engine.c
Take a stab at hidden model switch handling. There are at least two ways by
which switches have been hidden in the original and user maps. One is to make it face a wall, and another is to 'embed' it in e.g. the floor, like the monitor with the burning fuse in E4L1. Both kinds show up when the switches are rendered as models, revealing the secrets that the mapper sought to hide. My proposal, implemented in this commit, is to apply a heuristic for such switches at premap and make them invisible (set cstat bit 32768). The conditions are re-checked during the game in case there is a switch coming out of the floor, for example. A new spriteext bit is used for this feature.
* "Fix" two bugs introduced by r1450. In quotation marks, because I merely tracked down the offending changes without understanding them. Mild breakage of TX's ROR is expected.
The two bugs are: - RPG projectiles don't pass through water - can't emerge from slime in bobsp2 * Coalesce Polymer lights that are at the same position for FIRE-like sprites so that only one light is actually generated. This is good for usermaps that have multi-sprite fires, like bobsp2 again.
fix sector updating between TROR bunches, leading to 'being stuck' glitches. Difference: one character.
Fix colored fog in Polymer.
This fixes a ridiculous interaction problem between non-black fog and additive lighting passes. Plagman is stupid.
Fix gamearray overallocation on 64-bit... was being allocated as (array size * sizeof(intptr_t)) when the struct actually contains a ptr to a block of int32_t
ENet 1.3.3
fix rotscrnang weirdness for any r_usenewaspect
make r_usenewaspect imply NOT glwidescreen (i.e. disable r_anamorphic there, because that would be redundant). r_projectionhack is still active, but doesn't seem to do much.
* fix screen warping with r_usenewaspect: now you have a larger FOV when being shrunk
* fix 'squishing' when taking off shrunk (the reason was TROR game code using updatesectorz) and a potential sector[-1] access