Build 1855
SVN-
General
Fix this fuckery: http://forums.duke4.net/index.php?showtopic=3646
SVN handles and Git names are merged into one person.
Fix this fuckery: http://forums.duke4.net/index.php?showtopic=3646
* Lazy hightile loading in Mapster32 tile selector (first display all as lowtiles, then load each one while allowing movement)
* Consolidate the various, slightly different, methods of bounding a sprite between a sector's ceiling and floor into one common function * Fixes for accumulated bugs: shade preview, r_shadescale_unbounded, and a couple of unreported ones * Yaks, gnus, and bisons...
remove my mudflap related code in makefile.common
* Comment out some practically dead code (rendmode 1 and 2, pcx screenshots), cutting some 8k from the release binary.
* Refactor two nearly identical chunks in polymost.c into one function in the hope of getting some more, but interestingly that did nothing at all. At least it's more readable this way... * Commit, but don't enable, code for writing PNG screenshots (I'm tired of converting them every time). Requires libpng which in turn requires zlib.
Don't return the "out of memory" error code from daskinloader() if kplib reports either of the dimensions are 0. Instead, return the generic failure code.
angry nerd rage
Update s_buildDate in preparation for an update of http://eduke32.com/VERSION and eduke32_current.zip
Tweakery in various places.
Engine stuff: * Add 'r_shadescale_unbounded' cvar. When set to 0, OpenGL renderers should never draw completely black objects (currently only implemented for Polymost) Mapster32: * Add 'r_shadescale' to config * In 3D mode, make SPACE behave the same as holding down a mose button: the currently pointed-at object is locked. Required some modification of a.m32 to play well (i.e. not reset SPACE). This is useful by itself but more so in conjunction with the next point * make Alt behave as a modifier with PGUP/PGDN: when aiming at a 2-sided wall, move the other side's sector's ceiling or floor (only this is new). * Auto-alignment of walls can be controlled in a finer grained fashion now: When pressing '.', only the immediate neighbors get aligned. Use Ctrl-. for the old behaviour. * When inserting a point in 2D mode, auto-align the neighboring wall
Don't warp mouse if DEBUGGINGAIDS is enabled; this'll make us ignore events if
they happen to exactly go the the center of the screen, but not that big of a deal.
fix getnumber256 crash
fix lone sector drawing
SDL 1.3 fixes
various ones accumulated in the forum (falling into infinity, stuck in doors), crash in polymer mouse picker when in void space, creation of surplus loops on sector split when sector has weird geometry.
addition: disable sprite sectnum checking with m32script expert mode enabled.
Disable texture compression when ATI's horrible OpenGL implementation is detected
MD3 export script for Blender, based off the XReal hosted one and modified to
not prompt you for shader paths, collapsed into a single file and to avoid transforming normals. This might break for rotations, but I don't think such transforms should happen with a straight import from ASE -> export to MD3.
Blender ASE: fix animation import.
fix mikesnd
Besides catching a few more corner cases, there's better mouselook handling and a warning (but no fix) for a rare and bad corruption when splitting a sector in this revision.
Add animation support to the ASE import script.
Checking in ASE import script for Blender, improved with vertex normal support.