Build 1792
SVN-
Generale
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.
Nickname SVN e nomi Git sono unificati per persona.
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.
More OSX build fixery and printf/scanf cleanup for 64-bit systems
* 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.
* 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.
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)
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.
Fix handling of lotag and friends in generic sprite search. Tags like 65535 which are really (int16_t)(-1) are now also found.
Oops, missed a segment when applying the patch from bioman by hand
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
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
Change highpal maps to 6-bit and add corresponding scale and bias to bypass linear interpolation around the borders.
Hook basepal up to highpal.
Move the new basepal table one step further so that the engine is now aware of it.
With the help of Coccinelle, eliminate a few sector[-1] accesses and calculations of §or[-1] (bound checking code not committed).
Make audio initialization failures non-fatal
fix non-Polymer build
Fix clipshape bug reported by DeeperThought. Reason was absent-mindedness while coding :/
fix false save failure message and clean up begindrawing/enddrawing pairs
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.