Settembre 2011
-
Generale
Makefile lines for building with libvpx from Macports on OSX
-
Generale
Sanitize drawing sprites at different levels with TROR/classic. This should fix
Mostra dettagli
most problems where sprites appear to be drawn through walls.
-
Generale
Two tweaks to make the precaching more efficient/less redundant in the game.
Mostra dettagli
First, if we're in Polymer, don't precache tinted tiles that have a highpal for that certain pal. Second, don't precache tiles for palnum 251 (the last non-reserved one, which is used as a crosshair pal). Assuming that there are no other tints, this cuts the initial precache time and cache size on disk in half.
-
Generale
lunatic bits and pieces
-
Generale
When inserting a new sprite and determining its picnum by frequency count
Mostra dettagli
of the picnums of all sprites, omit the newly inserted sprite itself!
-
in 3 planes -> packed format conversion code, group together the
Mostra dettagli
three individual loops and compile the enclosing function at -O3 (-O1 for debugging builds). Now, the time for this conversion ranges from 7 to 18 ms per frame across various tested machines, a clear improvement.
-
package ebacktrace1.dll, remove backtrace.dll and libi*.dll
Mostra dettagli
Makefile: remove ebacktrace1.dll on 'veryclean' target
-
Generale
backtrace.c: add flags to open() so that the log file is opened user-r/w.
Mostra dettagli
This way, crashlogs will really be appended. Additionally, print a time at the end of each backtrace. winlayer.c: load ebacktrace1.dll instead of the old one Makefile.common: when building with DEBUGANYWAY=1, don't omit frame pointers This will let us get a stack trace for crashes with the release build code.
-
Generale
When searching a nextwall for a white wall after dragging a point,
Mostra dettagli
exclude grayed out walls.
-
Generale
enable VPX support for Windows
-
Generale
Add backtrace.c (the same that was used to build backtrace.dll earlier) to tree
Mostra dettagli
and build our own DLL, now called ebacktrace1.dll. The change consists of breaking the link to the libintl lib and its dependencies, so the backtrace dll is now the only one required.
-
Generale
Add statically linked libvpx to tree, built with gcc-4.5 mingw and
Mostra dettagli
./configure --disable-vp8-encoder --disable-multithread Also add VPX/VP8 headers for an easy build on Windows. Throw in the necessary lines into the Makefile but do not enable VPX support yet.
-
Generale
Fix
Mostra dettagli
http://forums.duke4.net/topic/1348-mapster32-problems-and-bugs/page__st__480 (I think, didn't test it)
-
Generale
First Lunatic development bits.
-
Generale
- protect stat bit 2 when pasting to ceilings or floors
Mostra dettagli
- when pasting to walls or maskwalls, the following user bits are kept now: 4 (top/bottom alignment [O]) 1+64 (blocking, hitscan) 8+256 (x/y-flip) - print '(one-sided)' when pressing Shift + ([B] or [H]) on a wall
-
sanitize backface culling
Mostra dettagli
Keep track of which side is getting culled, swap around mirrors, swap around model drawing.
-
Generale
fix picking
-
Generale
More natural mouse picking in software mode, closer to "what's under the cursor
Mostra dettagli
is picked" but still not perfect. In particular, sometimes a wrong wall is selected, and sprites don't get picked through portals. As a rule of thumb, don't be too far away from the objects you're modifying in 3D mode.
-
Generale
In the textured 2D mode of Mapster32, only texture non-grayed out sectors.
-
Generale
Three-way clipping in Mapster32 (still toggled with 'N): on and off as
Mostra dettagli
before, and additionally a mode that doesn't clip against masked walls and sprites.
-
Generale
In the editor, when rescaling the texture after dragging a wall-point, also
Mostra dettagli
traverse the TROR neighbors.
-
Generale
Add high-resolution timers C API for profiling. The functions are called
Mostra dettagli
uint64_t gethiticks() and gethitickspersec(). For SDL 1.2, the timer has the same resolution as getticks (1000 Hz). For Windows and SDL 1.3, the resolution of the underlying perf-timers is used. The only user of these functions right now is some TROR on-screen debugging code. Revert an earlier change regarding r_preview_mouseaim. We can't do the check because editstatus is set later.
-
Generale
- Add new trueror1.map that showcases the functionality and limitations of
Mostra dettagli
the additional rendering pass - Remove r_preview_mouseaim cvar from the game, since it's only for Mapster - sdlmusic.c: (Failed) attempt to fix a call of waitpid() with a non-existent process ID in the external MIDI playing code. I think there's a race there...
-
Generale
Support for drawing 'island sectors' for TROR/classic (and with limited
Mostra dettagli
functionality, Polymost). The new feature can be enabled/disabled with the 'r_tror_nomaskpass' cvar. The basic idea is that when drawing lower or upper levels, a first pass is performed that ignores all red walls for which the TROR nextwall link 'towards' the viewer arrives at a red wall. Thus, in the worst case, there can be up to twice as many rendering passes now (when it is discovered that the no-mask-pass isn't different that what would be drawn with the ordinary one, the latter is skipped, since we've already drawn all needed geometry). Hovever, this kind of multi-pass splitting is only suitable for simple scenes, like the upper subway in the TROR test map. In particular, multiple islands shouldn't 'see' each other. Two issues are worth mentioning: first, care needs to be taken for translucent ceilings or floors, since drawing them twice isn't the same as drawing them once. This is done for classic, but not for Polymost. Second, sprites (which are always drawn _after_ the geometry for a given pass) are still clipped to the geometry of the ordinary pass, resulting in their disappearance from certain angles. -- Additionaly, a change made it into this commit that fixes redundant collection of sprites in TROR:classic/Polymost.
-
Generale
misc. cleanup:
Mostra dettagli
- remove 'imageSize' global which was always yres*bytesperline and only used once - some clearbuf() -> Bmemset() because I find the latter easier to read - remove some clearbufs to 0 of some global arrays on init
-
Generale
Make uninitialization sequence more consistent across the editor code. It's
Mostra dettagli
always like this now: ExtUninit -> (writesetup, misc.) uninitengine -> (uninitsystem -> (uninit timers, mouse, ...)) exit() Some paths still lead to a plain exit(), like failures in cache1d.c or mdsprite.c
-
Generale
In camera viewscreen tiles, also draw upper and lower TROR levels. Works
Mostra dettagli
in any renderer because it's drawn with the software one... Also add a hack to make Polymer realize that viewscreen tiles can change each tic so that they don't show a static image anymore.
-
Generale
Make a couple of variables static in the engine; don't initialize umost/dmost
Mostra dettagli
with other than base levels, since the y*most arrays are copied there later.
-
Generale
- In the editor, make bunch-equal-making [J] stricter, because the way it was
Mostra dettagli
handled could lead to a bunch whose floors and ceilings covered different areas. A fix for the reduced functionality arising from this change is underway. - Rewrite a small portion of code using yax_vnextsec() in game.c.
-
add funtion 'yax_vnextsec(wall, cf)' to C API. It's often useful when
Mostra dettagli
dealing with sectors on the two sides of a bunch. Make yax_globallev and yax_globalbunch variables non-static. Rewrite a TROR-related bit in the engine code using the new function.
-
Generale
fix a couple of editor issues:
Mostra dettagli
- one reported by Micky: http://forums.duke4.net/topic/3911-true-room-over-room/page__view__findpost__p__106610 - malloc(0) call when saving a map with no sprites - update 'asksave' after Alt-S and corrupt-check on starting a new map
-
Generale
Add a couple of missed sanity checks for accessing player and sprite structure members as vars. Should fix crashes with stuff like "ifvare player[some value greater than MAXPLAYERS].kickback_pic blah"
-
In setbrightness() and qsetmodeany(), call setpalette() only if the
Mostra dettagli
palette changed from the last one (either globally or within the last call of one of the function). This fixes the ugly OSD flickering in 8-bit mode when a screen tint effect is in action (such as when being hurt or snotted on).
-
Generale
A couple of trivial/cleanup changes. setvgapalette() is removed from the
Mostra dettagli
engine, since it had no users.
-
when changing screen palettes, pass flag 2 to setbrightness().
Mostra dettagli
This will prevent it from calling gltexinvalidateall() when e.g. submerging and resurfacing, mimicking the behavior of the game, where only gltexinvalidate8() is called in such situations.
-
make the heinum&2 and stat inconsistency be displayed only once
Mostra dettagli
with 'corruptcheck now', but still print each corrected one on tryfix.
-
Generale
sdlayer.c: also SDL_WarpMouse() in debugging builds. This has at least three
Mostra dettagli
effects: 1) Mouse turning works with SDL 1.3 2) The mouse pointer can't leave the window area with the console up, so that focus always stays with the application 3) Menu selection using the mouse doesn't work. Not dramatic IMO.
-
Generale
polymer.c: Fix a potential zero-size calloc call when a two-walled sector
Mostra dettagli
is present (like in E4L1). Also sneak in a trivial change in cache1d.c
-
Generale
Using this dynamic checking tool: http://embed.cs.utah.edu/ubc/,
Mostra dettagli
fix two issues with signed integer overflow. One is related to clipping and the other to Polymost mouse-picking for overlong walls. Many more remain especially in the 8-bit rendering code, but I expect many of them to be intended.
-
Generale
Tweak the source so that it can be built by clang. The only necessary change
Mostra dettagli
is to remove a couple of 'inline's for functions with external linkage, which seems to be a GCC convenience.
-
Generale
mdsprite.c: prevent a couple of float divides by zero and save model file
Mostra dettagli
name into m->head.nam after loading (but before preprocessing for Polymer)
-
Generale
Make Polymer declare a callback function G_Polymer_UnInit() that is called
Mostra dettagli
whenever we change to another renderer etc. and define it for the game and editor. The purpose of the function is to clean up references to Polymer resources like lights. This fixes 1) all lights becoming spot lights in the game and 2) an issue with maphack lights in the editor (can't recall which exactly).
-
Generale
Fix crashes on 64-bit due to unintended address truncation on ptr vars
-
Generale
Better handling of tsprites that are duplicated through TROR portals.
Mostra dettagli
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.
-
Generale
Unbreak zip support as another means to group files. Using 16-bit integers to
Mostra dettagli
hold file lengths is certainly very frownworthy.
-
Generale
Prepare polymost.c for proper umost/dmost clipping of TROR passes. No real functional changes.
-
Generale
Move the fixspritesectors call and the start sector updating into ExtPreSaveMap().
Mostra dettagli
This makes the latter also correct when testing a map from the editor.
-
Generale
use updatesectorz instead of updatesector for the startsectnum updating when saving a map.
-
Generale
Oops...
-
Generale
BACKSPACE key in 3D mode now deletes a red-wall link when aimed at a wall or mask.
Mostra dettagli
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.