Build 6788
SVN-
Generale
texcache.cpp: Override PTH_INDEXED and fall back to pre-processing tiles if high colour tint effects are being used on indexed colour art
Nickname SVN e nomi Git sono unificati per persona.
texcache.cpp: Override PTH_INDEXED and fall back to pre-processing tiles if high colour tint effects are being used on indexed colour art
menus.cpp: disable palette emulation menu options when in Polymost and r_useindexedcolortextures is 1
menus.cpp: Allow setting anisotropy when not in Polymost regardless of whether r_useindexedcolortextures is set
Fix console background disappearing intermittently
polymost.cpp: fix shadeFactor not being set properly for non-indexed colour textures
MIDI/Windows: Immediately MPU_Init after MPU_Reset so that MIDI_Reset can take effect.
MIDI/Windows: Return early from MPU_Init if MPU_Reset was not previously called to shut the MPU down.
Allow component cflags to override global CWARNS for clang-tools rule.
Update glad to 0.1.18a0
Don't apply weapon shade interpolation to the shrinker/expander crystal at all.
center texel fetches for palette lookups and add various optimizations related to indexed texture changes
Polymost palette-indexed texture rendering
Fix build
Fix weird bug with the shotgun caused by leftover code from the electric gun in LameDuke.
No, really.
Useless cleanup of a function I saw when investigating a problem
Remove 144 fps option from the menu, because it doesn't work right
Add EVENT_DAMAGESPRITE, EVENT_POSTDAMAGESPRITE, EVENT_DAMAGEWALL, EVENT_DAMAGECEILING, and EVENT_DAMAGEFLOOR.
In these events, THISACTOR is the projectile (or source of damage), and RETURN is the sprite/wall/sector affected. Set RETURN to -1 to cancel any hardcoded effects. ud.return 1 through 5 are the parameters passed to hitradius if RADIUSEXPLOSION is the source of the damage. ud.return 1 is -1 otherwise. New tokens "damageeventtile" and "damageeventtilerange" or tiledata[].gameflags & SFLAG_DAMAGEEVENT to enable processing for receivers with corresponding tilenums. CON commands to replicate hardcoded effects (beyond switching tilenums, such as spawning glass) are forthcoming. Use of EVENT_DAMAGEHPLANE is hereby discouraged. Patch from Striker, based on work by Fox.
Fix horizoff with q16. This solve the problem with horiz returning to center after standing on a sloped floor.
Patch from Fox.
Add gettiledata/settiledata. Same members as tiledata[] quick access struct. Not all fields writable.
Patch from Striker.
Fix smoothness of q16 mouse aiming
xa.cpp: Tabs to spaces.
xa.cpp: Fix the crackling noise.
xa.cpp: Cleanup that didn't help the crackling noise.
In case a requested quick load upon death cannot be completed, perform a pistol start instead of doing nothing
Fix Polymer issues introduced with change to Q16.16 view angles
Inline drawrooms() wrapper
SDL 2.0.8
Improve file loading
Fix save deletion in the load menu not closing the verification prompt appropriately.
While here, also fix the formatting of the save cleanup verification prompt to center vertically since the message was expanded to 3 lines.
Accept "BUILDART" prepended to ART files
Display number of savegames to be deleted before removing, automatically remove old savegames from the install dir in EDUKE32_STANDALONE builds. DONT_BUILD.
CSV format for CON timing output
Remove " Settings" from user profile folders on Windows
Menu stuff
Add verification screens for deleting saves
"Clean Up Obsolete Saves"
Autosave culling
Change header string to "E32SAVEGAME" (but still accept "EDuke32SAVE")
Improve r6723. Adds EVENT_LASTWEAPON.
Patch from Fox.
Improve CON perf tracking's ability to determine actor names
Backport some CON profiling stuff from Lunatic. Use "printtimes" in the console.
Remove attempt at being compatible with the original ranges of ang and horiz values, and introduce a q16 version of drawrooms (and showroom)
Truncate instead of round when returning avel and horz from getinput
And we'll put a happy little int16_t right over here
Missed files from last commit
q16avel/q16horz
Store configuration data in AppData on Windows in standalone builds
Use ~/.config/APPBASENAME instead of ~/.APPBASENAME on Linux
Move APPNAME and APPBASENAME to common_game.h so we can use them for the data paths in common.cpp
Re-allow negative hitags on crack sprites.
Perform CON_SAVE after a frame is drawn
Menu stuff
Avoid filtering seams by drawing custom scrollbars twice, like the scuba gear and chaingun.
Patch from Fox.