Build 4519
SVN-
Generale
Fix saving a savegame's name.
-
Generale
Fix a display error with the bonus screen when a map's 3DR time was zero.
-
Generale
Fix a problem with r4514.
Nickname SVN e nomi Git sono unificati per persona.
Fix saving a savegame's name.
Fix a display error with the bonus screen when a map's 3DR time was zero.
Fix a problem with r4514.
Instead of displaying "Unknown GRP - EDuke32", simply display "EDuke32".
Much classier this way.
By request, implement EVENT_ACTIVATECHEAT.
Add the following LOGO_FLAGS:
LOGO_NOE1ENDSCREEN LOGO_NOE2ENDSCREEN LOGO_NOE3RADLOGO LOGO_NODUKETEAMTEXT LOGO_NODUKETEAMPIC As part of this, the LOGO_NOE*BONUSSCENE flags no longer remove the entire end sequence in one go. They now only remove the primary cinematic. If you want their previous effect, you'll have to add these additional bits.
Fix build with GCC 4.9.
Fix Wii build.
Bring MenuFileSelect_t up to speed with MenuMenu_t.
>They see me scrollin' >They hatin'
Fix the recently introduced bug where blank savegames would have their autogenerated names clobbered by the new menu code.
Fix the recently introduced bug that would take the keypress given at "PRESS OPEN TO RESTART LEVEL" as a yes at the following prompt to load your most recent savegame, seemingly without asking.
Revise the MenuFileSelect_t structure to remove the unnecessary dir pointer and rename currentlist to currentList.
When at the top or bottom of a scrolling section, show the up/down indicator darkened instead of not at all.
Test commit to make sure synthesis works.
lunatic/util/build.lua: in readdefs(), add option of requesting picnum->name mapping.
That is, the reverse of what is returned with the first outarg. Use that in lunatic/util/foreachmap.lua. DONT_BUILD.
r_npotwallmode, emulating 8-bit for walls w/ nonpow2 height textures.
When that mode is enabled (see below for caveats), wall textures that have a non-power-of-two height (call it 'h') will be modified to look like in classic: Let 'H' be the next power of two greater than 'h'. The texture will be uploaded with height 'H', made up from 'h' hlines of the original texture, followed by 'H'-'h' first hlines of the same. No panning "corrections" will take place. The mode is disabled by default. Caveats/notes: * the mode requires that r_hightile is disabled * it is not implemented in Polymer * in the Lunatic build, it is ineffective when a VX map is loaded, as those display walls with NPOT height textures correctly
Fix non-Windows building.
DONT_BUILD.
Ball-busting new menus. Still WIP.
Mouse/touch/pointer support is yet to come. #SOON. Exposure to scripting is a LONG way off. Months. The spec and data structure needs time for comment and revision. The eventual scripting access will be Lua-only.
Miscellaneous cleanup, still with the same suspects...
- in mdloadskin() and gloadtile_hi(), use new function check_nonpow2() (bit-twiddling) instead of loop - Replace a couple of missed literals with CACHEAD_* enum labels
Factor out commonly occuring hictinting[]-accessing code into three functions.
Note: in polymer.c, this was buggy (but harmless) because .r is a char: if ((uint32_t)hictinting[MAXPALOOKUPS-1].r & 0xFFFFFF00) != 0xFFFFFF00)
Replace various GL rendering related literal flags with enum labels.
- pthtyp pth->flags bits - Flags of the <dameth> argument of various functions - hictinting[].f / gloadtile_hi() and daskinloader() <effect> arg bits - hicreplctyp hicr->flags bits - texcacheheader cachead.flags bits
polymost.c: stylistic cleanup in gloadtile_hi, uploadtexture, fixtransparency.
in NPOT wall ypanning "correction", behave like Polymer in one corner case.
Specifically, the handling of one-way walls ([1] in Mapster32) was slightly different.
sdlayer.c: for Windows, switch keyboard layout to/from US on init/uninit.
Taking over the code from winlayer.c.
Rip out S_FindMusicSFX() from A_CallSound() and use in SE6/14 on-spawn init.
This makes the subway sound not played once on map initialization.
shadexfog.lua: in menu, move creation of debugging shade tables below DEBUG line.
BUILD_LUNATIC.
lunatic/test/shadexfog.lua: add function create_brightpass_trans().
Also hook it up in the [;]+[F] menu.
game.c: in A_Spawn(), protect CSTAT_SPRITE_NOSHADE of spawned MASKWALL* sprites.
actors.c: fix a A_CheckSpriteFlags() call for zombie actor to STANDABLE change.
This only affects zombie actors in a sector with a parallaxed ceiling. If they have SFLAG_NOSHADE clear, their shade is taken from the ceiling upon changing the statnum. Previously, A_CheckSpriteFlags() received a value that could only be 0 or 1 for the sprite index (typo).
sdlayer.c: fix compiling wm_ynbox() for Linux/WITHOUT_GTK=1.
add read-only variable 'Numsprites', r/w userdef member .mouseaiming.
scan label names according to stricter LunaCON rules instead of char blacklist.
These ones: http://lunatic.eduke32.com/lunacon.html#_ambiguous_lexical_elements Seriously, defining a token kind by excluding certain characters (instead of allowing a given set) is really, really broken.
allow '.' as non-first identifer character.
Replace some constants with preprocessor macros.
Fix two Polymer crashes related to corrupted maps.
Fix ebacktrace on 64-bit. New DLLs all around.
Add support for an SDL2-based wm_ynbox based on SDL2's testmessage.
Update libpng to 1.6.10.
old menus: Fix parental lock password entry.
Revert window fullscreen stuff until we have aspect-correct upscaling
pass.
in linking tag determination, handle 'on' switch picnums (+1).
in e.g. F5 "next free tag" display, note object w/ greatest tag.
Add some useful preprocessor definition to the checked-in MSVC project
don't read some variables from mapster32.cfg redundant since r4344.
Mostly, these are rendering-related variables. We keep *writing* them to mapster32.cfg so that older Mapster32 versions can be used side-by-side for now.
src/config.c: fix what is apparently a copy-paste typo in readconfig().
In non-lookup GL modes, if fog is due to fogpal, make fog params indep. of shade.
make r_usetileshades 2 the default.
This mode does not take a sector's visibility values into account for uniform darkening of a texture. It is more faithful to classic with respect to fog/visibility *distances*, but may be less so as far as the "tint" of the texture due to visibility attenuation is concerned.
engine.c: instead of fogpal post-tweaks (last 2 commits), normalize by numshades-1.
That is, for every for palette (now, even ones created by the user) the last shade is the (or rather, a color close to the) full fog color by construction. In loadpalette(), reject a PALETTE.DAT with only one shade level.
engine.c: extend the last workaround to all four fogpals generated at startup.
engine.c: after creating gray fog palookup, make its greatest shade map to same color.
Concretely, for all 1 <= i <= 255, make graypalookup[31][i] := graypalookup[31][0]. Also document 'fogpal' in the Lunatic doc.