Dicembre 2012
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Generale
Replace the osdcvar_t members that needed to be kept in sync with cvar_t with an actual cvar_t. If this is questionable for any reason I'm forgetting, feel free to revert!
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Generale
Surround "debug1" and "debug2" with #ifdef DEBUGGINGAIDS
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Generale
Clean up a couple of other getrendermode() related bits that the previous commit missed
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Generale
Add predefined REND_CLASSIC, REND_POLYMOST and REND_POLYMER constants and use them everywhere getrendermode() is called.
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more glue, fixes, backtrace for code called back from C.
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Generale
Replace "if (g_tile[..].execPtr)" -> "if (G_HaveActor(...))".
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beginning to glue things together. Introducing LUNATIC_ONLY.
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Generale
Remove commented code using former engine variable "automapping".
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Generale
Fix LTO=1 RELEASE=1 Lunatic build.
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Generale
Rectify.
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Generale
Fix SVN mime-types of binary files.
Mostra dettagli
Windows batch file: for /r %%G in (*.a) do svn propset svn:mime-type application/octet-stream "%%~G" for /r %%G in (*.lib) do svn propset svn:mime-type application/octet-stream "%%~G" for /r %%G in (*.dll) do svn propset svn:mime-type application/x-msdownload "%%~G" for /r %%G in (*.ico) do svn propset svn:mime-type image/vnd.microsoft.icon "%%~G" for /r %%G in (*.icns) do svn propset svn:mime-type image/icns "%%~G" for /r %%G in (*.bmp) do svn propset svn:mime-type image/bmp "%%~G" for /r %%G in (*.png) do svn propset svn:mime-type image/png "%%~G" for /r %%G in (*.xcf) do svn propset svn:mime-type image/x-xcf "%%~G" for /r %%G in (*.psd) do svn propset svn:mime-type image/vnd.adobe.photoshop "%%~G" for /r %%G in (*.nib) do svn propset svn:mime-type application/octet-stream "%%~G" for /r %%G in (*.map) do svn propset svn:mime-type application/octet-stream "%%~G" svn propset -R svn:mime-type application/octet-stream polymer/eduke32/Apple/lib svn propset -R svn:mime-type application/octet-stream polymer/eduke32/Windows/lib/32 svn propset -R svn:mime-type application/octet-stream polymer/eduke32/Windows/lib/64 svn propset -R svn:mime-type application/octet-stream polymer/eduke32/source/jaudiolib/third-party/Apple/lib svn propset -R svn:mime-type application/octet-stream polymer/eduke32/source/jaudiolib/third-party/Windows/lib/32 svn propset -R svn:mime-type application/octet-stream polymer/eduke32/source/jaudiolib/third-party/Windows/lib/64
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Generale
Clean up and factor jaudiolib.
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Generale
Replace initialize_globals() with global initialization.
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Generale
Fix the gap between loops of ambient MUSICANDSFX sounds like BAR_MUSIC.
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Generale
All kneel, king FLAC is here.
Mostra dettagli
FLAC source from git commit 0920bc1ffb07f038b317e7e8056509fe0e4b680e, patched by me. Windows libFLAC.a built using i686-MinGW-w64 and x86_64-MinGW-w64. HUGE thanks to rhoenie for building the Mac fat library (ppc, i686, x86_86).
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Generale
Clean up some file and directory structure.
Mostra dettagli
* Renamed source/jaudiolib/third-party/mingw32 to source/jaudiolib/third-party/Windows. * Moved source/jaudiolib/third-party/Windows/include to source/jaudiolib/third-party/common/include to use both on Windows and Apple. * Deleted Apple/lib/include/{ogg,vorbis}/, see previous point. * Deleted Apple/lib/libvorbisenc.a, 6MB saved. * Moved Apple/lib/lib{ogg,vorbis,vorbisfile}.a to source/jaudiolib/third-party/Apple/lib, where they belong. * Moved source files in Apple/ to source/, where they belong. (SDLMain.[mh] stay.) * Deleted source/jaudiolib/third-party/{ogg,vorbis}.framework, not used any more. * Renamed "StartupWinController*" to "startosx*".
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Generale
Bump DirectSound version to 8. This shouldn't really affect anything as the API is the same for all of the bits we make use of, but certain sets of DirectX headers/libs seem to be lacking v7 support.
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Generale
Remove FX_ASSVersion and related code since it wasn't used anywhere
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Generale
Throw a compiler warning when building with only the null sound driver
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Generale
Fix DirectSound in MSVC builds and remove the dependency on the DirectX SDK
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Generale
DEF "voxel": fix a tile range check failure message.
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Generale
Encapsulate aplWeapon* array accesses in a PWEAPON(Player, Weapon, Wmember) macro.
Mostra dettagli
In the normal game, these arrays are conceptually [MAX_WEAPONS][MAXPLAYERS], allocated as CON per-player gamevars (e.g. WEAPONx_WORKSLIKE). For Lunatic, they are replaced with weapondata_t g_playerWeapon[MAXPLAYERS][MAX_WEAPONS].
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Generale
Replace wall of dup'd code in Gv_AddSystemVars with something more readable.
Mostra dettagli
Specifically, have a weapondata_t type mimicking the aplWeapon* arrays. Keep a list weapondefaults[] which undergoes some static->dynamic tweaks and then makes its way to the WEAPONx_XXX per-player gamevars.
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Generale
Replace initialize_engine_globals() with array initialization.
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Generale
Lunatic translator: pack all translation units into one big blob.
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sinking in code.
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Generale
Make get{zs,ceilz,florz}ofslope (now ...ptr) accept sectortype pointer.
Mostra dettagli
And rewrite the original functions as wrappers around these.
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Generale
Clean up spawning / actor initialization code.
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Generale
Cleanup of console/on-screen-display (OSD) functionality.
Mostra dettagli
- Rewrite the "clear background" routine in a no-brainer way instead of juggling around with rotatesprite(). Make it common to game+editor. Expose glRectd to glbuild. - Don't stop OSD text line drawing when encountering a non-printable char. Instead, treat it as space. - In OSD_SetTextMode(), don't use swaplong (which really swaps 32-bit ints) to swap pointers. Write an analogous "swapptr" instead. - When changing from/to OSD, don't inject a pause key. This *might* have been the cause of the reported pausing problems. - clean up the code... (Yes, this commit throws together too much stuff. I suck sometimes. :P)
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event chaining.
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print -> OSD_Printf, error reporting.
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Generale
Clip printext256() at xdim, don't crash OSD_Printf() with empty string.
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Generale
Add a couple of test CONs: non-local control flow, rotation-fixed useractors.
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Generale
Fix rotation-fixed useractors (those having usertype bit 4 set).
Mostra dettagli
Rotation-fixing happens for a couple of hard-coded statnums that presumably never move (DEFAULT, STANDABLE, FX, FALLER, LIGHT), but for actors it wouldn't make sense since the common case is that they do move. For this reason, bit 4 was introduced in r1934. The position of such useractors will not diverge due to error roundoff accumulation in rotating sectors (SE0, train).
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more complete gameactor(), misc. translator tweaks.
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Generale
Pack actor_t's bposx/bposy/bposz members into a vec3_t named "bpos".
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save r_usenewshading in configuration file.
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Generale
Fix build.lua's loadarts(), add bigytiles.lua.
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Generale
engine.c: remove some old "#if 1"s, add compilation switch MULTI_COLUMN_VLINE.
Mostra dettagli
Unconditionally enabled, but useful for comparing the behavior of the 1-column vline functions against the 2- or 4-column ones.
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fix drawing tilesizy=512 walls, use non-pow2 routines with pskies.
Mostra dettagli
The former is really only a workaround. Walls/vertical sprites/pskies with ysize 512 (and presumably greater, but this was not tested) are rendered with one shade higher at the borders (1 pixel vlines) because of a certain assumption in the ASM (see comments there). With very dark shades, the palookup[] buffer is accessed oob. We simply allocate 256 bytes more at the end for each. The latter is only for CLASSIC_NONPOW2_YSIZE_WALLS builds, which is not enabled yet. It seems to matter only for the uncommon case where the such pskies repeat in the height. A 1680x1050 window fully covered with such a sky is then rendered at about 60/85 the FPS for me (mostly due to not using the 4 pixel vline routines), so it may be leaning a bit too much on the side of correctness. A compilation switch DEBUG_TILESIZY_512 is introduced in engine.c for demonstration purposes.
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Generale
Add "mapinfo" token to the def parser, pending implementation.
Mostra dettagli
Sub-tokens: "mapfile", "maptitle", "mapmd4", "mhkfile" http://forums.duke4.net/topic/6070-user-map-maphacks-eduke32-feature-request/
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in 3D mode's tile info, highlight members of swapped bottom walls.
Mostra dettagli
- If aiming at a swapped bottom wall, display "Wall <wallnum> -> <otherwallnum>" - highlight pic, shade, pal, cstat in yellow then - in printext256, accept at most 3 digits for the color format string (e.g. ^123)
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Generale
In Polymost, make r_usenewaspect=2 fog independent of screen x size.
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when pasting single wall, take over bits 4, 1+64 and 8+256.
Mostra dettagli
That is, everything concerning orientation. Previously, it was wrongly the bitwise NOT of these bits that got taken over. In particular, if bit 2 (swap bottom walls) would get pasted, ridiculousness could ensue.
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Generale
Revert "Implement fullscreen 8bpp mode as a borderless, desktop-sized window when running on Windows, and expose an 8bpp mode to the game with the same size as the desktop when no fullscreen 8bpp modes are exposed by Windows. This is required on Windows 8 if we want to have any operation of classic mode in fullscreen, because Windows 8 drops the ability to set any mode other than 32bpp (leaving us largely in the same position we are when running under X)."
Mostra dettagli
- Annulla
- 705cc72
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Generale
Fix ebacktrace on 32-bit. (Sorry, we're back to 5 MB.)
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Generale
Move fog calc routines into polymost.c, declare in engine_priv.h.
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Generale
Don't enable fog in polymost_printext256() and when drawing tile view in M32.
Mostra dettagli
The new "r_usenewshading 2" mode could darken these otherwise.
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Generale
Classic-like visibility/fog for OpenGL modes, r_usenewshading 2 (new default).
Mostra dettagli
Implemented using GL_LINEAR fog. The only source of difference (besides the obvious indexed vs. true color) should now be the distance constant, which still had to be determined experimentally. Polymer implements this mode in its fog fragment program part. Parallaxed skies are always drawn with full visibility, I'm not sure if there are any maps that expect otherwise. Also, accidentally committed: factor out initialization code from polymost_printext256() into gen_font_glyph_tex(), small game.c changes.
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Generale
Fix the DirectInput breakage on Win64.
Mostra dettagli
It was caused by the definition of c_dfDIJoystick using literal 24 and 16 values in place of sizeof(DIDATAFORMAT) and sizeof(DIOBJECTDATAFORMAT), which include pointers. On 64-bit, the values end up being 32 and 24, causing a discrepancy in which DIERR_INVALIDPARAM was thrown. https://gitorious.org/0xdroid/external_libsdl-12/commit/1b1e05db06edcbe64599c6a5ad703795e0e02acb/diffs