Build 5718
SVN-
General
A quick hack so that Mapster can load more pre-v7 PALETTE.DAT files.
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General
Some stuff for using clang to build on Android. DONT_BUILD.
SVN handles and Git names are merged into one person.
A quick hack so that Mapster can load more pre-v7 PALETTE.DAT files.
Some stuff for using clang to build on Android. DONT_BUILD.
Enable LIBDIVIDE_USE_SSE2 under x86_64 builds or if the binary is built with SSE2 optimizations.
GL ES: Interpreting glGetError as always meaning "this internal texture format doesn't work" is too dangerous to keep in the live code (not to mention wasteful). Move it to a new and improved Polymost_InitDummyTexture, now called Polymost_DetermineTextureFormatSupport.
Factor out the ETC block preparation by moving the ETC function decision from Polymost_SendTexToDriver into Polymost_PickETCFunction.
Allow compressed ART tiles (r_texcompr 2) to be cached.
You'll Cowards Don't Even Indent
Small tweaks to Android.mk.
Add a hack so that when exit() is called on Android, we instead longjmp to main() and return from there.
Add "artquality" subtoken to textures, model skins, and skyboxes, which grants the texture HICR_ARTIMMUNITY. In effect, this implies "nodownsize" and signals that texture compression would be undesirable, but okay using r_texcompr mode 2 (aggressive).
In polymost_glinit, pass a dummy 4x4 texture to uploadtexture in order to detect what compressed texture formats are acceptable without wasting time compressing the first texture it encounters, such as the 3D Realms screen, in case the graphics chip won't take it.
This seems like a bugfix.
Revert r5496
Tweak nofog, DONT_BUILD.
Disable prompt to upgrade from the shareware version after 50 runs
Allow turning off the jetpack or HoloDuke while looking through a security monitor
Lookup tables for mapping inventory item indexes to icons (and vice versa). DONT_BUILD.
Fix shading on ART tiles with fullbrights displayed without masking, such as on a whitewall.
Adjust the way bottom edges are clipped in rotatesprite to better handle tall text, or text with long Q tails.
A potential fix for the "loading sounds and music from zip files" bug.
OS X: Only build the SDLMain object with SDL 1.2.
GL ES: Introduce ETC1 and (alpha-less) ETC2 texture compression, which improves performance by using less VRAM and requiring shorter data bus transfers.
Modify ProcessRGB to take input in RGBA format instead of BGRA.
Enforce C linkage on the ProcessRGB functions.
Replace use of std::array (which seems not to exist under all compilers) with simple custom class.
Fix drawing voxels with ids >= 256
Make sprite tails and label borders purple if the sprite is blocking.
Fix Mapster32 sprite selection colors when using a tiles.cfg that defines tile groups using colors from the bright half of the original 16-color palette.
In layman's terms, this fixes the effect sprites flashing black in 2d mode.
Minor change of scope of a couple variables. DONT_BUILD.
Add .ssi to the list of file extensions loaded automatically when passing a directory with -game_dir
Fix a bug where cvars of type CVAR_UINT couldn't be set to values larger than a signed int due to clamping by atoi/atol.
Play DUKE_GETWEAPON6 in cheat menu
Revert r5601 in its entirety. This fixes MIDI playback on Windows.
Add one-bit alpha detection for hightile and model skins.
Add r_texcompr 2, which compresses ART in addition to hightile.
Add HICR_ARTIMMUNITY and DAMETH_ARTIMMUNITY, which currently function identically to NOTEXCOMPRESS and NODOWNSIZE combined, and are only used when:
1. Using an ART tile 2. Using a hightile defined through the tilefromtexture "texture" subtoken 3. Using a hightile that, if downsized, will be smaller than the ART tile for that tilenum (tenuous)
Nuke some troublesome default texcache setting detection/enforcement in game.c that looks redundant anyway.
Move daskinloader into mdloadskin and clean up it and gloadtile_hi against one another.
Eliminate the need for separate manifests for 32-bit and 64-bit builds by specifying a wildcard for processorArchitecture attributes.
Refactor all GL internal texture format decision making into uploadtexture().
This directly achieves the following: * Eliminated codedup. * Recently introduced GL ES performance downsampling now applies to model skins. * Replaces the alpha/art format distinction with {RGB/no alpha, RGBA/one-bit alpha (ART transparency), RGBA/full alpha}. * Cleanly allows multiple fallback formats for each type. * Ready for further commits.
Add BuildGLErrorCheck(), useful for debugging GL.
Rename HICR_NOCOMPRESS to HICR_NODOWNSIZE, CACHEAD_NOCOMPRESS to CACHEAD_NODOWNSIZE, DAMETH_NOCOMPRESS to DAMETH_NODOWNSIZE, and HICR_NOSAVE to HICR_NOTEXCOMPRESS.
Remove OS version guard. Unsupported versions will fail to run in the first place due to missing symbol errors.
Fix animsounds
Fix CON_IFCUTSCENE
Fix anim definition problem
Android crap. DONT_BUILD.
Add some debug assertions for the hash table stuff.
Limit -fno-lto-odr-type-merging to GCC 5.x
Fix r5548
"i needed to comment out line 111 in source/sdlmusic.c to be able to compile r5606"
Pause and resume sounds instead of just stopping them when opening menus or pausing the game.
Fix Polymost issue reported at https://forums.duke4.net/topic/8470-weirdness-of-players-sprite-in-view-modef7/
Implement Mapster32's CON_FOR into EDuke32.
VS project fixes, DONT_BUILD.
Add SFLAG_REALCLIPDIST to bypass hard-coded clipdist fuckery based on xrepeat and picnum. This also changes some bad uses of A_CheckSpriteTileFlags() into A_CheckSpriteFlags() instead.
Bring out yer dead!
Fix Polymer wall updating
Fix animsounds error message. DONT_BUILD.