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5073 2216d 17h terminx /polymer/eduke32/build/ int64_t -> uint64_t in swap64bit(). DONT_BUILD.  
5072 2216d 17h terminx /polymer/eduke32/build/ Polymer tsectortype usage. DONT_BUILD.  
5071 2216d 17h terminx /polymer/eduke32/build/ Minor stylistic changes, fix FPS counter and other 2D drawing in Polymer.  
5065 2216d 17h terminx /polymer/eduke32/build/ Remove WeaponChoice* from eduke32.cfg and transition setting to "wchoice" cvar. This commit also removes an Android hack and changes the order of some of the in-game "F" key handling, just because it bugged me that some of them were out of order.  
5064 2217d 9h hendricks266 /polymer/eduke32/build/ Amend "renamefile" def token to ensure its proper use. renamefile <GRP/SSI CRC32> <file number> <new filename>  
5061 2217d 11h hendricks266 /polymer/eduke32/build/ Defs: Add token "renamefile", which renames a file in a GRP or SSI file, in memory. 8.3 restrictions apply.  
5060 2217d 11h hendricks266 /polymer/eduke32/build/ cache1d: Add support for loading SSI files.  
5059 2217d 11h hendricks266 /polymer/eduke32/build/ cache1d: Allow loading GRP files from within other GRP files.  
5058 2217d 11h hendricks266 /polymer/eduke32/build/ cache1d: Enumify the magic constants for "file is in a zip" and "file is in the filesystem".  
5056 2230d 21h hendricks266 /polymer/eduke32/build/ Add "globalflags" def token. Flag 1 is a kill switch for the tileshades and artmapping features. Flag 2 is kill switch for the GL fullbright rendering pass.  
5055 2230d 21h hendricks266 /polymer/eduke32/build/ Change HICTINT_USEONART so that it applies tints to pal 0 of 8-bit tiles instead of their palswapped selves. Add HICTINT_APPLYOVERPALSWAP which applies tints to palswapped 8-bit tiles. Add HICTINT_APPLYOVERALTPAL, which applies tints to alt-pals of hightile textures.  
5053 2231d 10h hendricks266 /polymer/eduke32/build/ Defs: When undefining a model, reset the angadd of its HUD settings to zero.

This fixes weapons not being displayed in Vaca+.
 
5051 2231d 18h hendricks266 /polymer/eduke32/build/ Partially revert r5020. It's okay to update totalclocklock in G_DrawRooms(), but we must continue updating it in drawrooms() so as to not break the editor and every other BUILD game.

¿Por qué no los dos?
 
5040 2232d 10h hendricks266 /polymer/eduke32/build/ Fix a compiler warning with USE_OPENGL=0.  
5038 2238d 9h hendricks266 /polymer/eduke32/build/ Amend previous commit. DONT_BUILD.  
5037 2238d 10h hendricks266 /polymer/eduke32/build/ BSD: Build system fixes/improvements. DONT_BUILD.  
5035 2239d 3h helixhorned /polymer/eduke32/build/ engine.c: style-cleanup getzrange(). DONT_BUILD.  
5024 2246d 5h helixhorned /polymer/eduke32/build/ Classic/Polymost: factor out update of starting sectnum, use updatesectorbreadth().

The latter means that running perpendicular thin sector is handled better
if there are e.g. TROR sectors in the same x/y space.
 
5020 2248d 19h helixhorned /polymer/eduke32/build/ Stick update of 'totalclocklock' at beginning of G_DrawRooms() instead of drawrooms().

This fixes engine-side sprite animation in the following scenario: CON code
wants to draw a scene from EVENT_DISPLAYREST, but since it covers the whole
screen, disables the drawing of the 3D scene beforehand (RETURN set to 1 from
EVENT_DISPLAYROOMS). DONT_BUILD.
 
5017 2249d 0h helixhorned /polymer/eduke32/build/ Under conditions of CLASSIC_Z_DIFF_64 (r4960), make some drawvox() vars 64-bit.

- In drawvox(), make view-relative x and y high-precision on desktops. To a
large extent (but not completely), this fixes "stray" fake floor shadow
sprites for voxels.
- In the mouse picking code for voxels, fix a possible integer overflow.
A new engine.c-private function mulscale_triple30() is added.

DONT_BUILD.
 

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