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2543 3407d 14h helixhorned /polymer/eduke32/source/ Capitalize numgrpfiles macro to NUMGRPFILES.  
/polymer/eduke32/source/game.c
/polymer/eduke32/source/grpscan.c
/polymer/eduke32/source/grpscan.h
/polymer/eduke32/source/startgtk.game.c
/polymer/eduke32/source/startwin.game.c
2542 3407d 14h helixhorned /polymer/eduke32/ Add common.[ch] which should be used for common non-engine types/functions/data.

As inauguration, move G_AddGroup, G_AddPath and struct strllist there.
The header is located in build/include, because in the future, code that resides
closer to (but is not strictly part of) the engine might need to be factored
into here. The source file, however, is in the source/ directory.
 
/polymer/eduke32/build/include/common.h
/polymer/eduke32/source/common.c
/polymer/eduke32/Makefile
/polymer/eduke32/source/astub.c
/polymer/eduke32/source/game.c
2541 3408d 7h hendricks266 /polymer/eduke32/ osxbuild.sh: more options and designation of presets  
/polymer/eduke32/osxbuild.sh
2540 3408d 7h hendricks266 /polymer/eduke32/source/ All string literals sent as normal messages to the player in-game written in ALL CAPS have been converted by hand to more proper capitalization. (Critical errors have been left as-is, and the editor did not need changes.)  
/polymer/eduke32/source/demo.c
/polymer/eduke32/source/game.c
/polymer/eduke32/source/global.c
/polymer/eduke32/source/menus.c
/polymer/eduke32/source/net.c
/polymer/eduke32/source/player.c
/polymer/eduke32/source/premap.c
/polymer/eduke32/source/savegame.c
2539 3408d 7h hendricks266 /polymer/eduke32/build/src/ Add "specularpower" and "specularfactor" as synonyms of "specpower" and "specfactor" respectively.  
/polymer/eduke32/build/src/defs.c
2538 3408d 7h hendricks266 /polymer/eduke32/ Superficial text changes:
- Help window text cleaned and made more consistent between game and editor
- Added help entry for "-clipmap"
- Log text for using CON, DEF, and RTS files has been made consistent
- All instances of '%s' have been replaced with \"%s\" because ' is a valid filename character. (At least on Windows.)
 
/polymer/eduke32/build/src/build.c
/polymer/eduke32/build/src/defs.c
/polymer/eduke32/build/src/engine.c
/polymer/eduke32/build/src/mdsprite.c
/polymer/eduke32/build/src/osd.c
/polymer/eduke32/build/src/polymost.c
/polymer/eduke32/source/astub.c
/polymer/eduke32/source/game.c
/polymer/eduke32/source/gamedef.c
/polymer/eduke32/source/gamevars.c
/polymer/eduke32/source/lunatic/lunatic.c
/polymer/eduke32/source/m32def.c
/polymer/eduke32/source/mdump.cpp
/polymer/eduke32/source/premap.c
/polymer/eduke32/source/savegame.c
/polymer/eduke32/source/sounds.c
2537 3408d 7h hendricks266 /polymer/eduke32/ OS X: Fix more warnings.  
/polymer/eduke32/Apple/StartupWinController.game.m
/polymer/eduke32/Makefile
/polymer/eduke32/build/Makefile
/polymer/eduke32/build/Makefile.shared
/polymer/eduke32/build/src/StartupWinController.editor.m
/polymer/eduke32/build/src/kplib.c
/polymer/eduke32/osxbuild.sh
2536 3408d 12h plagman /polymer/eduke32/build/src/ polymer: cull sprite lights after computing sprite geometry

This was broken ever since updatesprite() had been forked off drawsprite() and
would cause static lights to never hit static sprites until one or the other
changed, after which the light would always get culled against outdated sprite
geometry.
 
/polymer/eduke32/build/src/polymer.c
2535 3408d 12h plagman /polymer/eduke32/build/src/ polymer: don't shadow-optimize light culling in cached sprites

Since updatesprite() only happens once for static sprites, avoiding
light culling if we hit it in a shadow pass means that sprite will
never be lit as long as that happens.
 
/polymer/eduke32/build/src/polymer.c
2534 3408d 14h helixhorned /polymer/eduke32/source/lunatic/ Lunatic: more complex gamevar-decl code.  
/polymer/eduke32/source/lunatic/defs.ilua
2533 3408d 14h helixhorned /polymer/eduke32/ Bound-check the 'picnum' argument to rotatesprite; tweak CON digitalnumber check.

There are instances where oob picnums may propagate to that function, so
protect it. The digitanumber[z] bound check is actually made more permissive,
but could also just as well be removed now.
 
/polymer/eduke32/build/src/engine.c
/polymer/eduke32/source/gameexec.c
2532 3408d 14h helixhorned /polymer/eduke32/ Accumulated trivia.

- engine.c: move some variables into a lower block
- premap.c: clearbufbyte --> Bmemset
 
/polymer/eduke32/build/src/defs.c
/polymer/eduke32/build/src/engine.c
/polymer/eduke32/source/premap.c
2531 3408d 14h helixhorned /polymer/eduke32/source/ Take over more correct G_AddGroup from game.c to astub.c.

The code in the editor was potentially doing a strcat on a strdup'd string.
Also, rename AddGamePath to G_AddPath in astub.c and add CODEDUP markers
because shared stuff like this ought to be factored out into a separate
source file some time.
 
/polymer/eduke32/source/astub.c
/polymer/eduke32/source/game.c
2530 3408d 14h helixhorned /polymer/eduke32/source/ Allow up to 7 skills, coded by M210 and taken over with modifications.

Skill names are defined via 'defineskillname' as before, but the index
of the last non-empty skill name (plus one) is taken as the skill count.
So, if you only define the 6th, there will be no effect.
Note that currently, there is no way to specify less than four skills
because the CON parser doesn't allow the empty string for the name (it'll
go beyond the line) and because the default skill names are initialized in
EDuke32 too, in addition to the CONs.
 
/polymer/eduke32/source/game.c
/polymer/eduke32/source/gamedef.c
/polymer/eduke32/source/global.c
/polymer/eduke32/source/global.h
/polymer/eduke32/source/menus.c
2529 3408d 23h helixhorned /polymer/eduke32/build/src/ Fix an assertion failure with dorotatesprite 4-pixels vline drawing.

See http://forums.duke4.net/topic/5362-crash-with-current-svn/
 
/polymer/eduke32/build/src/engine.c
2528 3408d 23h helixhorned /polymer/eduke32/source/ Fix static-main-arrays debug build, which is without the clipshape feature.  
/polymer/eduke32/source/astub.c
/polymer/eduke32/source/game.c
2527 3408d 23h helixhorned /polymer/eduke32/build/src/ Factor out two practically identical instances of ceiling/floor setup code.  
/polymer/eduke32/build/src/engine.c
2526 3408d 23h helixhorned /polymer/eduke32/build/src/ Factor out assignment of various globals in 4 instances of wall drawing code.

This makes the differences in these codes stand out much more clearly.
 
/polymer/eduke32/build/src/engine.c
2525 3409d 20h helixhorned /polymer/eduke32/build/ Make "LIBS+= $(L_SSP) -Wl,--enable-auto-import" conditional to Windows.  
/polymer/eduke32/build/Makefile.shared
2524 3409d 20h helixhorned /polymer/eduke32/source/ Correct 'nofloorpalrange' range clamping, move one get_hud_pal() farther down.

The nofloorpalrange beginning and end indices are silently clamped to 1 .. 255.
 
/polymer/eduke32/source/game.c
/polymer/eduke32/source/player.c

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