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5023 2403d 18h terminx /polymer/ Remove a couple of Android-specific menu items I accidentally left enabled on PC.  
5022 2404d 19h helixhorned /polymer/ gamedef.c: tweak g_keywdate[] entries.  
5021 2404d 19h helixhorned /polymer/ actors.c: make Enforcers and Troopers avoid ST1 sectors as in Duke3D.

That is, resurrect the stayput condition for LIZMAN and non-flying
LIZTROOP, but only if changing from a non-ST1 sector. DONT_BUILD.
 
5020 2405d 19h helixhorned /polymer/ 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.
 
5019 2405d 23h helixhorned /polymer/ m32script: in 'for i drawnsprites' handling, back up and restore sprite MAXSPRITES-1.

This fixes the level 5 corruption encountered when issuing that iteration.
(Because the last sprite would be changed from e.g. statnum MAXSTATUS to 0.)
It is also mandatory anyhow since the last sprite may be contained in the map.
 
5018 2405d 23h helixhorned /polymer/ Mapster32: style-cleanup check_spritelist_consistency() and VM_Execute(): 'for'.

DONT_BUILD.
 
5017 2405d 23h helixhorned /polymer/ 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.
 
5016 2406d 20h helixhorned /polymer/ Add lunatic/test/thisactor_getzrange.con, providing 'state thisactor_getzrange'.

Also, note a place that is the real cause for "what makes the player slide off
enemies", as far as I can see.
 
5015 2406d 20h helixhorned /polymer/ gameexec.c: factor out 2x occuring pattern into VM_GetZRange(), clean up 3 funcs.

- VM_GetZRange(), which updates actor[].{floor,ceiling}z, is called from
A_GetZLimits() and A_Fall().
- Style-cleanup the following: A_Dodge(), A_GetFurthestAngle(),
A_FurthestVisiblePoint(). DONT_BUILD.
 
5014 2406d 20h helixhorned /polymer/ Revert "gameexec.c: in VM_Move(), update actor[].{floor,ceiling}z for enemies."

This reverts r4975. DONT_BUILD.
 
5013 2407d 15h terminx /polymer/ MSVC build fix.  
5012 2407d 15h terminx /polymer/ Fix Mapster32 mouse cursor in GL  
5011 2407d 15h terminx /polymer/ Fix Polymer when switching from Polymost  
5010 2407d 15h terminx /polymer/ Nocompress and nodownsize for skyboxes  
5009 2408d 1h helixhorned /polymer/ Fix swapbufreverse(), adding precondition of count >= 4.

Also, in premap.c:G_CacheMapData(), comment out what was supposedly
intended as a debugging message ("percentage ...").
 
5008 2408d 1h helixhorned /polymer/ LunaCON: add 'cutscene' and 'ifcutscene' as NYI commands. DONT_BUILD.  
5007 2411d 5h hendricks266 /polymer/ Amend previous commit. DONT_BUILD.  
5006 2411d 5h hendricks266 /polymer/ Fix an assertion failure with NETCODE=0. DONT_BUILD.  
5005 2411d 9h hendricks266 /polymer/ Apple: Update Xcode project and build system. DONT_BUILD.  
5004 2414d 10h hendricks266 /polymer/ Fix build without DROIDMENU.  

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