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5035 2433d 0h helixhorned /polymer/ engine.c: style-cleanup getzrange(). DONT_BUILD.  
5034 2439d 16h hendricks266 /polymer/ Menus: Fix assorted issues in MENU_NETOPTIONS.  
5033 2439d 16h hendricks266 /polymer/ CON: Add "definevolumeflags", currently equipped to hide an episode from the single player and/or multiplayer screens.

enum
{
EF_HIDEFROMSP = 1<<0,
EF_HIDEFROMMP = 1<<1,
};
 
5032 2439d 16h hendricks266 /polymer/ CON: Extend undefinevolume so that it also undefines all levels in the specified volume.  
5031 2439d 16h hendricks266 /polymer/ CON: Rename "cutscene" command to "startcutscene".  
5030 2439d 19h helixhorned /polymer/ synthesis.sh: CPLUSPLUS=0 for the 32-bit Lunatic build, too.

BUILD_LUNATIC now, maybe?
 
5029 2439d 19h helixhorned /polymer/ Lunatic: update user_defs, CPLUSPLUS=0 in synthesis.sh, disable 'cutscene' for now.

BUILD_LUNATIC.
 
5028 2439d 19h helixhorned /polymer/ Makefile.common: fix "disallow building Lunatic with C++" (r4979). DONT_BUILD.  
5027 2439d 19h helixhorned /polymer/ Lunatic: update files from LuaJIT. DONT_BUILD.  
5026 2439d 19h helixhorned /polymer/ Lunatic: fix a couple of typo-like issues found by listglobals.sh. DONT_BUILD.  
5025 2440d 2h helixhorned /polymer/ menus.c: fix two unused-variable warnings.  
5024 2440d 2h helixhorned /polymer/ 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.
 
5023 2440d 15h terminx /polymer/ Remove a couple of Android-specific menu items I accidentally left enabled on PC.  
5022 2441d 16h helixhorned /polymer/ gamedef.c: tweak g_keywdate[] entries.  
5021 2441d 16h 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 2442d 16h 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 2442d 21h 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 2442d 21h helixhorned /polymer/ Mapster32: style-cleanup check_spritelist_consistency() and VM_Execute(): 'for'.

DONT_BUILD.
 
5017 2442d 21h 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 2443d 18h 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.
 

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