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5031 2272d 14h hendricks266 /polymer CON: Rename "cutscene" command to "startcutscene".  
5030 2272d 17h helixhorned /polymer synthesis.sh: CPLUSPLUS=0 for the 32-bit Lunatic build, too.

BUILD_LUNATIC now, maybe?
 
5029 2272d 17h helixhorned /polymer Lunatic: update user_defs, CPLUSPLUS=0 in synthesis.sh, disable 'cutscene' for now.

BUILD_LUNATIC.
 
5028 2272d 17h helixhorned /polymer Makefile.common: fix "disallow building Lunatic with C++" (r4979). DONT_BUILD.  
5027 2272d 17h helixhorned /polymer Lunatic: update files from LuaJIT. DONT_BUILD.  
5026 2272d 17h helixhorned /polymer Lunatic: fix a couple of typo-like issues found by listglobals.sh. DONT_BUILD.  
5025 2272d 23h helixhorned /polymer menus.c: fix two unused-variable warnings.  
5024 2272d 23h 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 2273d 13h terminx /polymer Remove a couple of Android-specific menu items I accidentally left enabled on PC.  
5022 2274d 14h helixhorned /polymer gamedef.c: tweak g_keywdate[] entries.  
5021 2274d 14h 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 2275d 14h 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 2275d 18h 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 2275d 18h helixhorned /polymer Mapster32: style-cleanup check_spritelist_consistency() and VM_Execute(): 'for'.

DONT_BUILD.
 
5017 2275d 18h 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 2276d 15h 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 2276d 15h 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 2276d 15h helixhorned /polymer Revert "gameexec.c: in VM_Move(), update actor[].{floor,ceiling}z for enemies."

This reverts r4975. DONT_BUILD.
 
5013 2277d 10h terminx /polymer MSVC build fix.  
5012 2277d 10h terminx /polymer Fix Mapster32 mouse cursor in GL  

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