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3115 3150d 11h terminx /polymer/eduke32/ Add some compile time defined names for p->inven_icon values. Too bad these values aren't in the same order as the inventory items themselves... (dukeinv_t and dukeinvicon_t values do not match).  
3114 3150d 11h helixhorned /polymer/eduke32/ engine.c: add bound-check assert failing for sprites in m32's textured 2D mode.

Also, disable drawing sprites in that mode for now.
3113 3150d 11h helixhorned /polymer/eduke32/ Mapster32: functionality to rotate or scale RShift-highlighted stuff smoothly.

This is done by pressing LShift and
- holding down the left mouse button for scaling, or
- the right mouse button for rotating the highlighted walls/sprites
with respect to a pivot point determined as the center of the bounding box of
all highlighted points.

Note that scaling sectors isn't that easy and the current functionality is very
rudimentary: there's no z scaling, no xrepeat correction, and sprites aren't
touched expect for their position. The user is responsible to maintain map
consistency, for example to prevent wall-lines of the same sector crossing
each other.
3112 3150d 11h helixhorned /polymer/eduke32/ Mapster32: when looking for matching wall in 2nd pt. ins., don't skip gray nextwalls.

This fixes a bug where it's not possible to split a sector under certain
circumstances, reported by Micky C here:

Also, don't allow zero in various 'F functions: Resize selection and
Global {shade, visibility} divide.
3111 3151d 15h helixhorned /polymer/eduke32/ Work around the transparent line with on-screen chaingun and linear filtering.

We do this by messing with the GL texture that gets uploaded for CHAINGUN.
Since this is implemented on the engine side, the static value for CHAINGUN
(2536) is used, and the tile dimensions are compared to 211x55 to have a
little confidence that the tile wasn't overridden by a mod. Hack indeed.
3110 3151d 15h helixhorned /polymer/eduke32/ VPX: print determined frame rate to the log.

Currently, the FPS determination is based on libvpx's vpxdec.c code, which uses
the FPS provided in the IVF file in one case, and simply sets it to 30 FPS in
the other. For the first case, a "correction" is carried out for something
which the comments suggest to originate from other (old?) VPX encoder versions.
3109 3151d 15h helixhorned /polymer/eduke32/ Lunatic: update structures, find maps case-insensitively in  
3108 3151d 15h helixhorned /polymer/eduke32/ Mapster32: draw lines to linking sprites with LShift, jump to them with +[ or +]

When LShift is pressed and the mouse is over a linking sprite (as determined by
the tag labeling system), lines are drawn to all other sprites, and pressing
[ or ] will cycle these then. False positives and missed sprites are possible.

Additional changes:
- consider SE 31 and 32's lotag to NOT be linking, since the ACTIVATOR is what
matters. The original maps are inconsistent there.
- When pressing Alt+[ or Alt+] and there are no corruptions, say so instead of
doing [ or ].
3107 3151d 15h helixhorned /polymer/eduke32/ Lunatic: make geom.lua work standalone, fix __eq metamethods for dvec[23]_t.  
3106 3151d 15h helixhorned /polymer/eduke32/ Mapster32: when punching loop, fade screen; tweak two messages.  
3105 3154d 19h terminx /polymer/eduke32/ Hopefully fix the projectile breakage, and add some predefined names for working with the built in statnums  
3104 3155d 18h terminx /polymer/eduke32/ Move win32 "Initialized nedmalloc" message out of the function that prints the Windows version since it doesn't really belong there.  
3103 3155d 18h terminx /polymer/eduke32/ A pretty useless fix from a newer version of kplib than we forked from. I'm just tired of seeing it in my tree. ;)  
3102 3155d 18h terminx /polymer/eduke32/ Retire the actorscrptr[], actorLoadEventScrptr[], SpriteFlags[], ActorType[], SpriteCacheList[], ProjectileData[] and DefaultProjectile[] arrays in favor of a tile_t structure exposed as g_tile[]. This consolidates most of the MAXTILES sized arrays on the game side into one place.  
3101 3157d 6h hendricks266 /polymer/eduke32/ Add EVENT_CHANGEMENU and clean up menus.c a little more.

This event is useful in certain circumstances where you want to skip a menu/screen value and the design of the monster switch statement would require the M_ChangeMenu() call to be intercepted or the unwanted screen will flash for a split second.
3100 3157d 6h hendricks266 /polymer/eduke32/ Two new player structure members: "autostep" and "autostep_sbw".

These control the maximum difference in height between two sectors that the player will automatically traverse without needing to jump.

The latter controls the special case when the player's sector's lotag is ST_1_ABOVE_WATER or p->spritebridge == 1.

3099 3157d 6h hendricks266 /polymer/eduke32/ Remove unused variable "doretry" from S_PlaySound().  
3098 3157d 6h hendricks266 /polymer/eduke32/ Revise grpfiles[] to include the censored South Korean GRP.  
3097 3157d 6h hendricks266 /polymer/eduke32/ Fix harmless warnings in the Build tools.  
3096 3157d 6h hendricks266 /polymer/eduke32/ Slight makefile reorganization and cleanup.
* Centralize optimization strategies in Makefile.common. This required moving detection of $(PLATFORM), which makes sense if we work on the paradigm that Makefile.common is for generic compiler setup and Makefile.shared works with libraries and things closer to the engine and game code itself.
* New Makefile variables OPTOPT (Optimization Options) and CUSTOMOPT (Custom Optimizations). OPTOPT by default contains -march, -mtune, etc. Setting this variable from Make invocation will blank these. CUSTOMOPT (Custom Optimizations) works the same but in an additive fashion, overwriting nothing. Technically CUSTOMOPT could stand for (Custom Options) and include any additional parameters sent to both linker and compiler.
* Factor out literal names of the main executables.
* The build process now prints assembler (if NOASM=0) and linker settings in addition to compiler settings.

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