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5035 2429d 11h helixhorned /polymer/eduke32/ engine.c: style-cleanup getzrange(). DONT_BUILD.  
5034 2436d 3h hendricks266 /polymer/eduke32/ Menus: Fix assorted issues in MENU_NETOPTIONS.  
5033 2436d 3h hendricks266 /polymer/eduke32/ 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 2436d 3h hendricks266 /polymer/eduke32/ CON: Extend undefinevolume so that it also undefines all levels in the specified volume.  
5031 2436d 3h hendricks266 /polymer/eduke32/ CON: Rename "cutscene" command to "startcutscene".  
5029 2436d 6h helixhorned /polymer/eduke32/ Lunatic: update user_defs, CPLUSPLUS=0 in synthesis.sh, disable 'cutscene' for now.

BUILD_LUNATIC.
 
5028 2436d 6h helixhorned /polymer/eduke32/ Makefile.common: fix "disallow building Lunatic with C++" (r4979). DONT_BUILD.  
5027 2436d 6h helixhorned /polymer/eduke32/ Lunatic: update files from LuaJIT. DONT_BUILD.  
5026 2436d 6h helixhorned /polymer/eduke32/ Lunatic: fix a couple of typo-like issues found by listglobals.sh. DONT_BUILD.  
5025 2436d 12h helixhorned /polymer/eduke32/ menus.c: fix two unused-variable warnings.  
5024 2436d 12h helixhorned /polymer/eduke32/ 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 2437d 2h terminx /polymer/eduke32/ Remove a couple of Android-specific menu items I accidentally left enabled on PC.  
5022 2438d 3h helixhorned /polymer/eduke32/ gamedef.c: tweak g_keywdate[] entries.  
5021 2438d 3h helixhorned /polymer/eduke32/ 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 2439d 3h helixhorned /polymer/eduke32/ 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 2439d 7h helixhorned /polymer/eduke32/ 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 2439d 7h helixhorned /polymer/eduke32/ Mapster32: style-cleanup check_spritelist_consistency() and VM_Execute(): 'for'.

DONT_BUILD.
 
5017 2439d 7h helixhorned /polymer/eduke32/ 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 2440d 4h helixhorned /polymer/eduke32/ 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 2440d 4h helixhorned /polymer/eduke32/ 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.
 

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