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5000 2360d 19h terminx /polymer/eduke32/build/ More Android work. DONT_BUILD.  
4997 2360d 19h terminx /polymer/eduke32/build/ A whole bunch of mostly insignificant changes that didn't deserve separate commits. DONT_BUILD.  
4992 2360d 19h terminx /polymer/eduke32/build/ Android SDLayer changes. DONT_BUILD.  
4989 2360d 19h terminx /polymer/eduke32/build/ More Android changes. DONT_BUILD.  
4987 2360d 19h terminx /polymer/eduke32/build/ Animation system overhaul part 1. This allows for an unlimited number of .anm/.ivf files to be defined via duke3d.def and played back at any time with the new CON commands. Syntax is currently as follows, but may change:

cutscene "somefile.anm" { delay 10 } // defines somefile.anm with a delay of 10 120Hz tics between frames. a more typical framerate method may come later, but this is how the originals worked.

Once defined, they can be played through CON with the new playback command, also called "cutscene". It works like this:

definequote 12345 somefile.anm
define ANIM_SOMEFILE 12345


cutscene ANIM_SOMEFILE // halts game execution and immediately plays cutscene, resuming execution when finished


Sounds can be played during animations (and tiles can be overlaid, etc) like this:

ifcutscene ANIM_SOMEFILE
ifvare RETURN 12 // frame 12
sound FLY_BY
rotatesprite ...

The value of the RETURN var at the end of EVENT_CUTSCENE determines the next frame to play. This can be used for looping, etc. Attempting to play animations backwards outright is not advised as animations only seek in one direction (so rewinding requires running it through from frame 0 again). This is will WIP and hasn't been heavily tested at all, so please try it out.
4984 2360d 19h terminx /polymer/eduke32/build/ Minor engine cleanup  
4983 2360d 19h terminx /polymer/eduke32/build/ Fix program entry point on win32, allows debugging SDL builds under MSVC.  
4981 2360d 19h terminx /polymer/eduke32/build/ More twalltype  
4980 2361d 5h helixhorned /polymer/eduke32/build/ mdsprite.c: in md3load(), allocate m->head.surfs with Xcalloc, amending r4952.

And preventing enormous corruption due to a free() called on a garbage (malloc'd)
pointer values this time. DO_BUILD_VERY_FAST_PLEASE!
4973 2363d 6h helixhorned /polymer/eduke32/build/ Mapster32: in build.c, prevent oob of wall[] if joining non-adjacent sectors.

Also, some minor stylistic cleanup.
4971 2363d 17h hendricks266 /polymer/eduke32/build/ Engine: Remove some conditional disabling of spriteext features when !defined USE_OPENGL.  
4965 2364d 7h helixhorned /polymer/eduke32/build/ Classic: fix underallocation of TILE_TILT and tilting at very small resolutions.

Since TILE_TILT is only allocated once, it must be done with the maximum
possible size.
4964 2364d 7h helixhorned /polymer/eduke32/build/ sdlayer.c: minor stylistic simplification of sdlayer_checkversion(). DONT_BUILD.  
4963 2364d 7h helixhorned /polymer/eduke32/build/ osd.c: in OSD_HandleChar() for TAB, fix use of uninitialized osd->editor.buf[i].

Exposed by Valgrind. DONT_BUILD.
4961 2364d 7h helixhorned /polymer/eduke32/build/ Make g_player a +1 offset pointer into 'static g_player_s[1 + MAXPLAYER]'.

This fixes the out-of-bounds read of former g_player[] in VM_EventCommon_().
4960 2364d 7h helixhorned /polymer/eduke32/build/ Classic: on desktops, handle abs. z diff. of floor/ceiling to camera >= 1<<24.  
4959 2364d 7h helixhorned /polymer/eduke32/build/ engine.c: style-cleanup owallmost() and wallmost(). DONT_BUILD.  
4958 2366d 7h helixhorned /polymer/eduke32/build/ In DEBUGANYWAY=2/DEBUG_MAIN_ARRAYS build, declare tsprite[] as tspritetype.

Fixing a bunch of warnings. DONT_BUILD.
4952 2366d 8h helixhorned /polymer/eduke32/build/ mdsprite.c: in md3free(), also free s->geometry for each surface. DONT_BUILD.

This prevents a enormous leak being reported by LeakSanitizer. Not that it
matters much, since we most frequently free models only at exit. (Sometimes one
may be freed earlier though -- if there was an error loading it, AFAICS.)
4948 2377d 12h hendricks266 /polymer/eduke32/build/ Modularize .mid --> .ogg --> .flac code to apply to sounds as well, and various cleanup in music/sound filename-handling code.  

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