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5051 2387d 0h hendricks266 /polymer/eduke32/build/ Partially revert r5020. It's okay to update totalclocklock in G_DrawRooms(), but we must continue updating it in drawrooms() so as to not break the editor and every other BUILD game.

¿Por qué no los dos?
5040 2387d 15h hendricks266 /polymer/eduke32/build/ Fix a compiler warning with USE_OPENGL=0.  
5038 2393d 15h hendricks266 /polymer/eduke32/build/ Amend previous commit. DONT_BUILD.  
5037 2393d 15h hendricks266 /polymer/eduke32/build/ BSD: Build system fixes/improvements. DONT_BUILD.  
5035 2394d 9h helixhorned /polymer/eduke32/build/ engine.c: style-cleanup getzrange(). DONT_BUILD.  
5024 2401d 11h helixhorned /polymer/eduke32/build/ 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.
5020 2404d 1h helixhorned /polymer/eduke32/build/ 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
5017 2404d 6h helixhorned /polymer/eduke32/build/ 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.

5013 2405d 22h terminx /polymer/eduke32/build/ MSVC build fix.  
5011 2405d 22h terminx /polymer/eduke32/build/ Fix Polymer when switching from Polymost  
5010 2405d 22h terminx /polymer/eduke32/build/ Nocompress and nodownsize for skyboxes  
5009 2406d 7h helixhorned /polymer/eduke32/build/ Fix swapbufreverse(), adding precondition of count >= 4.

Also, in premap.c:G_CacheMapData(), comment out what was supposedly
intended as a debugging message ("percentage ...").
5005 2409d 16h hendricks266 /polymer/eduke32/build/ Apple: Update Xcode project and build system. DONT_BUILD.  
5001 2412d 18h terminx /polymer/eduke32/build/ Polymost changes to better support running under GL ES. Still need to investigate GL_LINES and GL_QUADS... neither work under either GL -> GL ES wrapper we've tried, so we must be doing something wrong.  
5000 2412d 18h terminx /polymer/eduke32/build/ More Android work. DONT_BUILD.  
4997 2412d 18h terminx /polymer/eduke32/build/ A whole bunch of mostly insignificant changes that didn't deserve separate commits. DONT_BUILD.  
4992 2412d 18h terminx /polymer/eduke32/build/ Android SDLayer changes. DONT_BUILD.  
4989 2412d 18h terminx /polymer/eduke32/build/ More Android changes. DONT_BUILD.  
4987 2412d 18h 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 2412d 18h terminx /polymer/eduke32/build/ Minor engine cleanup  

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