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5056 2287d 11h hendricks266 /polymer/eduke32/build/src/ Add "globalflags" def token. Flag 1 is a kill switch for the tileshades and artmapping features. Flag 2 is kill switch for the GL fullbright rendering pass.  
5055 2287d 11h hendricks266 /polymer/eduke32/build/src/ Change HICTINT_USEONART so that it applies tints to pal 0 of 8-bit tiles instead of their palswapped selves. Add HICTINT_APPLYOVERPALSWAP which applies tints to palswapped 8-bit tiles. Add HICTINT_APPLYOVERALTPAL, which applies tints to alt-pals of hightile textures.  
5053 2288d 0h hendricks266 /polymer/eduke32/build/src/ Defs: When undefining a model, reset the angadd of its HUD settings to zero.

This fixes weapons not being displayed in Vaca+.
5051 2288d 7h hendricks266 /polymer/eduke32/build/src/ 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 2288d 23h hendricks266 /polymer/eduke32/build/src/ Fix a compiler warning with USE_OPENGL=0.  
5037 2294d 23h hendricks266 /polymer/eduke32/build/src/ BSD: Build system fixes/improvements. DONT_BUILD.  
5035 2295d 17h helixhorned /polymer/eduke32/build/src/ engine.c: style-cleanup getzrange(). DONT_BUILD.  
5024 2302d 18h helixhorned /polymer/eduke32/build/src/ 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 2305d 9h helixhorned /polymer/eduke32/build/src/ 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 2305d 13h helixhorned /polymer/eduke32/build/src/ 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.

5011 2307d 5h terminx /polymer/eduke32/build/src/ Fix Polymer when switching from Polymost  
5010 2307d 5h terminx /polymer/eduke32/build/src/ Nocompress and nodownsize for skyboxes  
5005 2311d 0h hendricks266 /polymer/eduke32/build/src/ Apple: Update Xcode project and build system. DONT_BUILD.  
5001 2314d 2h terminx /polymer/eduke32/build/src/ 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 2314d 2h terminx /polymer/eduke32/build/src/ More Android work. DONT_BUILD.  
4997 2314d 2h terminx /polymer/eduke32/build/src/ A whole bunch of mostly insignificant changes that didn't deserve separate commits. DONT_BUILD.  
4992 2314d 2h terminx /polymer/eduke32/build/src/ Android SDLayer changes. DONT_BUILD.  
4989 2314d 2h terminx /polymer/eduke32/build/src/ More Android changes. DONT_BUILD.  
4987 2314d 2h terminx /polymer/eduke32/build/src/ 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 2314d 2h terminx /polymer/eduke32/build/src/ Minor engine cleanup  

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