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5051 2395d 1h hendricks266 /polymer/eduke32/build/src/engine.c 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?
 
5035 2402d 10h helixhorned /polymer/eduke32/build/src/engine.c engine.c: style-cleanup getzrange(). DONT_BUILD.  
5024 2409d 12h helixhorned /polymer/eduke32/build/src/engine.c 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 2412d 2h helixhorned /polymer/eduke32/build/src/engine.c 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.
 
5017 2412d 7h helixhorned /polymer/eduke32/build/src/engine.c 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.
 
5001 2420d 19h terminx /polymer/eduke32/build/src/engine.c 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.  
4984 2420d 19h terminx /polymer/eduke32/build/src/engine.c Minor engine cleanup  
4981 2420d 19h terminx /polymer/eduke32/build/src/engine.c More twalltype  
4971 2423d 16h hendricks266 /polymer/eduke32/build/src/engine.c Engine: Remove some conditional disabling of spriteext features when !defined USE_OPENGL.  
4965 2424d 7h helixhorned /polymer/eduke32/build/src/engine.c 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.
 
4961 2424d 7h helixhorned /polymer/eduke32/build/src/engine.c 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 2424d 7h helixhorned /polymer/eduke32/build/src/engine.c Classic: on desktops, handle abs. z diff. of floor/ceiling to camera >= 1<<24.  
4959 2424d 7h helixhorned /polymer/eduke32/build/src/engine.c engine.c: style-cleanup owallmost() and wallmost(). DONT_BUILD.  
4938 2443d 22h helixhorned /polymer/eduke32/build/src/engine.c engine.c: in qsetmodeany(), call initsmost() after setting xdim and ydim.

This makes sure that the engine arrays have sufficient space allocated for usage
in Mapster32's 2D mode, for example from drawmapview().
 
4935 2444d 1h helixhorned /polymer/eduke32/build/src/engine.c Classic: fix "windowed" modes (r_size >= 12) by reverting r4920; adapt.

In setview(), we now assert windowx2 < xdim. The only calling places where its
non-violation is non-trivial to ascertain are (1) showview from CON and
(2) draw-to-tile for look-sideways in game.c. AFAICS case 1 should be fine.
Case 2 is adapted; see comments there.
 
4933 2444d 4h helixhorned /polymer/eduke32/build/src/engine.c Fix bsearch() call for user G_LoadMapHack(): don't access nonexistent storage. DONT_BUILD.  
4931 2444d 4h helixhorned /polymer/eduke32/build/src/engine.c engine.c: fix memory leak. DONT_BUILD.  
4927 2446d 0h hendricks266 /polymer/eduke32/build/src/engine.c Fix a crash exposed by animating the menu back button.  
4920 2447d 17h terminx /polymer/eduke32/build/src/engine.c Fix off-by-one error in setview()  
4904 2451d 19h terminx /polymer/eduke32/build/src/engine.c Polymost: fix wall and floor sprites clipping into or z-fighting with surfaces (replaces glDepthRange() hacks for sprites), add r_nofog cvar for debugging, reduce the total number of OpenGL calls by only calling glFogi() to set the fog mode when initializing the renderer or changing r_usenewshading.  

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