------------------------------------------------------------------------ r2255 | helixhorned | 2012-01-12 12:49:50 -0800 (Thu, 12 Jan 2012) | 4 lines winlayer.c: in WM_PALETTECHANGED handling code ("someone stole the palette so try and steal it back"), prevent calling IDirectDrawSurface_SetPalette() with NULL arguments, causing a crash. It's happened for me on Vista, when initially changing from 8-bit to 32-bit mode. ------------------------------------------------------------------------ r2254 | helixhorned | 2012-01-12 12:49:34 -0800 (Thu, 12 Jan 2012) | 4 lines Add Makefile option to use the DMALLOC (debug malloc) library. I didn't have much success in finding bugs using it, but it works out-of-the-box on my setup, so it may be useful in the future. ------------------------------------------------------------------------ r2253 | helixhorned | 2012-01-12 12:49:15 -0800 (Thu, 12 Jan 2012) | 1 line sdlayer.c: formatting of preprocessor lines ------------------------------------------------------------------------ r2252 | helixhorned | 2012-01-12 12:48:57 -0800 (Thu, 12 Jan 2012) | 8 lines Support for the first "thumb" mouse button, called MOUSE4 in the menu. The second one is passed to the 'mouseb' variable, but the game currently can't map it since ud.config.MouseFunctions[] would have to be enlarged, breaking savegame compatibility. Works both for the Windows and SDL layers. For the latter, instead of using the SDL_BUTTON_X1/X2 macro constants, I'm using 8 and 9, since that is what SDL (and incidentally or not, xev) gives me for those buttons. ------------------------------------------------------------------------ r2251 | helixhorned | 2012-01-12 12:48:38 -0800 (Thu, 12 Jan 2012) | 6 lines Temporarily disable the 'model thinning-out' feature intended to save memory. It turns out that with model interpolation, out-of-bounds frame numbers may be generated with thinned out models, so disable it until I can sort out what's wrong with it. Also, minor code cleanup. ------------------------------------------------------------------------ r2250 | helixhorned | 2012-01-12 12:48:17 -0800 (Thu, 12 Jan 2012) | 3 lines polymer.c: "Compiling GPU program with bits (octal) %o" for easier reading. Also, for debugging builds, show this message from verbosity level 1 on. ------------------------------------------------------------------------ r2249 | helixhorned | 2012-01-12 12:48:00 -0800 (Thu, 12 Jan 2012) | 8 lines Fix actor[].dispicnum becoming negative. Since the original source code release of Duke3D, there was a potentially dangerous hack where actor[].dispicnum was set to -4 to signal "this actor should not have a floor shadow for this moment" (it doesn't really work, if you ask me). Now, use another bit of actor[].flags for that purpose because setting any picnum members to negative values asks for trouble. ------------------------------------------------------------------------ r2248 | helixhorned | 2012-01-12 12:47:41 -0800 (Thu, 12 Jan 2012) | 7 lines more internal cleanup... the only visible change is that polymost_trytexcache (formerly two instances of nearly duplicate code) now prints a diagnostic after a cache miss. The one that one is most likely to encounter is "r_downsize doesn't match", meaning that this setting likely differs between Mapster and the game. ------------------------------------------------------------------------ r2247 | helixhorned | 2012-01-10 15:45:34 -0800 (Tue, 10 Jan 2012) | 1 line a couple more trivial tweaks ------------------------------------------------------------------------