------------------------------------------------------------------------ r3701 | helixhorned | 2013-04-21 12:55:45 -0700 (Sun, 21 Apr 2013) | 5 lines Classic drawmasks(): if sprite is on other side of maskwall, always draw it first. This fixes the bug reported here: http://forums.duke4.net/topic/5340-bug-with-masked-walls/page__view__findpost__p__123233 But I haven't checked the change for any adverse effects. ------------------------------------------------------------------------ r3700 | helixhorned | 2013-04-21 12:55:38 -0700 (Sun, 21 Apr 2013) | 1 line engine.c: stylistic tweaks of drawmasks(). ------------------------------------------------------------------------ r3699 | helixhorned | 2013-04-21 12:55:32 -0700 (Sun, 21 Apr 2013) | 6 lines m32script: in tsprite access, fix checking min/max/RO; tweak RESPAWN preview. This fixes RESPAWN preview wrongly clamping the previewed tsprite z coords to [-524288 .. 524288] (x/y limits). Also, make the previewed tsprites be 33% translucent with the option of 66% translucency by setting 'showrespawn_fulltrans' to 1 in a.m32. ------------------------------------------------------------------------ r3698 | helixhorned | 2013-04-21 12:55:26 -0700 (Sun, 21 Apr 2013) | 1 line Mapster32: in quick tile selection [G], if tile is nonexistent, revert it. ------------------------------------------------------------------------ r3697 | helixhorned | 2013-04-21 12:55:22 -0700 (Sun, 21 Apr 2013) | 7 lines Mapster32: tweak the 'loaded map' message a bit. - colorize the trailing part if there is corruption or (new) if sprites were removed - also corrupt-check when loading = numsectors (not merely >= MAXSECTORS). If such a sprite is now encountered during post-load, an attempt is made first to assign it a sector number (using updatesector()). If that fails, the sprite is removed from the map. The background is that a dozen of maps do come with such sprites and could previously corrupt the sprite list when loaded. ------------------------------------------------------------------------ r3695 | helixhorned | 2013-04-21 12:55:11 -0700 (Sun, 21 Apr 2013) | 9 lines Draw the flat on-screen CHAINGUN in a way inspired by 3688, preventing seam. Specifically, in GL modes, and if the CHAINGUN is not replaced by a model, - draw the upper part twice: first, two screen pixels * weapon scale lower, then at the original position - reverse the previous order: draw the upper part first, then the lower part This is much preferable to the previous engine-side hack, and to my eye, it looks perfect now. ------------------------------------------------------------------------ r3694 | helixhorned | 2013-04-21 12:55:03 -0700 (Sun, 21 Apr 2013) | 1 line A couple of trivial stylistic changes. ------------------------------------------------------------------------