From 60e2a8aeb3c4cb94e657291ea9751a57c000dce0 Mon Sep 17 00:00:00 2001 From: zicodxx Date: Wed, 4 May 2011 23:37:20 +0200 Subject: [PATCH] When doing sorted rendering, also take cloaking walls into account to properly draw objects behind it while cloaking process --- CHANGELOG.txt | 1 + main/render.c | 6 ++++-- 2 files changed, 5 insertions(+), 2 deletions(-) diff --git a/CHANGELOG.txt b/CHANGELOG.txt index 11eb137e8..330498c1b 100644 --- a/CHANGELOG.txt +++ b/CHANGELOG.txt @@ -8,6 +8,7 @@ main/multi.c: Fix crash in multi_maybe_disable_friendly_fire() when killer == NU 2d/font.c: mipmapping was always on for fonts due to changed filtering code in ogl.c main/physics.c: To compensate fewer FVI runs in lower FPS and wall penetration caused by strong forces allowed fix_illegal_wall_intersection() to move an object out of the wall half it's size improving the collisions once more main/segment.h, main/state.c: Due to increased size of MAX_SEGMENTS old savegames became incompatible. To compensate added MAX_SEGMENTS_ORIGINAL with the original segment amount and read certain savegame info with this info when dealing with standard-sized levels and use Highest_segment_index when dealing with larger levels which are incompatible with older versions of the game anyways. Makes savegame site more efficient and still maintain backwards compability +main/render.c: When doing sorted rendering, also take cloaking walls into account to properly draw objects behind it while cloaking process 20110422 -------- diff --git a/main/render.c b/main/render.c index e20d30fc7..41978fd3d 100644 --- a/main/render.c +++ b/main/render.c @@ -2149,7 +2149,8 @@ void render_mine(int start_seg_num,fix eye_offset, int window_num) Automap_visited[segnum]=1; for (sn=0; sn