Build 10165
GIT-
If 8-bpp mode couldn't be initialized using GL, retry without GL (sdlayer.cpp).
Nickname SVN e nomi Git sono unificati per persona.
If 8-bpp mode couldn't be initialized using GL, retry without GL (sdlayer.cpp).
findfrompath() with empty filename immediately returns -1
Fixes a bug where an empty filename is interpreted as the current directory "./", which of course always exists.
Use AppTechnicalName instead of AppProperName for log filename
fix polymost masked wall regression introduced in fd598dfe12c6d0af6c65a96b4ee9450e7c1472ec
revert more of 8cc49790938f2419c885167cdb6b732d165191fb
bail out of voxcache_fetchvoxmodel() if the offsets found in texturecache.index don't lead to the expected data
disable the rainbow background in the editor in yax_drawrooms()
don't attempt to tear down ImGui in destroy_window_resources() if we didn't even make it far enough through initialization to get it set up
fix vox2poly crash caused by part of 8cc49790938f2419c885167cdb6b732d165191fb
This worked with all of the voxels I tested it with, but caused issues with some in Alien Armageddon.
fix polymost crash
fix warning
fix a couple of Windows API error messages to match the others
enable mimalloc abandoned_page_reset option and call mi_collect() during enginePrepareLoadBoard()
rework win_systemtimermode stuff, enable by default
remove precompiled SDL2 and libvpx for Windows on ARM64
The rationale here is that it's better to provide the build instructions for these libraries (as we already do) with no binary than it is to provide outdated binaries that don't actually match the provided headers anymore.
improve clipping of wall sprite replacement voxels
fix "twitching" of models drawn with rotatesprite when the viewangle changes in polymost and polymer
break glBufferData()/glBufferSubData() stuff out of polymost_drawpoly() and into polymost_startBufferedDrawing()/polymost_bufferVert()/polymost_finishBufferedDrawing() and use for polymost_printtext256() and polymer_drawartskyquad()
set polymer sky according to the first sector drawn per frame instead of predetermining it at map load time
This allows maps that use more than one parallax sky texture to look more correct in polymer, assuming only one type of sky is visible at once.
improve SDL 1.2 support
work around GCC 12.1 issue with RELEASE=0 builds due to xxHash specifying forced inlining after inlining has been disabled via -O0/-Og
this should fix logged messages not displaying in the console in edge cases where an exact multiple of 1024 messages were logged in between actual refreshes of the drawn console
fix mimalloc debug output
slightly less shitty engineVerbosityCallback()
limit block size alignment waste in cache1d a little bit
suppress all 0 counts from bucketlist console command output
Fix a bug introduced with voxel caching in fa3d6784
The texturecache file shouldn't be affected I think
Fix compilation for POLYMER=0 builds
Save voxmodels in texcache to reduce startup delay in Polymost
Fix texcache discovering index files in search paths if texcache.index doesn't exist in the cwd
Resolved by creating the index file before trying to read from it
add parameter to videoSet2dMode() to control fullscreen, like videoSetGameMode() uses
This allows fullscreen to be toggled in the editor without having to change to 3d mode first.
print display name to console when detecting video modes
only redetect video modes if the window was actually moved to a different display
invalidate stored window position when changing video mode if the combination of origin position and new window size would place the window outside the bounds of the display
add forgotten "PR" loguru verbosity label
Fix same error as in OSD_Printf() also in initprintf() and buildgl_outputDebugMessage()
Fix edge case where OSD_Printf() may wrongly remove the last char in a string
block repeated attempts to load a particular hightile in software mode after failure
merge upstream loguru changes
add ImGui (https://github.com/ocornut/imgui/tree/docking)
Everything is hooked up to the engine and functional, but nothing in this branch is utilizing this yet.
add optional throttle parameter to engineFPSLimit() to limit the framerate to the refresh rate in menus, etc
fix bug where the desktop refresh rate was being ignored in windowed mode, always print refresh rate to console on video mode change
cap framerate to 1000 even if r_maxfps is 0
For anyone that really thinks they need more than 1000 fps, "r_maxfps -2" will revert to the previous completely unthrottled behavior.
Prevent infinite loop in clipmove() for ENGINE_EDUKE32 compatibility
fix wall sprite rendering glitch on wallpoint intersection
these uses of EDUKE32_PREDICT_FALSE probably aren't helpful
remove dead OSD_FlushLog() function
q16 wallvisible()
send events to zero rumble after rumble period has elapsed
This shouldn't be necessary, but I got a report of the controller continuing to rumble indefinitely (even after terminating the game process)
templatize bitmap functions and transition direct manipulation of bitmap arrays over to use of the functions
more minor classic hightile cleanup
minor classic hightile cleanup
Polymost indexed hightile support
classic renderer hightile support