Original log file · 20110910-2015.txt
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r2015 | helixhorned | 2011-09-10 08:45:11 -0700 (Sat, 10 Sep 2011) | 4 lines
engine: In setbrightness() and qsetmodeany(), call setpalette() only if the
palette changed from the last one (either globally or within the last call of
one of the function). This fixes the ugly OSD flickering in 8-bit mode when
a screen tint effect is in action (such as when being hurt or snotted on).
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r2014 | helixhorned | 2011-09-10 08:44:53 -0700 (Sat, 10 Sep 2011) | 2 lines
A couple of trivial/cleanup changes. setvgapalette() is removed from the
engine, since it had no users.
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r2013 | helixhorned | 2011-09-10 08:44:31 -0700 (Sat, 10 Sep 2011) | 4 lines
Mapster32: when changing screen palettes, pass flag 2 to setbrightness().
This will prevent it from calling gltexinvalidateall() when e.g. submerging
and resurfacing, mimicking the behavior of the game, where only
gltexinvalidate8() is called in such situations.
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r2012 | helixhorned | 2011-09-10 08:44:16 -0700 (Sat, 10 Sep 2011) | 2 lines
Mapster32: make the heinum&2 and stat inconsistency be displayed only once
with 'corruptcheck now', but still print each corrected one on tryfix.
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r2011 | helixhorned | 2011-09-06 10:46:50 -0700 (Tue, 06 Sep 2011) | 6 lines
sdlayer.c: also SDL_WarpMouse() in debugging builds. This has at least three
effects:
1) Mouse turning works with SDL 1.3
2) The mouse pointer can't leave the window area with the console up, so that
focus always stays with the application
3) Menu selection using the mouse doesn't work. Not dramatic IMO.
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In setbrightness() and qsetmodeany(), call setpalette() only if the
palette changed from the last one (either globally or within the last call of
one of the function). This fixes the ugly OSD flickering in 8-bit mode when
a screen tint effect is in action (such as when being hurt or snotted on).
Engine
A couple of trivial/cleanup changes. setvgapalette() is removed from the
engine, since it had no users.
when changing screen palettes, pass flag 2 to setbrightness().
This will prevent it from calling gltexinvalidateall() when e.g. submerging
and resurfacing, mimicking the behavior of the game, where only
gltexinvalidate8() is called in such situations.
make the heinum&2 and stat inconsistency be displayed only once
with 'corruptcheck now', but still print each corrected one on tryfix.
Already listed in build
2011
sdlayer.c: also SDL_WarpMouse() in debugging builds. This has at least three
effects:
1) Mouse turning works with SDL 1.3
2) The mouse pointer can't leave the window area with the console up, so that
focus always stays with the application
3) Menu selection using the mouse doesn't work. Not dramatic IMO.