EDuke32 Changelog Unofficial archive

Build 9070

5 June 2020 · 6 commits by 1 author · GIT

Builds by month 62 builds

Original log file · 20200605-9070.txt
commit afa1e5715ddb9dbbcb9e2ffa0c4cb481517f2858
Author: Richard C. Gobeille <richard@voidpoint.com>
Date:   Fri Jun 5 05:57:15 2020 -0700

    Duke3d: add source control version information to window title strings, and refactor all calls to wm_setapptitle() to go through G_UpdateAppTitle()

commit 2117042aee63b609b6dbbcd86e6f2eace2f2174d
Author: Richard C. Gobeille <richard@voidpoint.com>
Date:   Fri Jun 5 05:55:27 2020 -0700

    engine: fix winlayer wm_setapptitle() to deal with being passed a pointer to apptitle[]

commit 659537d6d63a5718b72b435eaa3984e28be45114
Author: Richard C. Gobeille <richard@voidpoint.com>
Date:   Wed Jun 3 01:38:20 2020 -0700

    engine: move swallf[] and lookups[] allocation to videoAllocateBuffers()

commit 4e481d134ed64edb9554c856cb951e2e441f7cdd
Author: Richard C. Gobeille <richard@voidpoint.com>
Date:   Tue Jun 2 23:42:31 2020 -0700

    Revert "Duke3d: throw S_Update() back into the main loop to prevent audio popping"
    
    This reverts commit 0a877c0cd325ccfce6e7fbe26ac51cc750977f04.

commit c7c88db84f72c95923d2def2f985607eaf95c47b
Author: Richard C. Gobeille <richard@voidpoint.com>
Date:   Tue Jun 2 21:50:57 2020 -0700

    engine: change calcFrameDelay() to no longer reduce the frame limit by 1 fps per 60Hz of refresh rate with r_maxfps -1
    
    This worked fine with G-SYNC displays, but I guess it sucked for regular 60Hz setups for some people. This should be tested for regressions...

commit b521ab9a6ba6ec441329b85900495e638ac05f92
Author: Richard C. Gobeille <richard@voidpoint.com>
Date:   Tue Jun 2 04:32:37 2020 -0700

    Assignments

See https://voidpoint.io/terminx/eduke32 for more details.

add source control version information to window title strings, and refactor all calls to wm_setapptitle() to go through G_UpdateAppTitle()

Richard Gobeille (TerminX) 5 Jun 2020, 05:57 UTC−7 afa1e57
Revert Fix

Revert "Duke3d: throw S_Update() back into the main loop to prevent audio popping"

Richard Gobeille (TerminX) 2 Jun 2020, 23:42 UTC−7 4e481d1
Reverts
0a877c0 — Duke3d: throw S_Update() back into the main loop to prevent audio popping (Build 9040)
Engine FixEngine

change calcFrameDelay() to no longer reduce the frame limit by 1 fps per 60Hz of refresh rate with r_maxfps -1

Richard Gobeille (TerminX) 2 Jun 2020, 21:50 UTC−7 c7c88db

This worked fine with G-SYNC displays, but I guess it sucked for regular 60Hz setups for some people. This should be tested for regressions...