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2021.11.10.Log1963.txt
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commit 3ec0597d40bcd4646bda35420ff655a5fdbeedec
Author: Richard Gobeille <richard@voidpoint.com>
Date: Wed Nov 10 14:03:22 2021 -0800
Duke3d: jump to menu options when pressing letter keys
commit d5a6729d27e88df889b290a84ab8bfc88ff771dc
Author: Richard Gobeille <richard@voidpoint.com>
Date: Thu Aug 12 14:28:20 2021 -0700
engine: move yax_updown[] reset to yax_update()
commit 466b45d98bbbbb8db2c3c0852006f1c5f30df6ee
Author: Richard Gobeille <richard@voidpoint.com>
Date: Thu Aug 12 14:28:20 2021 -0700
Duke3d: add scroll wheel support back into file selection menus, add PgUp/PgDn and scroll wheel support to the little submenus used for selecting screen resolution and configuring the framerate limit etc
commit ef06dff4d27f09107988a11fc8ce537019004c24
Author: Richard Gobeille <richard@voidpoint.com>
Date: Thu Aug 12 14:28:20 2021 -0700
engine: don't use SDL_WINDOW_FULLSCREEN_DESKTOP and don't call SDL_SetWindowBordered in fullscreen
commit bd1cd8cf46bbd8620d08660880bea807522a8c8b
Author: Richard Gobeille <richard@voidpoint.com>
Date: Thu Aug 12 14:28:20 2021 -0700
engine: ignore SDL_WINDOWEVENT_MOVED and SDL_WINDOWEVENT_RESIZED in fullscreen
I'm not sure if this is going to end up being the correct thing to do here, but it's what we shipped in the Fury 2.0 binary.
commit a4a34f19bbb61ff4d4d904651a4de666aab5f271
Author: Richard Gobeille <richard@voidpoint.com>
Date: Thu Aug 12 14:28:20 2021 -0700
Duke3d: reformat information displayed within the save and load menus, add episode name and player health
commit ee91e8cdd4bd0d36f0717acfabe488ca0de8df0d
Author: Richard Gobeille <richard@voidpoint.com>
Date: Thu Aug 12 14:28:20 2021 -0700
Duke3d: add display selection to menu, tweak menu framerate limit option
I'm not very happy with the list of values for the framerate limiter. All methods of presenting these values to the end user seem to be terrible: linear slider bars are cumbersome and contain many unnecessary values, and simply presenting a field for a value to be entered into requires the end user know what they're doing. Ugh.
commit e8527308973405289ee1788a4c18d1bdc85c6ebd
Author: Richard Gobeille <richard@voidpoint.com>
Date: Thu Aug 12 14:28:20 2021 -0700
engine: better multi-monitor support
commit af57b22d246187d1b7ef6864ea63406ffa620417
Author: Richard Gobeille <richard@voidpoint.com>
Date: Thu Aug 12 14:28:20 2021 -0700
engine: fix console logging issue on Linux introduced by logging rework
TIL vsnprintf and _vsnprintf are not, in fact, the same thing.
commit dac415581e7a8252477f925268f2cfc180895bc3
Author: Richard Gobeille <richard@voidpoint.com>
Date: Thu Aug 12 14:28:20 2021 -0700
engine: remove r_vbos cvar (useless for a while now), modify voxmodel to store data converted to tris instead of quads that are converted during the VBO building pass
This is going to need a little work to get going again on the couple of configurations that don't define USE_GLEXT (GEKKO and EDUKE32_GLES). Should USE_GLEXT even be a thing anymore?
commit 5aeb2b33099961677a7210319e9bb0277d3c6c48
Author: Richard Gobeille <richard@voidpoint.com>
Date: Thu Aug 5 15:27:58 2021 -0700
engine: adjust polymost z-fighting mitigation, add two new cvars: r_spritedepth and r_spritedepthmul
r_spritedepth is the base multiplier for a sprite's position in the depth buffer and r_spritedepthmul controls the multiplier for a unique offset value assigned to each sprite drawn.
commit 9a2a8c3e3d1b7773fa083c483cad2fe966026571
Author: Richard Gobeille <richard@voidpoint.com>
Date: Wed Aug 4 13:09:27 2021 -0700
engine: mask angle precision related geometry intersection by calculating higher precision angle for intersecting sprite planes from intersecting wall's normal
See https://voidpoint.io/terminx/eduke32 for more details.