September 2015
-
Prevent tilefromtexture from ever assigning index #255 (the transparent color) to the processed image.
-
General
Internally, work with 24-bit palettes instead of 18-bit.
-
General
Restructure the basepaltable subsystem to support up to 256 palettes and use dynamic allocation like palookup and blendtable.
-
General
Don't error out when lookup.dat can't be read.
-
General
Restructure loadpalette() so that read errors are not immediately fatal and enforce that the necessary parts have been loaded in E_PostInit (after loaddefinitionsfile()).
-
Add E_PostInit, called from the game after loaddefinitionsfile().
-
General
sd
-
call update_highlightsector() after 3D mode RCtrl+RAlt.
-
General
Update the precompiled Windows libraries: libogg 1.3.2, libvorbis 1.3.5
-
General
Merge compat-from-mingw-w64 into compat-to-msvc since we dropped support for mainline MinGW32, and add dll_dependency.S so we don't need to build the libs with "-fno-stack-check -fno-stack-protector -mno-stack-arg-probe".
-
General
Reinstate the printing of quote 121 when DNKEYS is used.
-
RCtrl+RAlt (+['] or [;]) selects sectors in 3D mode, by The Mechanic.
August 2015
-
in manual member editing, Shift+ENTER allows toggling individual bits
Show details
For values that are displayed in hex. Patch by The Mechanic, with modifications.
-
amend action's viewtype -8 to be more in line with the others.
-
after playtesting with Esc+[T], break from the key polling loop.
Show details
Bug noticed and fix located by The Mechanic.
-
allow viewtype -8 for 'action', meaning to x-flip the shown sprite.
Show details
Similarly to how -5 and -7 and are accepted since r3859.
-
General
Amend r5330.
-
General
Fix GTK build.
-
General
Fix USE_OPENGL=0 build.
-
Mostly revert r5326, and instead restrict the starting and stopping text input to touch devices where we need the on-screen keyboard to appear. This maintains the bugfix on targets with a physical keyboard.
-
General
Fix the Custom game content directory startup window option loading the folder alphabetically previous to the one selected when the "autoload" folder is present.
-
Add EVENT_PREDRAW2DSCREEN.
-
General
Improvements to the MSVC project.
-
Astyle and Uncrustify all source.
-
don't enable/disable SDL text input.
Show details
At program start, text input is enabled anyway and it does not seem to have any adverse effects. However, disabling it after e.g. game save leads to the OSD not working properly any more: normal keys are passed via handleevent_pollsdl's SDL_TEXTINPUT case.
-
don't repeat #ifdef/#endif for SDL_{Start,Stop}TextInput().
-
General
SDL2 layer: handle all Ctrl+[A-Z] keys passed to OSD_HandleChar().
Show details
See that function for a list of what these do in the OSD.
-
fix oob write for Ctrl+K ("delete all to end of line").
-
in test/helixspawner.lua, make COLOR a global variable. DONT_BUILD.
Show details
To demonstrate and test that it can be modified from outside, and that these changes are kept with savegame restores.
-
call AppGrabMouse() on show/retract OSD like in the game.
Show details
This is necessary to hide the mouse cursor in some settings (such as with the debug build under Xfce). DONT_BUILD.
-
add config variable 'corruptcheck_heinum'.
Show details
With 3 modes: 0: auto-correction and warning disabled 1: auto-correction enabled (default, current behavior) 2: auto-correction and warning enabled
-
make BOUNCEMINE spawn FRAMEEFFECT only if moving horizontally.
Show details
Also add "zshoot -4096 BOUNCEMINE" to lunatic/test/weaponvars.con to demonstrate that bouncemines can be shot.
-
General
Revert r5316 which completely broke BOUNCEMINE.
-
General
Pragma fuckery. DONT_BUILD.
-
don't spawn FRAMEEFFECT1 for BOUNCEMINE.
Show details
There's no point, really. Since the bouncemine is immobile, the tsprites will all be overlaid at one point and show the same picture, as far as I can see. Worse, since r4876, the generated sprites may draw on top of the actual one. The former have their shade always set to sprite[t->owner].shade though, and will then appear fully bright (shade -127, since BOUNCEMINE sets it like this). This fixes issue number 4 from http://forums.duke4.net/topic/8042-five-minor-problems-report/
-
General
engine.c: use swapptr() instead of swaplong() in two cases in drawmasks().
-
don't redundantly adjust globalcursectnum in polymost_drawrooms().
Show details
See r5024 and the added comment.
-
in DNCOORDS display, show x/y/z for VEL + ps->fric x and y components.
Show details
Also, prettify some ps->fric-related code. DONT_BUILD.
July 2015
-
fix displayed viewscreen when its x/yrepeat isn't evenly divisible by 4.
-
add DEBUG_FRAME_LOCKING functionality.
-
fix unbalanced begindrawing()/enddrawing() pair in printext16().
-
General
Fix various, but not all warnings.
Show details
Except: - missing braces around initializer [-Wmissing-braces]: due to union-in-struct vec3f_t - comparison between signed and unsigned integer expressions [-Wsign-compare]: in polymer.c
-
re-enable changing position in 2d mode with the right mouse button when dragging selected objects
-
fix frame locking issue with 2d3d mode, crash when toggling bottom texture swap, issues with drawing certain types of walls.
-
fix display of pal 4 sprites in 2d mode.
-
fix 3d mode status messages being overwritten with position/ang/horiz readouts.
-
fix unreadable status messages in 3d mode when working with a palette that doesn't align to Duke3d's color layout.
-
change default 2d3d position to upper right corner, remove debug printf I accidentally committed.
-
General
Mapster32:
Show details
-Improved indication of selections in 2d mode. This includes both highlighted objects and multiple object selection. -2d3d improvements: it's no longer possible to end up with a black view due to the z position being out of range when moving the cursor position to a new area with the right mouse button. -The middle mouse button can now be used in place of the right alt key when selecting sectors, similar to how the left mouse button can be used in place of the right shift key to select points and sprites. -2d mode mouse cursor has been changed to a 1 pixel thick red cross with a shadow instead of a 2 pixel thick red cross with no shadow. This improves visibility when working in textured mode with lava sectors and other textures similar in color. -2d mode palette now changes when working in an underwater sector. -Misc tweaks
-
don't warn about the map being corrupt if the only thing wrong with it is a sector ceilingheinum or floorheinum set without the corresponding bits to enable sloping set. DONT_BUILD.