April 2014
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User-configurable security monitor refresh delay (r_camrefreshdelay)
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This seems to need SDL_MAIN_HANDLED in some configurations... not sure why yet.
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Update to ENet git commit 518144338dd2d55192446e5ef37bc2eb97fe9bc8
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Move DO_FREE_AND_NULL macro to compat.h
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Simplify mutex wrapper into simply differentiating between RENDERTYPEWIN (which is deprecated...) and everything else, which uses SDL mutexes.
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Android updates from Emile. DONT_BUILD.
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More Android. DONT_BUILD.
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shadexfog.lua: in "Save lookups DAT file" entry, allow to save additional lookups.
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BUILD_LUNATIC.
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(better) document sector[].visibility, sprite[].clipdist, player[].weapon.
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More Android. DONT_BUILD.
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OSD scaling fixes (mostly)
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Android code updates, pay no attention. DONT_BUILD.
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Partial Android support cleanup. I actually have no idea if this even compiles ;)
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Clean up sdlayer a bit
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Clamp macros for floats
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Hack around HOM when passing through a masked wall, but only on Android because the solution isn't very good.
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Fix minor help text formatting issues in shadexfog.lua.
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Also, fix saving PALETTE.DAT tables without lognumalphatabs byte. DONT_BUILD.
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in rotatespritea and screentext, if alpha < 0, make -alpha denote blend.
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For convenience, orientation gets bit 1 (translucency) set automatically. Again, test/screentext.con is updated to show off this functionality (the code there assumes that additive blending tables are loaded at blend numbers 101 -- 132). BUILD_LUNATIC.
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fix 'screentext' command.
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In ext. PALETTE.DAT, store log2 of last alpha table index. Handle alpha in classic.
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The extended PALETTE.DAT format can now carry a trailing byte, called 'lognumalphatables'. If it is present, the engine assumes that alpha blending tables are loaded at blend indices 1 to 1<<lognumalphatables and handles rotatesprite's alpha and spriteext[].alpha accordingly. The ability to save this new byte is added to engine.lua:savePaletteDat() and the corresponding convenience functions in shadexfog.lua. Examples test/screentext.con and test/sprite_access.con are updated for demonstration purposes.
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Add "osdscale", allowing the console text to be resized anywhere from 1-4x. It's a float because that seemed more useful to Android, where this will probably be hooked up to a slider (its intended usage).
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Credits menu update for Android
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Mapster32/Lunatic: add descriptions to [;]+[F] menu entries shown in upper left.
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BUILD_LUNATIC.
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engine.c: for printext16(), make newlines do what you expect them to.
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a.m32: for showpal==1, also show editor colors with printext16.
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Mapster32/Lunatic: hook up shadexfog.save() and saveLookupDat() to [;]+[F] menu.
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Mapster32/Lunatic: add functionality to connect Lua funcs to s.bar menu [;]+[F].
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Hook up those from test/shadexfog.lua and some debugging ones from engine.lua.
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factor out [']+[F] common code into "class" StatusBarMenu.
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astub.c: clean up [']+[F] menu code, fixing one oob access w/ dyn. entries.
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Rename sector[].filler member to '.fogpal'. From CON, keep the '.alignto' alias.
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The overall situation is thus as follows: - in C and from Lua, that member is called 'fogpal' - In CON (both C-CON and LunaCON), it's 'fogpal' with 'alignto' being an alias; 'filler' wasn't available before, either. - In m32script, it's 'fogpal' or 'alignto' ('filler' is not available any more)
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In non-lookup OpenGL modes, make sector[].filler (rename pending) override fogpal.
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That is, if that member has a nonzero value, that one is taken for the color of the GL fog instead of (most of the time) sector[].floorpal. "Sky sectors", that is, skyboxes or simply parallaxed floors/ceilings are *not* handled.
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a.m32: add state 'for_sprites_near_picnum'.
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The state quries the user for four values: ref. picnum, target picnum, max. ldist and a lotag. Then, for all sprites i (of ref. picnum), for all sprites j (of target picnum), if ldist(i,j)<=maxldist, sprite j's lotag is changed to the provided one. Also add lunatic/test/maputil.lua, containing a similar function but allowing to customize the selection predicates of the ref. and target sprites, as well as the action to carry out.
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engine.c: clean up code around wallmost(), owallmost() and grouscan().
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Bump jit/bcsave.lua to the one from LuaJIT 2.0.3.
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Fix my mangled rev.h commit from a while back. I guess I forgot to revert it because it didn't break synthesis. :)
March 2014
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Add a second DNCOORDS/cl_showcoords mode, showing some renderer settings.
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Also, extend the documentation for r_usenewshading a little. Specifically, note when the different modes were introduced. BUILD_LUNATIC.
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disable normal/parallax mapping in rotatesprite.
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It was plainly noticeable in the editor's tile info display, for example.
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In COMMON_clearbackground() (for the OSD), disable fog.
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Amend r4394: don't use full brightness (glColor() factor 1) with hightiles.
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This is done by factoring out some polymer.c:polymer_getbuildmaterial() code into polymer_eligible_for_artmapping() and using that. The one in polymer.c can still determine to not use ART mapping on some ("rare"?) occasions, so it's not 100% in sync.
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Minor Polymost code cleanup.
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- factor out eligible_for_tileshades() - remove some rendmode 1 code - move some auto vars further down
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checkdefs.sh: for DEFs, also handle 'include ...', use 'find -L' (follow symlinks).
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add some shade/vis debugging functions.
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engine.lua: linearizeBasePal(), mapster32 only test/shadexfog.lua: create_depth_shtab(), create_vismarker_shtab()
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With r_usenewshade 3, do apply starting fog dist. eqn. for negative shade.
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In 'tilefromtexture' DEF token, fix specifying -1 xoffset or yoffset.
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game.c: fix last step of p->visibility approaching ud.const_visibility.
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SDL 2.0.3 (plus a MinGW build fix that didn't make 2.0.3) for Windows builds.
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Tidy menu code in advance of complete redesign.
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This replaces all remaining magic numbers with enumerations thereof. It also tweaks the following, even though most will be irrelevant post-rewrite: -Remove unused menus -Properly center the nuke icon in Duke and the star icon in NAM -Fix the multiplayer macro editing menu: --Position the currently editing quote its proper spot instead of beneath the first row --Don't highlight the first quote while editing a different one --Select the quote just edited when finished editing instead of the first one -Fix the cursor of a centered text input field (such as the adult mode password) -Implement proper shade glowing of selected menu entries in Joystick Settings, Joystick Axes, and Joystick Dead Zones -Shift the the Joystick Axes menu down to avoid overlapping the title bar -Change the title of mouse digital axis assignment "Digital Axes Setup" instead of "Advanced Mouse" -Fix the behavior of the Next button in Joystick Dead Zones to not act like a scrollbar
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Revert rev.h.
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handle Ctrl-K/Ctrl-U in the OSD. BUILD_LUNATIC.
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provide access to wall[].blend.