March 2020
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Remove the leading slash from the .sf2 bank filename if it's the only slash in the string
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Improve handling of menu options that may be hidden in-between visits to a menu
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Refresh ud.config.MusicDevice and the menu sound configuration display variables after applying new settings
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This helps keep the menu state synchronized with the actual sound system state in cases where the requested configuration was rejected for some reason (unsupported playback frequency, missing .sf2 file, etc).
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Update TinySoundFont to 91c24e1620a8f9c13be1aa21698757e5ad5a95a6
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Make TinySoundFont effect sample block size configurable via cvar
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Expand Nuke.YKT's patch from SVN r7414 to cover all 32-bit platforms.
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Fixes non-deterministic white rectangles rendering bug in PCExhumed.
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Remove unused FAF_DebugView variable from sw/src/brooms.cpp. The
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corresponding variable in rooms.cpp is used if DEBUG is defined to nonzero.
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sw/src/draw.cpp: Don't draw rooms if textured overhead map is drawn
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later. This also turns out to fix a Polymost-specific bug revealed in SVN r8711. Further remove a call to PicInView which does nothing.
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Fix crash in menu file selector when no files OR directories are available to display
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Fix FURY=1 build
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Fix stupid menu bug
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GCC 9.3.0 Windows build fix
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Fix GCC 9.3.0 signedness warning
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Add file selector for choosing which .sf2 bank to use
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This also adds a menu option for OPL3 stereo mode. Windows MME output device selection is probably next (this can already be done through the console).
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Stylistic changes to driver_winmm
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This changes the code formatting and style of driver_winmm to better match our style guidelines.
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Move a couple things around in the audiolib headers so we can access them from the game code
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The most minor of audiolib cleanups
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Fix swinging doors not automatically closing anymore after rebounding if they hit a player or actor when trying to close
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More SF2 work
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Now automatically detects a .sf2 file placed in the game directory if the mus_sf2_bank cvar is unset.
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Clamp SF2 sustain and attenuation
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Remove deleted file from VS project, must have been missed when the file was actually deleted from the repo
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sf2 synthesizer WIP
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Patch from Nuke.YKT.
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Make quitting by closing the window, now done via CON_Quit,
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a bit more usable in multiplayer, hiding the engine's console.
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Modify MenuLevel and RunLevel by using CON_Quit,
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toggling MultiPlayQuitFlag on instead of QuitFlag in multiplayer games if a player tries to close the window. Further update MNU_QuitCustom to use CON_Quit. - In RunLevel, this fixes quit of game for all players. - In MenuLevel, this leads to transmit of PACKET_TYPE_MENU_LEVEL_QUIT. However, the work isn't complete, since the game isn't shut down on the peers' sides, leading to possibly undesired side-effects. Currently known issue: - If the master closes the window, the scores won't be shown for the master. Reason is that waitforeverybody will terminate the app.
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sw/src/game.cpp:StatScreen crash bug fix: For a given player p,
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use p->TeamColor instead of User[p->PlayerSprite]->spal, since it's possible the player left before the map was loaded.
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Add a few calls to handleevents around key press loops. Also check
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quitevent in the game, and further call getpackets within StatScreen.
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Make sure StatScreen is called around the same time for
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all players after level change. This is done by adding calls to getpackets within the BonusScreen and StatScreen while loops. It is related to a change from the DOS versions of 1997. Basically, dosendpackets immediately sends all packets via the commit driver under DOS, while in the mmulti port in use here, sending might be postponed. This was leading to a problem with the game entering waitforeverybody before showing the stats. In particular, it initially attempted to send a PACKET_TYPE_PLAYER_READY message, which could get postponed in the manner described above. In case it received PACKET_TYPE_PLAYER_READY messages from all other peers before the time arrived for sending pending packets, though, waitforeverybody would return, eventually leading to a call to StatScreen/BonusScreen, without sending the pending message until the user in question continued. Other peers would have to wait for the given player to confirm level change before they could see their own stat screens.
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sw/src/game.cpp:NewLevel: Wait for all peers when master player quits.
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sw/src/network.cpp:MyCommPlayerQuit: When master player decides to quit,
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make sure all players quit the game. Don't internally change the list of players, just prepare to quit.
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sw/src/game.cpp:getinput: Make sure slave actually quits the game
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Fix a bug in getpackets, making SW's Master-Slave code usable,
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including 3+ players sessions.
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Engine compatibility update: ksqrt
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Add userdata field to DemandFeed
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Backported from Rednukem.
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Fix OOB in polymost_spriteIsModelOrVoxel
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Revert r8712
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I forgot this bunch of SDL2 headers like an idiot
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Fix IF crouch jumping and unintentional automatic crouching under sprites
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ifndef EDUKE32_STANDALONE a couple more hard-coded Duke3D sound IDs that were missed previously
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Reduce width of a couple fields in memberlabel_t
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Make gamestructures a proper object
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Use better variable names in my shitty windowsSetupTimer() function
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This also fixes a bug where timeEndPeriod() could be called with the new time period value instead of the old one when setting the period after a period had already been set.
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Speed up startup times on Windows for projects with a lot of sound definitions
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Eliminate unnecessary goto
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Fix return type of A_CheckHitSprite()
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Since the returned value is a distance, it should be int32_t.
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Enable debugging symbols in MSVC release builds for profiling
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Derp
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Patch from Nuke.YKT to fix a y-flipped voxel rendering issue in Polymost
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Patch from Nuke.YKT to fix a couple of NAM/WW2GI issues
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Patch from Nuke.YKT to improve OPL3 emulator volume control
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Patch from Striker to improve sprite interpolation