December 2019
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Properly use platform-specific cpuid intrinsics
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Minor changes to hash table code
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Add Xaligned_calloc()
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cache1d improvements: add reset function, support for specifying the mininum block size, and make the information printed out by the cacheinfo console command more useful
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Improve interaction between cheat entry and player input
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Fix noclip in Duke3d
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Map SDL joystick device trackball input to mouse input
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Shitcan the few uses of the bool type in the VM after reading some things and dicking around on godbolt.org
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Update the Microsoft resource compiler scripts used for Windows binaries
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This adds the version control revision plus build time to the properties of the resulting binary, and updates some of the legal text. The executable version number has also been bumped from the longstanding "1.9.9.9" to "2.0.0.4", symbolic of the year EDuke32 was first released in. Future Fury binaries will now say "2.0.1.9" to match its first non-preview release as well.
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This workaround doesn't appear to be necessary anymore
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Moreover, I couldn't really find any information about the problem this was supposed to resolve when I attempted to research it. The code has already been #if 0'd out for a while.
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Update gamecontrollerdb.txt
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A small amount of driver_adlib cleanup
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Re-add r_usetileshades
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Factor tileshades determination into polymost_usetileshades()
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Fix an error in the removal of r_usetileshades
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Despite the default mode being 2 and the option being removed, statements reading (r_usetileshades == 1 && !(globalflags & GLOBAL_NO_GL_TILESHADES)) were changed to (!(globalflags & GLOBAL_NO_GL_TILESHADES)) instead of (false). Fortunately, this has no effect with default settings (r_usenewshading == 4).
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Fix GLOBAL_NO_GL_TILESHADES since the implementation of the shader in Polymost
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Patch from Fox and Nuke.YKT.
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Fix the widescreen alignment of weapons when shrinking the screen with + or - (currently disabled by default)
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Patch from Fox.
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Avoid a one-pixel tall hall of mirrors above the full status bar
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Draw the status bar under the menu instead of over it
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Don't show the status bar during the end of level screen
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Left-pin the mini HUD in widescreen
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Fix STARTUP_WINDOW=0 on modern macOS
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Move HIT_PLAX_WALL out of the bit range used for limit raised struct IDs
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Activate ASSERT macro with RELEASE=0 builds
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Fix assertions and OOB so that the player can noclip OOB
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Address Sanitization commenceth
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Get widescreen aspect working
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Bgetsysmemsize() 64-bit fix
November 2019
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Take screenshots as PNG, not TGA
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Fix cheats only granting one Uzi instead of two
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Add Alt Weapon Mode gamefunc and bind it to MOUSE3 by default
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Fix CONTROL_ClearUserInput so menu input is reliable
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Fix NUMGAMEFUNCTIONS and mouse button select menu
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Add Equip Pickups weapon auto-switching toggle
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Implement Darts option, including bloody frames
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Make quick save and load actually quick
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Upgrade SoundAngle() from the original 5-bit precision to EDuke32's 7-bit
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Add debug_break() to _Assert()
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Enable Run mode by default
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Set up very basic OSD appearance
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Add Redux's -addon1 and -addon2 command line parameters
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Add support for loading dependent GRPs -- and Redux's Twin Dragon
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Port more efficient startup window game data selection infrastructure
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This includes saving the user's selection to the cfg.
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Update GRP list with more sharewares
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Clean up startup messages
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Clean up sign casts in kplib
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Rename the poorly named "Cool Stuff" menu entry to "Credits" and clean it up
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Fix saves
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Dynamically-allocated structs strike again.
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Fix an error in the the inline header version of initmultiplayers