October 2019
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Add missing header to VS project
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Add cvar to control ntdll.dll timer voodoo
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Implement sys_timer cvar with several different choices of timers to control frame pacing
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This is useless
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Rename timerUpdate() and timerGetRate() to timerUpdateClock() and timerGetClockRate(), because they both only apply to totalclock
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Use nanosleep instead of usleep
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Patch from Doom64hunter to address a couple of issues with per-map art
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Renderer sprite sorting patch from Nuke.YKT
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Explicitly implement timerGetTicksU64() with chrono::high_resolution_timer and use chrono::steady_clock for regular timerGetHiTicks() and totalclock
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Recalculate frame limiter delay every time a frame is drawn
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This is an attempt to work around issues that arise when timerGetTicksU64() isn't monotonic. Timing situations like that shouldn't happen, but some systems have pretty messed up configurations.
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Let's try something different for r_swapcomplete
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Remove obsolete win_uninit() function
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Disable SDL's built-in signal handler
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Call debug_break() from attach_debugger_here() in builds with DEBUGGINGAIDS enabled
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This old 3dfx and SiS hardware isn't capable of running our GL renderer and never will be
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Equivalent to jfbuild commit b6a666745cea21c6f8193b046bcdd0636fb7c166
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Simplify SDL subsystem init a little
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Rename BUILD_xxx debug env vars to EDUKE32_xxx
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Add EDUKE32_NO_NVIDIA_THREADED_OPTIMIZATIONS for Linux and EDUKE32_NO_XINPUT for Windows
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Don't send a mouse event when clicking to re-focus the game window
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Fix oversight where the check for whether the loaded version of SDL is new enough was never updated for SDL2
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GLU isn't loaded with SDL, so calling SDL_GetError() here is pretty useless
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Use aligned allocation for the block gamecontrollerdb.txt is read into
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I know, unnecessary.
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SDL_free() is not for pointers to SDL_RWops structures...
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Don't use the SDL joystick API with SDL2, just the updated one for game controllers
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Add optional duration parameter to idle()
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Clamp nextPageDelay in G_FPSLimit() to 0.0 - g_frameDelay
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Increase timer resolution on Windows
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Remove win_allowtaskswitching()
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We weren't ever calling win_allowtaskswitching(0) anywhere, and when I tried it, it did not work. Broken functionality to try and block alt + tab is not necessary.
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Use timeGetTime() to implement timerGetTicks() on Windows
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Remove dead function declarations
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This function declaration was in the wrong header
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Update xxHash to git commit cd0f5c22095c49c35104dca86620322801f14893
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Use timerGetHiTicks() instead of timerGetTicks() for timing in osdfunc_fileinfo()
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G_HandleAsync() -> gameHandleEvents()
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Partial timer cleanup
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After this revision, the only place timerUpdate() is called is from within handleevents(). S_Cleanup(), MUSIC_Update(), and G_HandleSpecialKeys() are now called from a timer callback set with timerSetCallback(). This more or less deprecates the usage of faketimerhandler() in EDuke32 and Mapster32, but other games still rely on the functionality.
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Reword stupid error message that has probably never even been seen
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ifdef DEBUGGINGAIDS for this quick exit crap
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this is more like regular AIDS than DEBUGGINGAIDS though
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Use tabledivide64() in timerUpdate()
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Ugh, apparently we rely on this for FURY
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startgtk.game.cpp edits:
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1. Fix USE_OPENGL=0 builds. 2. Don't ignore the user's choice of BPP. 3. If eduke32.cfg has Polymer set to 1 and ScreenBPP set to 8 (e.g., the user changed from Polymer to Classic), don't tick Polymer and don't select an OpenGL mode.
September 2019
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Derp
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Update libxmp-lite
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Use -fvisibility=hidden for Voidwrap on Linux
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Fix issue where the borderless windowed mode menu option wasn't starting out reflecting the current value
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EDUKE32_STANDALONE does, however, need this
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EDUKE32_STANDALONE doesn't need this
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"digital axis shit based on mouse movement should be eliminated"
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Hook CONTROL_MouseAxesScale[] up to mousex/mousey in ControlInfo
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Remove the EDUKE32_STANDALONE guards from around the definition of EVENT_CAPIR (but not the implementation)
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Remove "VWCONTROLLER" stuff from voidwrap
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This API has already been deprecated by Steam, and we have SDL2 controller support now. Anything we might need to interact with Steam for regarding controllers can be done through the ISteamInput interface that is currently supported in the SDK.