August 2019
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Add fallthrough__ in gameexec
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Reverse the order video modes are sorted in
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Tweak the fatal engine initialization error and game already running dialog boxes a bit
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Fix linking with SDL 2.0.10
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SDL 2.0.10
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Audiolib housekeeping
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Use a LUT instead of a switch to handle choosing which audiolib mixer function to use for a voice
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Polymost projection changes to correct the perspective in widescreen and ultrawide resolutions.
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Patch from Nuke.YKT and Fox.
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Sound cleanups
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New feature: combine SF_GLOBAL and SF_DTAG definesound flags to get Duke3D explosion sound behavior
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Add S_SetProperties() function to handle repetitious setting of a few sound structure members
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Tweak how the semaphore used to detect multiple running copies of the game is utilized
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Add FURY checks for some EDUKE32_STANDALONE stuff
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Tweak DirectSound error
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Replace some of the mutex usage in the DirectSound driver with our own implementation
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Improve usage of initprintf mutex
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Re-implement our mutex_lock() family of functions using SDL's atomic spinlocks
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'If' out a couple of instances of g_soundlocks[] manipulation I somehow missed during my first pass
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Eliminate pos_as_vec2 from anything that had it
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Fix Mapster32 bug with 2d3d mode ambient sounds
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Fix issue clipping against sloped ceilings
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Tweak map start message printed to the log
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ext updates
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game.cpp: move check for quitevent during start-up so that if start-up is cancelled during definitions parsing, the game won't continue to play in a half-loaded state.
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Allow MOUSEINACTIVECONDITIONAL when out of menu. Fixes left clicking screens.
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Add CONTROL_ClearAllButtons
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Remove RTS names from standalone builds
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definecheatdescription
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Move cheat descriptions from menus.cpp to cheats.cpp
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Add I_GeneralTrigger as a combination of Advance and Return and use it for skipping screens so that Esc works.
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gameexec.cpp: allow G_ShowView() to execute regardless of the state of g_screenCapture.
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This fixes skyboxes not rendering in TILE_SAVESHOT.
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tiles.cpp: backup & restore picsiz, walock, & waloff alongside other per tile arrays in artClearMapArt() and artSetupMapArt()
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This fixes an issue with viewscreens as tiles that are setup game-side after a map is loaded could have their sizes reset to 0 while not being properly cleared from walock/waloff
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sector.cpp: ensure that if scripts have told us not to render normally to the tile, that we still handle restoring our target & setting up the tile appropriately for what the script may have rendered
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engine.cpp: make renderSetTarget() more robust so that passing an xsiz or ysiz <= 0 is not accepted and can't cause a segmentation fault
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polymer.cpp: fix issue where assert could fail due to HUD model sprites having an owner >= MAXSPRITES
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polymost.cpp: Fix issue where tiles whose dimensions had grown would not have their sizes updated in GL and could fail to update their texture data
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polymost.cpp: If a tile in the tilesheet is large enough to fit a redefined tile, use that space rather than allocating a new texture
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polymost.cpp: if an indexed colour tile is being reloaded, changed dimensions, and no longer matches the calculated tilesheets, generate a separate texture for it.
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Similarly, if the tile does match the calculated tilesheets but was a separate texture, delete the texture and load the tile back into the tilesheet.
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build.vcxproj: Execute custom build tools & step before BuildGenerateSources
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Oops
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Fix crashes when passing invalid variable names to a couple of debugging commands in the console
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Don't attempt to draw TILE_LOADSHOT unless it's already in memory
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This works around a flaw in the .ext loading logic that I don't have time to debug right now.
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Fix automapping not working when looking at the textured map mode
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Skip drawing invalid polygons in polymost_drawpoly()
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Fix warning
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getwalldist() tweak
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Use I_AdvanceTrigger() instead of I_CheckAllInput() for the skip condition in Anim_Play()
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Replace runtime pow2 calculations with pow2char LUT usage
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I don't know that this is any faster, but there's something to be said for standardization and consistency. I will be making most of this stuff use bitmap_set/test/clear() soon.
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Sanitize walock[] usage
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Fix issue with sounds being expired from cache