September 2018
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Don't invalidate saves based on the compiled script CRC if the script hasn't been compiled yet
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Xmalloc() -> Xrealloc() in C_AllocProjectile()
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Apply the same autoaim Z position offsetting logic used on GREENSLIME and ROTATEGUN to any sprite with CSTAT_SPRITE_YCENTER set
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Reword error message displayed at startup when game data is missing
August 2018
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Silence less stupid fucking warning
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Silence stupid fucking warnings
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Bump BYTEVERSION
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Don't play DUKE_GOTHEALTHATLOW sound in standalone builds
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Work around strange internal compiler error with gcc 8.2.0...
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Remove compiled CON script from savegames in favor of storing a simple CRC32 value computed from the uncompiled CON text--this means that savegames can now only be loaded if the currently loaded CONs match what was in use when the game was saved.
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screens.cpp: Show average game update time over the last 100 game updates
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[facepalm emoji]
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Remove redundant code from Polymost fog
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Patch from Fox.
July 2018
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polymost.cpp/glsurface.cpp: Don't print shader compile status to the console on success.
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echo successful script commands invoked from the console with "do" back to the console in green to indicate success.
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"Lomont then searched for a constant optimal even after one and two Newton iterations and found 0x5F375A86, which is more accurate than the original at every iteration stage."
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Cheap fix for load game menu crash
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Add missing USERDEFS_USERBYTEVERSION to VM_SetUserdef()
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Create P_GetOverheadPal() and restore the DOS definition of it.
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DOS: the player sprite's pal (including pants color and frozenness), unaffected by sector floor pal what the code had for some reason: the sector's floor pal, neglecting the nofloorpal bit, frozenness, and the player's pants color I contend that it is okay for the automap sprite to ignore the sector's color for map legibility purposes.
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Factor out P_GetKneePal().
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Clean up variables in overhead map player sprite draw code.
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Make some non-functional changes for clarity in Menu_RunInput_EntryRange*_Movement.
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Fix -Wformat-overflow warnings
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Fix warning: 'void* memset(void*, int, size_t)' clearing an object of non-trivial type 'struct menusave_t'; use assignment or value-initialization instead [-Wclass-memaccess]
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Fix warning: type qualifiers ignored on cast result type [-Wignored-qualifiers]
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Update glad to 0.1.25
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Perform a "divisor known at compile time" optimization
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Fix variable capitalization in Dependencies.mak files
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MSVC build fix
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Limit classic upscaling to 2x and 4x until issues with rotatesprite can be ironed out
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CON_SWITCH maintenance
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EDUKE32_STANDALONE stuff
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Change sv prefix applied to savegame control cvars to cl for client (sv is reserved for server vars in multiplayer)
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menus.cpp: Don't show texture filtering, anisotropy, or palette emulation options when EDUKE32_STANDALONE is defined
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Support software renderer upscaling engine-side in sdlayer and sdlayer12 with various scaling factors (beyond just pixel doubling).
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When glsurface is available, use GL to upscale the render buffer. Additionally, fix build issues with sdlayer12 introduced by GLAD changes (r6656).
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sdlayer.cpp: Don't destroy window resouces if switching between software rendering on glsurface and Polymost/Polymer
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polymost.cpp: make c_wrapThreshold consistent between POLYMOST1_BASIC_FRAGMENT_SHADER_CODE and POLYMOST1_EXTENDED_FRAGMENT_SHADER_CODE
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polymost.cpp: fix rendering for indexed colour textures to match original behaviour when !r_usetileshades or globalflags & GLOBAL_NO_GL_TILESHADES
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Additionally, fix issue in polymost_setShade() where shade calculation was happening after a check for whether or not the shade needed to be updated.
June 2018
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Rename console command 'sv_cleanup' to 'purgesaves', as sv_ is a prefix for cvars, not console commands
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Reduce default snd_numvoices to 64 and reduce max to 128
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sdlayer.cpp: fix software renderer crash affecting Mapster32 due to improper handling of lockcount in videoBeginDrawing()/videoEndDrawing() when using glsurface
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glsurface.h/.cpp: change how the palette is handled and fix tinting/fading
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Temporary workaround for palette or GL surface issue wherein launching Mapster32 into 2d mode produces a black screen until switching to 3d mode and back
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Fix crash in Mapster32 when switching from GL 3d mode to 2d mode.
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Use aligned memory allocation for GL surface
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Fix issue with viewing the player sprite through a security camera
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Fix inclusion of sdl_inc.h in Duke3D's config.cpp
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Fix error with initputs symbol when linking the Build tools in some environments
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Fix building the Build tools