December 2016
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Make layout switch duplicate guard bidirectional.
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Refactor keyboard layout switching code into winbits.c and clean it up. No functional changes.
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Call SDL_StopTextInput immediately after initialization so IMEs do not interfere with gameplay keypresses.
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An example of is on Mac, where holding the 'A' key caused a small overlay with accented forms of the character to appear.
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Place SDL_KEYDOWN events into keyasciififo[] when SDL_TEXTINPUT events are disabled.
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This way, SDL_StopTextInput() does not break text entry for code that uses keyasciififo[] but does not currently call SDL_StartTextInput(), or if it cannot, such as Duke's cheat entry. Technically we could revert r5326 and r5331, but since we only currently have support for showing ASCII text glyphs as bitmap fonts in ART tiles, there is no point to showing an IME on platforms that don't need an on-screen keyboard.
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Make the startup windows responsive and actively updating while in "show message log, the program is working" mode.
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Programmatically create the primary program menu since we no longer have a nib or a modal window to do it for us.
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Change the startup windows display the window normally and start a mini runloop instead of calling using runModalForWindow.
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This way, the Quit function works.
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Port the startup window to entirely programmatic code. Death to nibs!
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Remove more vestiges of SDLMain from SDL 2.0 builds.
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Disable a missed instance of sysgamma under EDUKE32_GLES, not just __ANDROID__.
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General
Address a number of harmless instances of "code never reached" identified by Xcode.
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Add newlines at EOF to files that need them.
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Fix an error introduced in cleanup of the WWII GI Devastator weapon reload animation, as pointed out by Xcode.
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Also perform similar cleanup on a similar line elsewhere.
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Fix Xcode build due to accumulated file additions and moves.
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Accept Xcode's suggestions for changes to our project file.
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Change the type of functions touching vsync setting back to int32_t. Since it is serialized to disk, an explicit size type is important.
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Fix a warning with SDL_TARGET=1 builds.
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Fix USE_OPENGL=0 RENDERTYPE=WIN and USE_OPENGL=0 SDL_TARGET=1 builds.
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Rename vsync_render and "sdl_vsync" to vsync_renderlayer. An "sdl_" prefix should be used sparingly.
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Rename E_PostInitTables back to E_PostInit and move it back to where it belongs in engine.c (i.e. preinitengine, initengine, "postinitengine"). It should not have been changed.
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Win32 Startup Window: This should be tokenized.
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Fix problems with handling of the default crosshair color.
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Restore pre-r5821 floor glass behavior: nothing.
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Fix transparent masked walls in Polymost
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Cvar fix
November 2016
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Change OSD_CvarModified() to rely on a CVAR_MODIFIED flag set in osdcmd_cvar_set(), instead of merely comparing the current value to the default value. This leaves the storing of the default value (dval in osdcvar_t) in place for use in future features that haven't been programmed yet.
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Remove camera distance from the calculation for how much to offset sprites to avoid z buffer fighting.
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Fix linking of mdpause variable with POLYMER=0 in screens.c, exposed by Visual Studio. DONT_BUILD.
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Fix STARTUP_WINDOW=0 on Windows so that the resource objects are built, but the editor's startup window is not. DONT_BUILD.
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Extend STARTUP_WINDOW to GTK. DONT_BUILD.
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Fold OSX_STARTUPWINDOW into STARTUP_WINDOW. DONT_BUILD.
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General
Avoid unused variable warning with the startup window disabled. DONT_BUILD.
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Fixes build error with winlayer. DONT_BUILD.
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Support vsync in classic mode (SDL 2.x only), and properly handle failure to enable "adaptive" vsync on systems that don't support it.
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Fixes issue where freezing GREENSLIME repeatedly would increase the player's kill counter by one each time
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Default internal frame wait counter to 17ms to match the default r_maxfps value of 60. Fixes issue where the framerate counter wasn't enforced after setting it to 60 and restarting the game.
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Fix menu option for pixel doubling
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Fixes issue where sounds weren't pausing when pausing the game
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Fixes issue with picnum 0 sprites used as map geometry
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Fixes an issue with enemies waking up when using security cameras
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Add libxmp-lite support to Makefile.msvc.
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Fix a couple of issues with savemapstate/loadmapstate.
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Change default anisotropic filtering setting to the max for the user's system. DONT_BUILD.
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Support building without a startup window through the Makefile. DONT_BUILD.
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Add support for MOD, XM, IT, and S3M tracker music through libxmp-lite.
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Building with support must be manually enabled by invoking make with HAVE_XMP=1 on platforms other than Windows, because libxmp-lite is not common in package managers. This setup will be improved in the future.
October 2016
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support sprite blending mode and statnum in clipboard.
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Remove Menu_MouseWithinBounds() in favor of negating the result of Menu_MouseOutsideBounds().
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Rename menu functions to what I consider to be more sane names. No other changes.
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Add menu option to control r_maxfps, default r_maxfps to 60, add cvar for pixel doubling (r_pixeldoubling).
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Remove disabling certain mouse features under debug builds. It makes mouse aiming unusable.
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If you need to release the mouse for some reason when you can't pull down the console (such as hitting a breakpoint), execute "grabmouse_low(0)" from your debugger. Alt+Tab is your friend. DONT_BUILD.