Build 10115
GIT-
improve clipping of wall sprite replacement voxels
Nickname SVN e nomi Git sono unificati per persona.
improve clipping of wall sprite replacement voxels
fix "twitching" of models drawn with rotatesprite when the viewangle changes in polymost and polymer
break glBufferData()/glBufferSubData() stuff out of polymost_drawpoly() and into polymost_startBufferedDrawing()/polymost_bufferVert()/polymost_finishBufferedDrawing() and use for polymost_printtext256() and polymer_drawartskyquad()
set polymer sky according to the first sector drawn per frame instead of predetermining it at map load time
This allows maps that use more than one parallax sky texture to look more correct in polymer, assuming only one type of sky is visible at once.
improve SDL 1.2 support
work around GCC 12.1 issue with RELEASE=0 builds due to xxHash specifying forced inlining after inlining has been disabled via -O0/-Og
this should fix logged messages not displaying in the console in edge cases where an exact multiple of 1024 messages were logged in between actual refreshes of the drawn console
fix mimalloc debug output
slightly less shitty engineVerbosityCallback()
limit block size alignment waste in cache1d a little bit
suppress all 0 counts from bucketlist console command output
Fix a bug introduced with voxel caching in fa3d6784
The texturecache file shouldn't be affected I think
Fix compilation for POLYMER=0 builds
Save voxmodels in texcache to reduce startup delay in Polymost
Fix texcache discovering index files in search paths if texcache.index doesn't exist in the cwd
Resolved by creating the index file before trying to read from it
add parameter to videoSet2dMode() to control fullscreen, like videoSetGameMode() uses
This allows fullscreen to be toggled in the editor without having to change to 3d mode first.
print display name to console when detecting video modes
only redetect video modes if the window was actually moved to a different display
invalidate stored window position when changing video mode if the combination of origin position and new window size would place the window outside the bounds of the display
add forgotten "PR" loguru verbosity label
Fix same error as in OSD_Printf() also in initprintf() and buildgl_outputDebugMessage()
Fix edge case where OSD_Printf() may wrongly remove the last char in a string
block repeated attempts to load a particular hightile in software mode after failure
merge upstream loguru changes
add ImGui (https://github.com/ocornut/imgui/tree/docking)
Everything is hooked up to the engine and functional, but nothing in this branch is utilizing this yet.
add optional throttle parameter to engineFPSLimit() to limit the framerate to the refresh rate in menus, etc
fix bug where the desktop refresh rate was being ignored in windowed mode, always print refresh rate to console on video mode change
cap framerate to 1000 even if r_maxfps is 0
For anyone that really thinks they need more than 1000 fps, "r_maxfps -2" will revert to the previous completely unthrottled behavior.
Prevent infinite loop in clipmove() for ENGINE_EDUKE32 compatibility
fix wall sprite rendering glitch on wallpoint intersection
these uses of EDUKE32_PREDICT_FALSE probably aren't helpful
remove dead OSD_FlushLog() function
q16 wallvisible()
send events to zero rumble after rumble period has elapsed
This shouldn't be necessary, but I got a report of the controller continuing to rumble indefinitely (even after terminating the game process)
templatize bitmap functions and transition direct manipulation of bitmap arrays over to use of the functions
more minor classic hightile cleanup
minor classic hightile cleanup
Polymost indexed hightile support
classic renderer hightile support
fix stupid bug causing controller buttons to not show up in the Duke menus
fix "-v" command line parameter
fix certain log messages not echoing to console
change polymer prprogram bit handling around a little bit
don't use strcat_s
fix kzopen() defect introduced in e28b00cec3fb6165783c0b8402f4681e8a19f607
revert part of 5ffe0d7ea85d722ee527c9f559b1e14dd78f9235
add EDUKE32_NORETURN
fix USE_OPENGL=0 builds
only load SDL game controller DB after actually detecting a controller
fix TROR regression caused by 421b54a8abb51e91cc539ec3a323e8581e2e05f7