December 2019
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Change location of keySetState calls
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Backported from NBlood.
November 2018
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pass SDL_WINDOW_FULLSCREEN_DESKTOP to SDL_SetWindowFullscreen() when setting a windowed mode that matches the desktop resolution
October 2018
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don't add windowed modes that are larger than the monitor's actual resolution
January 2017
December 2016
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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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Disable a missed instance of sysgamma under EDUKE32_GLES, not just __ANDROID__.
October 2016
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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.
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Work around warning: signed and unsigned type in conditional expression [-Wsign-compare] indirectly caused by the SDL 2.0.5 headers making all preprocessor macro literals unsigned.
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Don't set the window icon from code if we are linked with SDL >= 2.0.5 on Windows, since it will now automatically use the first icon in the exe.
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Add EDUKE32_SDL_LINKED_PREREQ macro.
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Disable Windows thread naming because it interferes with debugging.
May 2016
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Clean up creation of SDL_Renderer and provide information about the process to the log.
March 2012
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don't snap the mouse in debug mode, redux..