Build 10600
GIT-
fix RELEASE=0 build with GCC 14.x
SVN handles and Git names are merged into one person.
fix RELEASE=0 build with GCC 14.x
fix a bunch of improperly written checks for sprites that have been deleted or wound up outside of playable space
fix screentext problem introduced in 5997fee3c6b9c2bda5aa31e8a80782f3901c4be1 by folding the relevant change into the new screentext flag introduced in 03a39f4d64a9131138eeecab08003d5c6b67da1c
fix OOB memory access when saving
Revert "loguru: Fix possibly lossy truncation from uint64_t/long to unsigned"
This reverts commit 6badacb4864961f3019143e1e4df1d04da37d8c4. Fails to compile on GCC 9.3.0 as found in the Steam Runtime build environment.
fix stupid CON_QSPRINTF bug
add failed allocation size to out of memory error just to get an idea of what's going wrong when they occur in release builds
fix edge case where a zero-byte .dat file would be misdetected as a .grp file
the most minor of minor fixes to windowsCheckForUpdates()
Revert "Duke3d: replace custom HTTP version check with https://github.com/yhirose/cpp-httplib"
fix 6220b0d988592cd7bcfc87a501fedd33cc95c211
It's actually kind of amusing that this was fucked up in just the right way for it to work anyway.
fix USE_OPENGL=0 build
fix population of startup window input device drop-down by moving their values back to the launcher configuration (eduke32.cfg)
fix error in d0e4efe55c39781654b7f3973bedf557f0c3dfd0
fix regression where trying to play an undefined sound with an index higher than the highest defined index could crash the game
fix a rare input issue involving creating savegames while the CON script execution is lagging
fix Aftershock accessibility issue
maybe fix player's view pseudo-randomly returning to center
resolve issue where eduke32.log ended up in whatever the cwd was when the binary was launched
fix bugs with 90 degree texture rotation wall cstat bit
change G_ReadGLFrame() to use regular memory allocation instead of pulling a block from cache1d because glReadPixels() is so slow anyway
Resolves an issue where starting the game in a low resolution and creating a savegame before switching to a higher resolution and creating another savegame could corrupt `sizeof(palette_t) * the difference in total pixel count between the resolutions` bytes of adjacent data in cache1d.
revert cache1d to mostly Ken's version
Throws out a half-assed refactor that seems to contain a mistake somewhere that results in occasional cache1d data corruption.
additional sloped sprite clipping fixes
add map start position to undo/redo state
fix F11 brightness adjustment and enable function in 2D mode
Fix terminx/eduke32#267
fix warning
fix overlapping cl_showcoords text, enable sprite counters w/ cl_showcoords 2, add cl_showcoords 3 for the previously unreadable rendering cvar printouts
fix minor bug with visibility menu option
fix status bar size menu option regression
fix SE40 drawing oversight found when porting the current version of the effect to the editor
re-enable mus_xmp_interpolation cvar
It looks like there were a couple interpolation related fixes in libxmp since the last time we tried enabling this, so maybe it'll work without crackling and crashes this time.
fix bugged hightile skyboxes in polymer when artmapping is enabled
fix problems with the automatic view angle adjustment for playing without a mouse. This fixes #265.
update libcompat-to-msvc to fix linking against the newest SDL with MSVC
fix Linux home directory detection issue, respect XDG_CONFIG_HOME env var
fix polymost masked wall regression introduced in fd598dfe12c6d0af6c65a96b4ee9450e7c1472ec
revert more of 8cc49790938f2419c885167cdb6b732d165191fb
fix vox2poly crash caused by part of 8cc49790938f2419c885167cdb6b732d165191fb
This worked with all of the voxels I tested it with, but caused issues with some in Alien Armageddon.
fix polymost crash
fix warning
fix a couple of Windows API error messages to match the others
fix issue where sometimes the window didn't think it was focused at startup until focus was lost and regained
revert part of e8ea24b8abb701e69be2bb0ab211d7aa8fd8c6e5
add a handful of fixes from upstream
fix menu option to disable item pickup messages not saving to .cfg by adding "hud_messages" cvar
This bug appears to be rather old...
fix "twitching" of models drawn with rotatesprite when the viewangle changes in polymost and polymer
fix USE_OPENGL=0 build and remove software mode hightile dependence on USE_OPENGL=1 builds
This should allow stuff like the upscale pack to work on devices where OpenGL isn't available at all.
fix clang warnings
add -Wno-null-dereference and -Wno-stringop-overflow to ImGui build flags
fix playback issue with .ogg files containing invalid loop tags
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
turn most assertions left in the audio code into log messages instead
fix issue with the D(V)LOG_IF_F macros being improperly defined
We weren't using these anywhere so this went unnoticed until now. For some reason this being wrong only generated an error under MSVC.
fix mimalloc debug output
fix building with SDL 1.2
fix crash on sector creation
fix terminx/eduke32#242
fix warning introduced by cb673c3392b91d32f6b5c72bf0582ff00462fc50
fix MinGW warnings...
fix menu navigation with left controller stick when not in a game and no demos are playing
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.
fix potential crash in LRU, optimize branching
fix broken USE_OPENGL=0 build