Original log file · 20230911-10454.txt
commit 95aef90c9ec0c2c6de55a001f3311c7c2087b98f
Author: Richard Gobeille <richard@voidpoint.com>
Date: Mon Sep 11 21:04:51 2023 -0700
Update gamecontrollerdb.txt
commit 40deb2c4a284f1932ca2c4f90b15e7858e93a57b
Author: Richard Gobeille <richard@voidpoint.com>
Date: Wed Sep 6 23:47:25 2023 -0700
Duke3d: avoid passing -1 as bunchnum to SECTORS_OF_BUNCH
commit aa0e7855486280a793f998b9cd69ea421f8f2f52
Author: Richard Gobeille <richard@voidpoint.com>
Date: Wed Sep 6 23:47:09 2023 -0700
engine: avoid passing -1 as bunchnum to SECTORS_OF_BUNCH
commit 37990065922f807e1161d677ffff1c4337f2a89f
Author: Richard Gobeille <richard@voidpoint.com>
Date: Wed Sep 6 08:40:31 2023 -0700
engine: minor optimization of 209bc8793d0838bb02d487bd8a74e6199a9911d1 + similar blocks in fgrouscan
commit 209bc8793d0838bb02d487bd8a74e6199a9911d1
Author: nukeykt <alexeytf2@gmail.com>
Date: Wed Sep 6 23:05:26 2023 +0900
engine: improve slope sprite interpolation on edges
commit 2499744714219a90617dec075d7653a58672baed
Author: Richard Gobeille <richard@voidpoint.com>
Date: Tue Sep 5 03:29:59 2023 -0700
engine: update xxHash to 6f9771f2c014a703f151ac646d5f8074b6236c84
commit 6ef0c6f95f6ee4418fa0749fbe5aa32b7be1ae9d
Author: Richard Gobeille <richard@voidpoint.com>
Date: Sat Sep 2 20:43:54 2023 -0700
Duke3d: tweak controlflow struct added to VM in 4eb6cbe190cf79d758a4a64b9fa10af64d4609ad
Resulting binary is smaller, but no significant performance difference either way on anything I tested the change on.
commit 0278536c8f7e413619665c57fbeed9593226aa04
Author: Richard Gobeille <richard@voidpoint.com>
Date: Sat Sep 2 04:38:59 2023 -0700
Duke3d: only update a maximum of one VIEWSCREEN tile per frame
Improves performance greatly in all renderers in scenes using more than one concurrent VIEWSCREEN sprite displaying unique cameras.
commit 3f4e11c25af76a0dcce1ab66fa97c9083c951a06
Author: Richard Gobeille <richard@voidpoint.com>
Date: Thu Aug 17 19:41:43 2023 -0700
Duke3d: remove a bunch of EDUKE32_PREDICT macro usage from gameexec
commit 49b2de7d7cfe8fc7f907a056305e0c86f5a48a80
Author: Richard Gobeille <richard@voidpoint.com>
Date: Sun Aug 6 02:23:24 2023 -0700
engine: move glGetGraphicsReset() shenanigans to videoShowFrame()
commit d6d0ec1758708866407157ae646ee6251a20ddf7
Author: Richard Gobeille <richard@voidpoint.com>
Date: Sun Aug 6 02:21:40 2023 -0700
engine: fix bugs with 90 degree texture rotation wall cstat bit
commit f0f544379c7f3289298b3aa73e24e89fb64055a5
Author: Richard Gobeille <richard@voidpoint.com>
Date: Thu Jul 27 02:20:07 2023 -0700
Duke3d: allow sound data to expire out of cache1d again
commit 40e4e6e7e053836b06ae8e97fa8be5471181e878
Author: Richard Gobeille <richard@voidpoint.com>
Date: Wed Jul 26 20:34:14 2023 -0700
Duke3d: 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.
commit 6cd3c9bcb90a0576d4be079c59f080a7474947b8
Author: Richard Gobeille <richard@voidpoint.com>
Date: Wed Jun 28 13:24:37 2023 -0700
engine: 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.
commit 9bce9a7b7fe82b33d31272804847c07eeb83c457
Author: Richard Gobeille <richard@voidpoint.com>
Date: Mon Jun 26 15:18:36 2023 -0700
engine: update lz4 to 76106cba6fbbf8efb63d9fa90f052d384d212c56
commit fe693bf14297bb777f8a085a4f4b0e5241d6c0f3
Author: Richard Gobeille <richard@voidpoint.com>
Date: Wed Jun 21 13:16:06 2023 -0700
Windows: SDL 2.28.3
commit 1c4c0a3cca8160dadf589013f554a4554f1f01e2
Author: Richard Gobeille <richard@voidpoint.com>
Date: Sat May 27 08:15:03 2023 -0700
engine: additional sloped sprite clipping fixes
commit 1b25e6fcf6f61bfef45efc92d773546b9b36a02b
Author: Richard Gobeille <richard@voidpoint.com>
Date: Thu May 18 07:04:50 2023 -0700
Fury: more comprehensive player getzrange checks
See https://voidpoint.io/terminx/eduke32 for more details.
avoid passing -1 as bunchnum to SECTORS_OF_BUNCH
avoid passing -1 as bunchnum to SECTORS_OF_BUNCH
minor optimization of 209bc8793d0838bb02d487bd8a74e6199a9911d1 + similar blocks in fgrouscan
improve slope sprite interpolation on edges
update xxHash to 6f9771f2c014a703f151ac646d5f8074b6236c84
tweak controlflow struct added to VM in 4eb6cbe190cf79d758a4a64b9fa10af64d4609ad
Resulting binary is smaller, but no significant performance difference either way on anything I tested the change on.
only update a maximum of one VIEWSCREEN tile per frame
Improves performance greatly in all renderers in scenes using more than one concurrent VIEWSCREEN sprite displaying unique cameras.
remove a bunch of EDUKE32_PREDICT macro usage from gameexec
move glGetGraphicsReset() shenanigans to videoShowFrame()
fix bugs with 90 degree texture rotation wall cstat bit
allow sound data to expire out of cache1d again
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.