Original log file · 20211006-9631.txt
commit cbb598f10fa90ea54cc02412d8f5f923a7bad977
Author: Richard Gobeille <richard@voidpoint.com>
Date: Fri Jul 16 10:56:54 2021 -0700
VS: disable microprofile
commit fe53854d4db299eee49c376e1959415b8fb3fac7
Author: Richard Gobeille <richard@voidpoint.com>
Date: Fri Jul 16 17:28:50 2021 -0700
Duke3d: instead of G_GameQuit(), abort() in app_crashhandler()
commit 19991c2b6750d49db6588fc1ab476bcbb448fbef
Author: Richard C. Gobeille <richard@voidpoint.com>
Date: Thu Jul 23 05:42:07 2020 -0700
audiolib: formatting
commit 4bc4f8db49ce35e0afaeeb0849e8ab33021848ba
Author: Richard C. Gobeille <richard@voidpoint.com>
Date: Fri Jul 31 12:14:54 2020 -0700
SW: fix allocator mismatches between a few allocations and frees
commit 84cb25375653f47ec7c798c330d501b6ad95fb47
Author: Richard Gobeille <richard@voidpoint.com>
Date: Thu Jul 15 09:52:49 2021 -0700
Duke3d: pressing a mouse button counts as mouse activity
commit 8f2ca249c78bced8192e945030cc0045c4330792
Author: Richard Gobeille <richard@voidpoint.com>
Date: Wed Jul 14 07:58:59 2021 -0700
SW: menus don't need their own input buffering and repeat handling anymore because it's handled in mact
commit 08d6271dfe4efbe84f4baf46bd324cd624aca6a5
Author: Richard Gobeille <richard@voidpoint.com>
Date: Wed Jul 14 07:35:39 2021 -0700
SW: half-assed attempt at making controller input work
It's not as half-assed as it was before, but still pretty damn half-assed.
commit ea254a21877c3334784cf69b668fa82bd85dc38a
Author: Richard Gobeille <richard@voidpoint.com>
Date: Wed Jul 14 05:53:12 2021 -0700
mact: misc bullshit cleanup changes
commit ab81a886015ad1be0bbbdb3ef8e463fc6788cf39
Author: Richard Gobeille <richard@voidpoint.com>
Date: Tue Jul 13 23:22:48 2021 -0700
mact/Duke3d: revise CONTROL_GetUserInput/CONTROL_ClearUserInput, shitcan most of input.cpp
This implements input repeating for controllers in menus.
commit 5611eb5f87a3c17232f23be8e42493eb2f990f90
Author: Richard Gobeille <richard@voidpoint.com>
Date: Wed Jul 14 04:32:20 2021 -0700
SW: digital axes on mice haven't been a thing for a while.
commit 55fa2a5c2b153175a4f6330a64f08cd2092709ed
Author: Richard C. Gobeille <richard@voidpoint.com>
Date: Sat Jul 10 02:52:12 2021 -0700
editor: startup window checkbox for -usecwd
commit b71945db0b13538814bed22358d83b6fc4d6dc16
Author: Richard C. Gobeille <richard@voidpoint.com>
Date: Thu Jul 8 16:32:42 2021 -0700
editor: integer upscaling for 2d mode for people with 4K displays
Enable with the "upscalefactor" console command or by editing the cfg for now.
commit 495475a6057579e82a8536ca2cf3d73d9f08bf27
Author: Richard C. Gobeille <richard@voidpoint.com>
Date: Thu Jul 1 18:46:16 2021 -0700
editor: unify resolution choice for 2d and 3d mode
commit 9cabb58c79200b4c2e7f49bb0e96477b56f3ec58
Author: Richard C. Gobeille <richard@voidpoint.com>
Date: Thu Jul 8 02:44:54 2021 -0700
mact: rename some shitty preprocessor definitions and throw them in an enum
I saw these and thought that I was responsible for their poor naming, but it turns out the first three were inherited from the original source code.
commit b371d6bc3210b910f863399ddbd420a3ca4ed7ed
Author: Richard C. Gobeille <richard@voidpoint.com>
Date: Wed Jul 7 06:13:34 2021 -0700
Duke3d: only display relevant configuration options for game controller triggers
commit 123f00d6a033235d739ac10225babf7365624390
Author: Richard C. Gobeille <richard@voidpoint.com>
Date: Wed Jul 7 18:31:23 2021 -0700
Duke3d: mouse/controller menu string changes
commit f7587bdaa50b6e2162631c8f4e035ab125b07648
Author: Richard C. Gobeille <richard@voidpoint.com>
Date: Tue Jul 6 19:00:44 2021 -0700
Duke3d/mact: shitcan integer scaling for input
commit 0ad4b424dffbf647d3cc880da9484a7ee1dc0c44
Author: Richard C. Gobeille <richard@voidpoint.com>
Date: Wed Jul 7 05:57:44 2021 -0700
mact: SCRIPT_GetDouble()
Sorry, I don't feel like rigging all of the controller axis stuff up to cvars right now.
commit 914310007c8eaaeda2653fa09407ac1760e14be8
Author: Richard C. Gobeille <richard@voidpoint.com>
Date: Tue Jul 6 19:09:33 2021 -0700
Duke3d: add missing MenuRangeFlags_t tokens to definitions using MAKE_MENURANGE
commit 5de5c540fbf83905c7357622b9c5da04730fc456
Author: Richard C. Gobeille <richard@voidpoint.com>
Date: Tue Jul 6 03:27:25 2021 -0700
engine/mact: reimplement controller dead zone so that it isn't just naively applied to each axis independently
commit fbe9eadff8416e129bf0812b68d7a16934d9184c
Author: CommonLoon102 <CommonLoon102@users.noreply.github.com>
Date: Tue Jun 8 21:47:52 2021 +0200
engine: move uninitsystem() into engineUnInit and remove atexit
commit 968e152f03e7840341f43c8011a38324f2cf8a03
Author: Richard C. Gobeille <richard@voidpoint.com>
Date: Mon Jul 5 23:56:50 2021 -0700
Update clang-format preferences
commit 17b91db2844a59b5054d32449661b7bc83240534
Author: Richard C. Gobeille <richard@voidpoint.com>
Date: Mon Jul 5 15:24:03 2021 -0700
Duke3d: tweak default JoystickAimWeight and JoystickViewCentering settings and reset them to defaults when resetting the rest of the controller settings
commit 39cf1f992548016e7d4842d74e1577701dc70783
Author: Richard C. Gobeille <richard@voidpoint.com>
Date: Thu Jul 1 18:17:24 2021 -0700
engine: rename r_windowpositioning var in source, default to 1
See https://voidpoint.io/terminx/eduke32 for more details.
instead of G_GameQuit(), abort() in app_crashhandler()
formatting
fix allocator mismatches between a few allocations and frees
pressing a mouse button counts as mouse activity
menus don't need their own input buffering and repeat handling anymore because it's handled in mact
half-assed attempt at making controller input work
It's not as half-assed as it was before, but still pretty damn half-assed.
misc bullshit cleanup changes
mact/Duke3d: revise CONTROL_GetUserInput/CONTROL_ClearUserInput, shitcan most of input.cpp
This implements input repeating for controllers in menus.
digital axes on mice haven't been a thing for a while.
startup window checkbox for -usecwd
integer upscaling for 2d mode for people with 4K displays
Enable with the "upscalefactor" console command or by editing the cfg for now.
unify resolution choice for 2d and 3d mode
rename some shitty preprocessor definitions and throw them in an enum
I saw these and thought that I was responsible for their poor naming, but it turns out the first three were inherited from the original source code.
only display relevant configuration options for game controller triggers
mouse/controller menu string changes
Duke3d/mact: shitcan integer scaling for input
SCRIPT_GetDouble()
Sorry, I don't feel like rigging all of the controller axis stuff up to cvars right now.