Build 8265
SVN-
General
Fix SDL 1.2 build of sdlayer.cpp and apply minor changes to sdlayer12.cpp
-
General
Fix SDL 1.2 build of timer.cpp
SVN handles and Git names are merged into one person.
Fix SDL 1.2 build of sdlayer.cpp and apply minor changes to sdlayer12.cpp
Fix SDL 1.2 build of timer.cpp
Fix calls to FX_ErrorString and MUSIC_ErrorString
Fix mutex implementation with SDL 1.2, broken in r7907
Revert r8159 but disable the code from being compiled because documentation is good.
Revert r8150 and reinstate the SDL_Joystick API with SDL2
It is necessary for devices with more axes or buttons than those found on the Xbox 360 controller.
Fix keyboard layout change console message and make sure windowsPlatformCleanup() gets called from uninitsystem()
This fixes most issues with the player clipping through the walls of rotating sectors
Band-aid fix for Duke3d E4L4 map "corruption"
The map isn't necessarily "corrupt", but it has a large water sector with half a dozen different SE7 teleporter sprites in it, of which all but one have destination SE7 sprites that are constantly moving while the matching SE7 in the large sector stays in place. When you teleport, the game code picks one. It doesn't always pick the one that matches. Yeah, OK, it never picks the one that matches. The area is a total clusterfuck.
Fix issue with tempo when changing back and forth between OPL3 and WinMM MIDI output
Fix incorrect cvar help string
Fix mus_adlibstereo
Revert a copy/paste error fix in the AdLib code because the fixed version doesn't work right with the timbres Blood ships with
Fix AdLib timbre loading
Fix min/max values for audiolib cvars
Fix issue causing maps to sometimes fail to load
Band-aid fix an issue with the tile packer preventing MSVC builds from working
With MinGW GCC, you get a different __cpuid() depending on whether or not you include cpuid.h. That is strange.
This fixes sysReadCPUID() to work on more than just Windows.
Fix tiny header issue
Patch from Nuke.YKT to fix polygon leakage issue with NPOT skies in Polymost
startgtk.game.cpp edits:
1. Fix USE_OPENGL=0 builds. 2. Don't ignore the user's choice of BPP. 3. If eduke32.cfg has Polymer set to 1 and ScreenBPP set to 8 (e.g., the user changed from Polymer to Classic), don't tick Polymer and don't select an OpenGL mode.
Fix issue where the borderless windowed mode menu option wasn't starting out reflecting the current value
Steam wrapper fixes
Linux voidwrap build fixes
This should help with some of the player movement fuckery
This fixes the bug that let you jump through the ticket booth window in E1L1 and the problems jumping into vents when run mode is disabled.
Fix bugged height check in cliptestsector()
This fixes the shrinker in E1L4
I wonder what it breaks! :D
Fix polymost_dorotatesprite() clipping
Fix bug dating back to the DOS version where actors on sector lines would sometimes fail to shoot hitscan projectiles
polymost.cpp: fix buffer overflow issue in uploadpalswap() & correct the code to initialize an extra row of black pixels
Fix warning in clip.cpp
Fix dumbass problem with A_RadiusDamage()
Fix qradarang calculation
Fix relative aligned floor/ceiling texture wiggling
Patch from Nuke.YKT.
Fix USE_OPENGL=0 builds
Fix obscure animlib bug
Fix npot sky rendering in Polymost
Patch from Nuke.YKT.
clockticks.hpp: Fix issue where higher precision comparisons would cause unexpected behaviour with game loop code due to ototalclock being incremented rather than set to totalclock (causing a lack of subtick precision and potential doubled up/dropped game updates).
Provide compareHighPrecision() for any code that needs higher precision comparisons.
Fix critical TROR map corruption bug in the editor
Patch from Nuke.YKT.
Fix SDL borderless windowed mode for real this time
Introduces r_borderless cvar. 0: never borderless, 1: always borderless, 2: borderless if resolution matches desktop resolution (default).
clockticks header fix
Fix MSVC build