Browse logs with clarity: filter by type/year, search text, and inspect parsed commit details.

2100Total Files
2088SVN Logs
12Git Changelogs
129Filtered Results

Detail

2012.01.12.Log0410.txt

📄SVN 📅2012-01-12 💾3,5 KB 8 Parsed entries BUILD FIX

Revision r2254

Add Makefile option to use the DMALLOC (debug malloc) library.

I didn't have much success in finding bugs using it, but it works
out-of-the-box on my setup, so it may be useful in the future.

Revision r2253

sdlayer.c: formatting of preprocessor lines

Revision r2252

Support for the first "thumb" mouse button, called MOUSE4 in the menu.

The second one is passed to the 'mouseb' variable, but the game currently
can't map it since ud.config.MouseFunctions[] would have to be enlarged,
breaking savegame compatibility.
Works both for the Windows and SDL layers. For the latter, instead of using
the SDL_BUTTON_X1/X2 macro constants, I'm using 8 and 9, since that is what
SDL (and incidentally or not, xev) gives me for those buttons.

Revision r2251

Temporarily disable the 'model thinning-out' feature intended to save memory.

It turns out that with model interpolation, out-of-bounds frame numbers may
be generated with thinned out models, so disable it until I can sort out
what's wrong with it.
Also, minor code cleanup.

Revision r2250

polymer.c: "Compiling GPU program with bits (octal) %o" for easier reading.

Also, for debugging builds, show this message from verbosity level 1 on.

Revision r2249

Fix actor[].dispicnum becoming negative.

Since the original source code release of Duke3D, there was a potentially
dangerous hack where actor[].dispicnum was set to -4 to signal "this actor
should not have a floor shadow for this moment" (it doesn't really work,
if you ask me).
Now, use another bit of actor[].flags for that purpose because setting
any picnum members to negative values asks for trouble.

Revision r2248

more internal cleanup...

the only visible change is that polymost_trytexcache (formerly two
instances of nearly duplicate code) now prints a diagnostic after
a cache miss.  The one that one is most likely to encounter is
"r_downsize doesn't match", meaning that this setting likely differs
between Mapster and the game.

Revision r2247

a couple more trivial tweaks
------------------------------------------------------------------------
Raw Content
------------------------------------------------------------------------
r2255 | helixhorned | 2012-01-12 12:49:50 -0800 (Thu, 12 Jan 2012) | 4 lines

winlayer.c: in WM_PALETTECHANGED handling code ("someone stole the palette
so try and steal it back"), prevent calling IDirectDrawSurface_SetPalette()
with NULL arguments, causing a crash.  It's happened for me on Vista, when
initially changing from 8-bit to 32-bit mode.
------------------------------------------------------------------------
r2254 | helixhorned | 2012-01-12 12:49:34 -0800 (Thu, 12 Jan 2012) | 4 lines

Add Makefile option to use the DMALLOC (debug malloc) library.

I didn't have much success in finding bugs using it, but it works
out-of-the-box on my setup, so it may be useful in the future.
------------------------------------------------------------------------
r2253 | helixhorned | 2012-01-12 12:49:15 -0800 (Thu, 12 Jan 2012) | 1 line

sdlayer.c: formatting of preprocessor lines
------------------------------------------------------------------------
r2252 | helixhorned | 2012-01-12 12:48:57 -0800 (Thu, 12 Jan 2012) | 8 lines

Support for the first "thumb" mouse button, called MOUSE4 in the menu.

The second one is passed to the 'mouseb' variable, but the game currently
can't map it since ud.config.MouseFunctions[] would have to be enlarged,
breaking savegame compatibility.
Works both for the Windows and SDL layers. For the latter, instead of using
the SDL_BUTTON_X1/X2 macro constants, I'm using 8 and 9, since that is what
SDL (and incidentally or not, xev) gives me for those buttons.
------------------------------------------------------------------------
r2251 | helixhorned | 2012-01-12 12:48:38 -0800 (Thu, 12 Jan 2012) | 6 lines

Temporarily disable the 'model thinning-out' feature intended to save memory.

It turns out that with model interpolation, out-of-bounds frame numbers may
be generated with thinned out models, so disable it until I can sort out
what's wrong with it.
Also, minor code cleanup.
------------------------------------------------------------------------
r2250 | helixhorned | 2012-01-12 12:48:17 -0800 (Thu, 12 Jan 2012) | 3 lines

polymer.c: "Compiling GPU program with bits (octal) %o" for easier reading.

Also, for debugging builds, show this message from verbosity level 1 on.
------------------------------------------------------------------------
r2249 | helixhorned | 2012-01-12 12:48:00 -0800 (Thu, 12 Jan 2012) | 8 lines

Fix actor[].dispicnum becoming negative.

Since the original source code release of Duke3D, there was a potentially
dangerous hack where actor[].dispicnum was set to -4 to signal "this actor
should not have a floor shadow for this moment" (it doesn't really work,
if you ask me).
Now, use another bit of actor[].flags for that purpose because setting
any picnum members to negative values asks for trouble.
------------------------------------------------------------------------
r2248 | helixhorned | 2012-01-12 12:47:41 -0800 (Thu, 12 Jan 2012) | 7 lines

more internal cleanup...

the only visible change is that polymost_trytexcache (formerly two
instances of nearly duplicate code) now prints a diagnostic after
a cache miss.  The one that one is most likely to encounter is
"r_downsize doesn't match", meaning that this setting likely differs
between Mapster and the game.
------------------------------------------------------------------------
r2247 | helixhorned | 2012-01-10 15:45:34 -0800 (Tue, 10 Jan 2012) | 1 line

a couple more trivial tweaks
------------------------------------------------------------------------