June 2022
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update SDL to 2.0.22 on Windows
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enable large page support in mimalloc
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I think changing the default value here is the only way to ensure the option is set at process initialization time, before control is passed to main(). It looks like the "official" way to enable this is to set some environmental variables before spawning the process, but I don't think that solution is really appropriate for production builds.
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add tilefilenum check for hightiles
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Effectively this means hightiles are ignored when the underlying tile is replaced by mapart or by a tile generated by .def (tilefromtexture, etc) after definition of the hightile.
May 2022
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minor FX_ReadFmt tweak
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add EDUKE32_PREDICT_FALSE to error conditions in FX_Play and friends
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fix playback issue with .ogg files containing invalid loop tags
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increase vorbis buffer size
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This prevents crackling during .ogg playback on some systems.
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adapt commit f21082da0a4dc5aee5a56f7784fe804ed35bc990 from NetDuke32.
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Interpolates conveyor belt SE floor panning.
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skip bpos update for STAT_EFFECTOR sprites
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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
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turn most assertions left in the audio code into log messages instead
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- Fixes
- terminx/eduke32#246
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fix issue with the D(V)LOG_IF_F macros being improperly defined
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We weren't using these anywhere so this went unnoticed until now. For some reason this being wrong only generated an error under MSVC.
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fix mimalloc debug output
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slightly less shitty engineVerbosityCallback()
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limit block size alignment waste in cache1d a little bit
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suppress all 0 counts from bucketlist console command output
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consider hitag of RESPAWN sprites for precache
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improve cacheinfo console command output
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precache indexed hightile textures, minor rework of loading screen progress bar
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improve tileLoadHigh()
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these bitmap manipulations were missed in 7f6301e6ae7c671d07e4ba1a1f274615b44710ae
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update to 864e4be5ce34b90421acec405fcc8b795038248d
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revise b75488b44d755da170b2877ab935ec385512036a to print status messages informing the user why undo/redo is blocked
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rewrite libdivide interface functions
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General
Update clang-format preferences
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workaround invisible wall sprite glitch caused by precision issues
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Fix building on Linux with GTK Startup Window
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Also changes the case of the hardcoded strings "STUFF.DAT" and "NUKELAND.MAP" to match the file case in the download on Ken's website.
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Fix a bug introduced with voxel caching in fa3d6784
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The texturecache file shouldn't be affected I think
April 2022
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Introduce actor event 'EVENT_PREACTORDAMAGE'
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This event is executed when an actor runs A_IncurDamage(), and is placed just before subtracting 'htextra' from 'extra' and updating the actor's owner (i.e. just before damage is applied to the actor). For useractors, this normally occurs when ifhitweapon is called. Set RETURN to a nonzero value to skip applying the damage. This will also cause the 'ifhitweapon' conditional to skip the branch. Note that doing so will not automatically reset htextra to 0.
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Add global gameflag "DUKE3D_GLOBAL_ADDITIVE_HITRADIUS"
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If this flag is set, all radius damage sources will apply cumulative damage instead of overriding the existing accumulated damage. Equivalent to applying PROJECTILE_HITRADIUS_ADDITIVE to all explosions.
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Add projectile WORKSLIKE flag PROJECTILE_HITRADIUS_ADDITIVE
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This flag alters the radiusdamage calculation such that the blast damage is added to the current htextra of the actor, rather than overwriting the current applied damage completely.
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Fix compilation for POLYMER=0 builds
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Save voxmodels in texcache to reduce startup delay in Polymost
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Fix texcache discovering index files in search paths if texcache.index doesn't exist in the cwd
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Resolved by creating the index file before trying to read from it
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Make standalone build gamefunc names available in non-standalone builds as well
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Fixes issues when launching Fury with synthesis eduke32 builds
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add parameter to videoSet2dMode() to control fullscreen, like videoSetGameMode() uses
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This allows fullscreen to be toggled in the editor without having to change to 3d mode first.
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print display name to console when detecting video modes
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only redetect video modes if the window was actually moved to a different display
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invalidate stored window position when changing video mode if the combination of origin position and new window size would place the window outside the bounds of the display
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add forgotten "PR" loguru verbosity label
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check return values for SDL video mode setting API usage
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I've never seen them fail, but I guess I wouldn't know
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fix building with SDL 1.2
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calc_sector_reachability() optimization
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fix crash on sector creation
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block undo/redo during editing operations...
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I am frankly amazed that it took years for this to ever become a problem.
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slightly improve window position handling to help weird edge cases where the window manager places the window at -1
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restrict SDL_SetGammaRamp() failure console spam to debug builds
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fix terminx/eduke32#242
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Fix same error as in OSD_Printf() also in initprintf() and buildgl_outputDebugMessage()