April 2022
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Fix edge case where OSD_Printf() may wrongly remove the last char in a string
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fix compilation errors
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fix wangulator compilation error
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General
Fix videoSetGamma() for SDL1 target
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General
Fixed videoGetModes() prototype
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General
Fixed SDL1.2 legacy support
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Fix viewscreens being permanently deactivated after loading a save
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Also decreases MAXUSERTILES to (MAXTILES - 256) to ensure the tilespace used by the viewscreens isn't encroached on by user tiles.
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fix warning introduced by cb673c3392b91d32f6b5c72bf0582ff00462fc50
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block repeated attempts to load a particular hightile in software mode after failure
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General
Interpolate FIRELASER trails.
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Print script name and line if gamevar/struct index error occurs
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Fix crash due to an oversight in commit 88cd36858be30f7384eb7ccc35b669b06bc84c42
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Revert 22d85479a52ea9fd066daf283b3941b934858808.
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There are maps which depend on projectiles getting reflected by walls with the picnum of MIRROR.
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General
When loading new art files, blanks no longer erase existing tiles, allowing "inserting" new tiles, or essentially stacking them.
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fix MinGW warnings...
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update to 8d6a9df7521181afc276d94b3a6ef2a9dd60bd06
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merge upstream loguru changes
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General
Update gamecontrollerdb.txt
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fix menu navigation with left controller stick when not in a game and no demos are playing
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add ImGui (https://github.com/ocornut/imgui/tree/docking)
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Everything is hooked up to the engine and functional, but nothing in this branch is utilizing this yet.
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limit framerate to refresh rate in menus and bonus screens
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This is intended to address complaints of GPU coil whine. While these are obviously actually just complaints about the user's own hardware, we don't really need hundreds of frames per second in the menus, do we?
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add optional throttle parameter to engineFPSLimit() to limit the framerate to the refresh rate in menus, etc
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VM_UpdateAnim() optimization
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fix bug where the desktop refresh rate was being ignored in windowed mode, always print refresh rate to console on video mode change
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cap framerate to 1000 even if r_maxfps is 0
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For anyone that really thinks they need more than 1000 fps, "r_maxfps -2" will revert to the previous completely unthrottled behavior.
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fix potential crash in LRU, optimize branching
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optimize 8cf7e9fbb0a49d9bdc3a3c8d80a9f63df7e4daa0
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And yes, I check the compiler output using godbolt.org :p
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Fix an oversight in the keybind menu that could cause a crash
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Only occurred if some of the gamefuncs were disabled.
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Prevent infinite loop in clipmove() for ENGINE_EDUKE32 compatibility
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Prevent assigning both columns of keybinds to the same key
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Instead it now switches the key from column 0 to 1 and vice-versa
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Add console cvar 'cl_kbconfirm' to toggle the keybind confirmation dialog
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Show confirmation dialog when binding a key that's already bound
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This is currently restricted to the keyboard binds menu. The dialog provides three options: * Y -> Assign key and erase existing keybinds * N -> Assign key, do not erase existing keybinds * Escape -> Don't assign key
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Add language option to the "Display Settings" menu
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This provides menu access to the locale setting that was previously only controllable through the "locale" console command. Languages can be defined through the "localization" DEF token, and custom Unicode character tiles through the "tilefont" DEF token. Additionally: - Selected locale is saved inside the eduke32 config file. - Default language is set to "en" on launch, i.e. English.
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Fix successful "loadgrp" DEF command logging as ERROR instead of INFO
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fix wall sprite rendering glitch on wallpoint intersection
March 2022
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List SF2 before ALSA in the menu, matching the order in soundcardnames
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add "cameraheight" cvar to control the player height
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Default for Duke3d is 40, and Shadow Warrior is 58.
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fix broken USE_OPENGL=0 build
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improve EDUKE32_PREDICT_FALSE usage in S_StopEnvSound() and S_ChangeSoundPitch()
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these uses of EDUKE32_PREDICT_FALSE probably aren't helpful
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change VM_IFELSE_MAGIC to just steal one bit from the translated bytecode instead of the whole range used for the encoded line numbers used for debugging
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This has the side effect of making branches show up w/ correct line numbers in VM instruction debug dumps. Needs testing!
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Windows support for signal handler stuff
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improve CON VM debug dump output
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Replaces more or less useless offsets from script pointer with filename and line number and consolidates parameters passed to CON commands into the same line in the output.
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remove dead OSD_FlushLog() function
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q16 wallvisible()
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add debug vm_preempt cvar to control CON VM preemption by frame drawing
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This doesn't save to the .cfg because it's a tool for debugging and is not intended to be used as a user preference.
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update to 8a7cf60c7af0153dca69c6f88a247a7220bd8003
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add projectile flags to CON default definitions
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send events to zero rumble after rumble period has elapsed
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This shouldn't be necessary, but I got a report of the controller continuing to rumble indefinitely (even after terminating the game process)
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General
Update gamecontrollerdb.txt