May 2010
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Fix classic mode (typo broke it).
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fix a few more reported issues
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fix input when using vsync
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fix mouse positioning issue when using alt+tab on win32 and fix game speed at low framerates
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Fixes anim playback, mouse lag with low fps, keyboard setup menu
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fixes weird problems
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fix a couple of issues with the new keyboard code
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fix version printed to eduke32.log... oops!
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MinGW build fix
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Source code "cleanup," herein referred to as "rape"
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%esi gets modified by swapchar2 but isn't listed as an output operand for the GCC extended assembly version. This causes the compiler to fail to restore it after swapchar2 executes, causing crashes if used in a loop. This change fixes the security camera crash when using GCC 4.4.x or 4.5.0.
April 2010
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Fail gracefully when processing (some) corrupt models instead of corrupting the heap and possibly crashing.
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Various mapster32 fixes: check wall limits in sector drawing; don't count BACKSPACEing there as a new revision (probably fixes undo-related crashes). Also a patch-fix for a crash I couldn't pin down exactly and a corruption checker for m32script.
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have default grid size in configuration
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Fix building engine utils w/ nedmalloc
March 2010
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fix array read/write commands
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further animlib improvements... like the previous commits, this probably speeds up playback of giant .anm files on very slow systems (handhelds like the Dingoo, etc)
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fixes line numbering in CONs
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Ups entering of sprite extra in 3d mode from 1024 to 65536. Also a toy for tinkering with tints in mapster.
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Misc changes. Probably breaks something, but probably fixes something else!
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Save last rendered texture tempoarily in memory when precaching. This cuts about 10 percent on initial precaching time on the average (E1-3 L1-4, current HRP). Also don't precache special palettes that the user hasn't chosen to render (saves a few % maybe) or models (can be substantial).
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Model specular map support and polymer fix for the OSX/ATI driver.
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Add proper DEF tokens for normal scale/bias in model skins.
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fix for underwater ceiling issue
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Better mouse fix?
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Fix a couple of bugs
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Rewrote gametext_z() and renamed it to G_PrintGameText(). Other (very) minor changes.
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Fix for mouse stalls at < 10 fps
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force r_vbos to 0 for Polymost on ATI R520
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internal sound handling changes/optimizations, seems to be working and shouldn't affect end users
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Fix crash when calling rotatesprite from CON with invalid coordinates
February 2010
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Minor formatting changes, fix nedmalloc on BSD, fix win32 joystick detection issue, fix for ambient sounds, possible fix for stopsound malfunctioning after extended play time, add CON compilation error for duplicate "break" in switch statement
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new demo system should be stable now; Made the $EDUKE32_MUSIC_CMD env var work (SDL only).
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Mapster32: Helper feature -- pressing SHIFT on a 2-sided wall makes the PGUP/PGDN etc. commands operate on the sector at the other end of the wall; replaced searchstat numbers by #defined names and eliminated the worst cases of code duplication in astub.c
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Fix some 64 bit casts.
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This is an attempt to fix r1595.
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- pr_resetlights() was exported but polymer.c wasn't changed to reflect that. This also broke the gcc build so I'm not sure how this was missed. - commented code was laying around in the middle of polymer.h - savegame.c using a bunch of C99 non-constant initializers. Please keep in mind that MSVC is one of the supported compilers and doesn't know C99. - savegame.c using localtime_r, which doesn't exist on Win32. - demo playback calling resetlights and drawrooms without ever calling pr_loadboard(). - this change makes the game run very choppy here.
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Improved demo system. Kick ass and watch :)\
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Features: * start recording in mid-game (ScrollLock) * saves interleaved diffs for later sync correction * supports fast-forward/rewind Some work still needed to trace down remaining sync problems. Also be sure to check the demo* cvars.
January 2010
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Model normal mapping support. This calculates the averaged texture-tangent basis for every face of every model when loading them, so this change will make startup times a lot worse until we implement a way to cache the computed models to disk.
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Very few actual changes... mostly formatting fixes from astyle
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More nedmalloc updates, possibly fix win32 mouse death at ~10 fps or less, fix dummytile crash, more untested multiplayer changes... different enet channels for different types of traffic in order to eliminate latency due to the occasional reliable packet getting dropped, therefore causing a hitch in the flow of unreliable movement packets on the same channel, remove mmulti API from engine in favor of having everything in game land
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Properly invert the tangent space matrix instead of transposing it (after all, model tangent space isn't guaranteed to be orthogonal) and do so offline. This removes a little strain from the GPU.
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Fix building with MSVC
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This should correctly compute the normal of all BUILD floors and walls. Fixes bug 2806174 (E1L1 projection room floor not affected by light and parallaxing artifacts).
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This should be the correct type for aGlobalMemoryStatusEx.
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Clean out remaining changes from tree... this is mostly crap like variable name cleanup