November 2021
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fix warning
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Add parameter to hictinting_applypixcolor to allow disabling r/b channel swapping. Improved readability of hictinting_applypixcolor as well.
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jump to menu options when pressing letter keys
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move yax_updown[] reset to yax_update()
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add scroll wheel support back into file selection menus, add PgUp/PgDn and scroll wheel support to the little submenus used for selecting screen resolution and configuring the framerate limit etc
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don't use SDL_WINDOW_FULLSCREEN_DESKTOP and don't call SDL_SetWindowBordered in fullscreen
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ignore SDL_WINDOWEVENT_MOVED and SDL_WINDOWEVENT_RESIZED in fullscreen
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I'm not sure if this is going to end up being the correct thing to do here, but it's what we shipped in the Fury 2.0 binary.
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reformat information displayed within the save and load menus, add episode name and player health
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add display selection to menu, tweak menu framerate limit option
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I'm not very happy with the list of values for the framerate limiter. All methods of presenting these values to the end user seem to be terrible: linear slider bars are cumbersome and contain many unnecessary values, and simply presenting a field for a value to be entered into requires the end user know what they're doing. Ugh.
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better multi-monitor support
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fix console logging issue on Linux introduced by logging rework
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TIL vsnprintf and _vsnprintf are not, in fact, the same thing.
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remove r_vbos cvar (useless for a while now), modify voxmodel to store data converted to tris instead of quads that are converted during the VBO building pass
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This is going to need a little work to get going again on the couple of configurations that don't define USE_GLEXT (GEKKO and EDUKE32_GLES). Should USE_GLEXT even be a thing anymore?
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adjust polymost z-fighting mitigation, add two new cvars: r_spritedepth and r_spritedepthmul
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r_spritedepth is the base multiplier for a sprite's position in the depth buffer and r_spritedepthmul controls the multiplier for a unique offset value assigned to each sprite drawn.
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mask angle precision related geometry intersection by calculating higher precision angle for intersecting sprite planes from intersecting wall's normal
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Fix updatesectorz() not checking z height in fallback, and add fallback optimization to updatesectorexclude()
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Make floor-aligned model z offset behaviour in Polymost consistent with Polymer.
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Fix a fuckup where I accidentally removed the color swap from gloadtile_art.
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General
Fixed a bungle in gloadtile_hi. Only apply hictinting_applypixcolor if effect != 0.
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add "notrans" .def token for voxels to disable drawing with translucency in GL modes
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Add the CON commands `getngcflags` and `setngcflags`
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Usage: ``` getngcflags <var> <idx1> [<idx2>...] setngcflags <const/var> <idx1> [<idx2>...] ``` Gets/sets the flags for the newgamechoices entries at the specified indices. The index list is variable-sized, up to a maximum of 3. This can be used to enable/disable the MEF_Hidden and MEF_Locked state. Supersedes the userdef struct members: `m_newgamecustomopen` and `m_newgamecustomsubopen`.
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Extend newgamechoices menu with a third layer of entries.
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Also permit usercontent flag on subentries.
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address defect in c653ba7fc09257ed3590cd2ce29d155ef6752032
October 2021
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fix S_ChangeSoundPitch()/CON_SETACTORSOUNDPITCH
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improve S_StopAllSounds() (I think)
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use .playing member of sound_t as bitfield, improve freeSlotQueue std::atomic usage
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offload xmp_create_context()/xmp_load_module_from_memory() into worker thread
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offload initial ov_open_callbacks() etc calls for vorbis into worker threads to avoid VM stalls when playing tons of .oggs from script
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add libasync (async++), https://github.com/Amanieu/asyncplusplus/
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update libdivide to b322221677351ebb11f0a42fe9a9a2794da5bfe5, add libdivide_config.h
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engine: update libdivide to b322221677351ebb11f0a42fe9a9a2794da5bfe5, add libdivide_config.h
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fix annoying GCC 11 warning
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The warning says you can silence it by surrounding sizeof(int32_t) with extra parentheses, but it doesn't work.
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remove call to calc_sector_reachability() from yax_updategrays() in favor of calling it explicitly when needed instead
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print commit hash from SDL_GetRevision() to log at startup when using SDL dev builds (odd-numbered patch level)
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This is admittedly terrible, but it shouldn't break unless the SDL_GetRevision() output format changes, in which case it just won't print the string anymore.
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prune SDL_mixer stuff from sdl_inc.h
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We will never NEED_SDL_MIXER.
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silence warnings
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add predefined TILE_ANIM and TILE_VIEWSCR tokens for CON
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remove extra S_SoundIsValid() check from A_PlaySound()
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This is checked in both S_PlaySound() and S_PlaySound3D() anyway, and we need to get to that stage of execution in order for EVENT_SOUND to fire.
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fix tabs in random.h
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fix skipping intro screens with left mouse button
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General
Duke3d/MACT: change mouse sensitivity scale, move sensitivity cvars to MACT
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fix compilation warning with RELEASE=0 builds
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warn if attempting to load a savegame where all version fields match but userbytever, but let the player do it anyway.
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assign gamefunc_Inventory to CONTROLLER_BUTTON_B by default, change CONTROLLER_BUTTON_RIGHTSTICK to gamefunc_Toggle_Crouch
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better positioning for effect sprites spawned from projectiles
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return -1 from kdfread_LZ4() if the size of the compressed data is allegedly less than zero
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#ifndef NDEBUG screenshot_dir directory creation success console output
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add screenshot_dir CVar. Defaults to "screenshots".
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Apply tints on KV6 voxels; factor out shared code
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General
Fix dumbass oversight in 6839e418e34bff05bdd5debad9bf9146a09d9d72
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General
Revert "engine: make floor sprites clip a little more like floors"
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clipmove() really needs concrete indication of a moving point's starting floor height for this optimization to work correctly, and inferring that ourselves without it being explicitly passed in isn't something that would work.
- Reverts
- 81f7c71 — engine: make floor sprites clip a little more like floors (Build 9710)
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fix buffer overflow preventing the game from starting, exposed by switching to the new memory allocation systems