September 2019
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Change a couple of memcpys to just clear the whole size of the array instead of computing the size at runtime
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Align cache1d memory blocks to system page size
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Use multiples of 5 for the HUD scale option and cap the range at 50-100
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uint64_t in G_FPSLimit()
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Use integer math for Polymost rotatesprite
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Patch from Nuke.YKT.
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Allow up to fov 140 from console
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Bind medkit to mouse3 by default
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Remove C as alternate default bind for regular gamefunc_Crouch
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Move r_borderless and r_displayindex definitions out of polymost.cpp and into baselayer
August 2019
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clockticks.hpp: Fix issue where higher precision comparisons would cause unexpected behaviour with game loop code due to ototalclock being incremented rather than set to totalclock (causing a lack of subtick precision and potential doubled up/dropped game updates).
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Provide compareHighPrecision() for any code that needs higher precision comparisons.
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Support fullscreening to the correct display in multiple monitor configurations
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Fix critical TROR map corruption bug in the editor
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Patch from Nuke.YKT.
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More gamefunc_Toggle_Crouch improvements
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Fix SDL borderless windowed mode for real this time
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Introduces r_borderless cvar. 0: never borderless, 1: always borderless, 2: borderless if resolution matches desktop resolution (default).
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Rename gamefunc_Crouch_Toggle to gamefunc_Toggle_Crouch to match the only existing similarly named gamefunc, gamefunc_Toggle_Crosshair
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Now bound to C by default.
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Use a sound's volume offset parameter as the max distance if the explosion flag is set
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Rework crouch toggle
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This is almost entirely contained in P_GetInput() now. It still uses two separately mappable buttons but you can get away with only gamefunc_Crouch_Toggle.
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clockticks header fix
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Set actor .bpos after A_GetZLimits() in A_Spawn()
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Only use --high-entropy-va on x86_64
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Fix MSVC build
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Fix synthesis
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kenbuild/src/game.cpp: Fix compilation issue due to removal of sqr() from pragmas.h in r7597
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Change some clocks to support sub-tick precision using a new class, ClockTicks.
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Using that higher precision, interpolate at a higher granularity. Further, truncate the target interpolation time to vertical blank boundaries to avoid producing temporal artifacts. Fix issues caused by interpolation calculations being handled differently in multiple places (and fix cases where smoothratios were being thrown away only to be redone without checking all proper conditions). Ensure ClockTicks changes do not break other targets (EKenBuild, VoidSW), but note any interpolation there is not similarly updated.
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Fix W_GCC_9 in Common.mak
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Ultra minor clipping stuff
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Don't consider CLIPCURBHEIGHT for ceiling clipping
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This should be MAXSECTORS
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Remove EDUKE32_PREDICT_ macro usage in clip.cpp so the game doesn't stall if a weird clipping malfunction occurs
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Make building Fury easier with FURY=1
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Fix mouse buttons 4 and 5 on Linux with SDL2, at least for 2.0.9 and up
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VS project fixes from Striker.
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Fix "bind showkeys" crash
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Yeahhhhhh, this wasn't a great idea
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I don't know why I read this diff backwards.
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Remove fav priority weapon switch setting from menu, still available as a cvar
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Re-enable mouse dead zone and mouse bias in input code, follow-up to r8028
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I impress myself sometimes
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Reduce stencil buffer size
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Revert if it causes issues in anything.
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Ignore cstat 32768 sprites in map view
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Tweak weapon autoswitch menu option text
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Don't spawn TRANSPORTERSTAR if FURY
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Add r_swapcomplete cvar to control what happens after SDL_GL_SwapWindow()
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0: do nothing 1: glFinish() 2: busy loop until currentVBlankInterval 3: glFlush()
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Add console/log output for when the player is killed by various internal things, to aid in debugging
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Use a vec3_t instead of separate vars to hold temporary position data in G_HandleMirror()
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if out the in_mousebias and in_mousedeadzone cvars
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Add warning message when the user has the in-game VSync option enabled
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Revert r8024
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Separate everything in AdvanceTrigger into a new TextSubmit except Space so it doesn't submit text fields such as savegames
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Rename Silent protagonist to Protagonist speech