January 2019
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Fix issue where a useless error would be printed to the log and bad memory reads could occur when compiling a CON script with an invalid structure member passed as gamevar structure access shortcut shorthand
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screentext alignment patch from Fox
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rotatesprite hack from Fox
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CON access to raw q16 values for player horiz and ang etc
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Work around weird issue with Bgetsysmemsize() that occurs on exactly one system we've tested
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Revert "SDL 2.0.9"
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Fix issue with definegamefuncname and undefinegamefunc
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Add error message for SDL_SetGammaRamp() failures in videoSetGamma()
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Add C as a secondary binding for crouch and remove the mouse look and crosshair toggles from the default key bindings--they can still be bound manually if desired.
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Fix missing/invalid palswaps and shades in automap with Polymost
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Patch from Nuke.YKT.
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Add EVENT_DISPLAYROOMSCAMERATILE
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Make the gamma slider move in increments of 0.05 instead of 0.1
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add wall point delete hotkey. Press shift+delete or the d key in 2d mode to delete a wall point without dragging it.
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Add mutex to protect against S_Callback() being called from more than one thread at the same time
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I honestly can't remember why I wrote this like this, but it's problematic so I'm changing it.
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Make the time period between averaging the min and max values shown with r_showfps 2+ user configurable with r_showfpsperiod
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Create new MV_CleanupVoice() function to handle most of what was in MV_StopVoice() plus the MV_CallBackFunc() functionality
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Slightly revise multivoc locking logic
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Fix an infinite loop in S_StopEnvSound() that could occur if the audio thread happened to finish playing a voice in between checking if g_sounds[].voices[].id > FX_Ok and calling FX_StopSound(), exacerbated by improper std::atomic usage
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Slightly revise framerate limiter and r_showfps 2 display
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Change the hotkeys for adjusting the camera horiz in Mapster32 3d mode from ctrl + a / z to alt + a / z to avoid conflicts with the undo hotkey
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Fix buffer overrun
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Enable undo/redo in Mapster32 3d mode. Not incredibly well tested.
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Add 75, 100, and 240 as options for the FPS limiter
December 2018
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Re-add something I didn't intend to remove with r7297
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Remove 'none' as an option for the frame limiter in the menu and fix a bug with the slider for the offset
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Re-enable -fno-strict-aliasing because apparently many versions of GCC across many platforms are still producing warning spew without it
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MSVC build fix
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Fix NETCODE_DISABLED builds. We should probably rename Net_GetPackets() to something else, because it does other required things.
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Fix loading screen tile
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Fix issue where the option to enable or disable Polymer wasn't being saved properly
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Fix issue where the player's pistol isn't removed when they spawn on HURTRAIL/FLOORSLIME/FLOORPLASMA
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macOS build fix. DONT_BUILD.
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Revert "engine.cpp/.h: clean up & fix lintersect(). Additionally, add support for finding intersections of collinear line segments."
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This reverts r6886.
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Fix issue with editor not allowing wall and floor aligned sprites to be resized in 2d mode without textured view mode enabled
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This should fix the too many sprites spawned issue in single player
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Expand the list of options available for the framerate limiter, and add a separate option that controls an offset added to the limiter. This should allow the menu to cover all of the important use cases involving G-SYNC, FreeSync, and "Fast Sync".
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Fix net.cpp line endings
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Change audiolib mixing functions to just use a return value instead of setting a global to indicate the new mixing buffer position
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Slight cleanup to MV_GetVorbisCommentLoops(). The biggest change here is swapping calls to atol to our Batol macro, which is actually backed by strtol instead of atol.
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Hendricks and I discussed "auto *" and we've come to the conclusion that it's bad form, so this corrects that.
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Reduce vorbis read block size from 32k to MV_MIXBUFFERSIZE. Despite requiring more calls into libvorbis, this should be faster on slower CPUs in cases where more copies of the same .ogg sound are attempting to be played at once than are allowed, e.g large explosion scenes in Ion Maiden.
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I don't see a reason for these operations to be separated
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Fix function that some sadist formatted with 3 spaces
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This fixes S_CheckSoundPlaying() and makes CON_IFSOUND work correctly in scripts that run during menus. These changes together fix the exchange between Duke and Lani at the end of episode 3 of Duke3D.
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This makes the output from r_showfps 3, cl_showcoords 1, and what is printed after DNDEBUG all happily coexist. The display of g_moveActorsTime and g_moveWorldTime has also been moved from cl_showcoords to r_showfps.
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Fix CON commands leaving useless extra values in the bytecode. They were only valid outside of executable blocks so it was never noticed.
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Fix CON compiler line number accounting problem introduced with the optimization that transforms CON_SETVARVAR -> CON_SETVAR if the second parameter is a constant
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Change A_AddToDeleteQueue() to call A_DeleteSprite() on sprites it removes from the queue directly, as sprites with statnums other than STAT_ACTOR and STAT_MISC are not deleted automatically when their xrepeat is 0. This fixes using CON_INSERTSPRITEQ with sprites of statnums other than STAT_ACTOR and STAT_MISC.
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This is never going to work. When it was first programmed, it was done under the assumption that dividing an integer by a power of 2 was always the same as shifting it. It turns out that this isn't the case and I'm a dumbass. :D