May 2018
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WWII GI: Remove the hack/approximation for the bazooka display code because one of the general weapon system fixes made it work incorrectly, and also made a direct port of the original code work correctly. Accuracy FTW!
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Fix some printf warnings.
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WWII GI: Fix the chaingun replacement to always reload even if you continue holding down fire.
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WWII GI: Fix the chaingun replacement to not fire in bursts of 3 per fire button press.
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WWII GI: Fix mistakes in our version of the weapon display code.
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WWII GI: Update the default values of the weapon gamevars to correctly match the original game.
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Fix some inaccuracies to the released versions of NAM and WWII GI.
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*Both: Reload frame display for weapon 1 *WW2GI: Some effect bits for changes in ammo amount of weapon 11 in the status bar Thanks to NY00123 for detailed comparisons of the released source code to the original binaries!
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Fix the M16's autoaim.
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Reported by Little Tijn.
April 2018
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General
Direct cache1d error messages to log instead of stdout
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Add 'P' hotkey to change palette in tile selector, and clean up the info at the bottom of the screen a bit
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second attempt at preventing extra wall points from being inserted on some walls with the batch point insert tool
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in tile selector, make backspace set palette to 0
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use object's current palette on tile selection screen and allow cycling object palettes from tile selection screen with - and =
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use sc_XXX defines from scancodes.h instead of unlabeled hex scancodes when checking keystatus[]
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Disable AllowShortLoopsOnASingleLine in clang-format
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Indentation
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Fix Mapster32 bug where sometimes you'd get two points instead of one when pressing enter to insert points where the lines intersect with the wall drawing tool
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LZ4 warning silencing I accidentally left out of a previous commit
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macOS build fix
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Readability improvements for gamestructures.cpp
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Use references in some gamevar stuff
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Fix warning
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Change mouseGrabInput()'s parameter to a bool
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Fix a couple of warnings in the new versions of LZ4 and Miniz
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Update Miniz
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Rename int64.h to fix16_int64.h
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Update xxHash
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Update lz4
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Merge our changes to libdivide back in
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Update libdivide.h to latest release
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Oops, I made a fuck
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Remove no longer used glext.h
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This is probably faster
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MSVC warning fix
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Replace sound callback mutex with atomic operation
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Add missing file to VS project
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Slight change to FX_DetectFormat(); format specifications seem to say there's no such thing as WAVE without RIFF.
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Sound code tweaks
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Bump clang-format ColumnLimit to 150
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Fix a bunch of off-by-one errors in the sound system, made apparent by a change to some related code.
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Prevent divide by 0 when SDL_GetCurrentDisplayMode()/SDL_GetClosestDisplayMode() say the refresh rate is 0
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More function name shit
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Function names
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More function name cleanup
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Continuing the quest for clearer function names
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Engine function name cleanup round 2
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Beginnings of baselayer.cpp/.h refactor. This is 99.9% renames.
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This is supposed to enable the discrete GPU on NVIDIA Optimus and AMD PowerXpress setups
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Fix NORM_(SPRITE|WALL|SECTOR) macros to use MAX$1 instead of ARRAY_SIZE, which would fail due to the structs not being statically allocated.
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Patch prepared by Striker.
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Add spawnceilingglass, spawnwallglass, and spawnwallstainedglass commands.
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Patch from Striker.