April 2018
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Add resetplayerflag 8, which mandates reload and not savegame load in single player.
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Temporarily remove the option to enable texture filtering when building with EDUKE32_STANDALONE until indexed colour texture rendering supports filtering.
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Oh hey I fucked something up... again... :D
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Bump MAXSPRITESONSCREEN from 2048 to 2560
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I don't know if this is actually better or not but it feels like it should be
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EDUKE32_STANDALONE guard some HoloDuke behavior in CON_IFCANSEE and remove a branch from GAMEARRAY_BITMAP processing in CON_SETARRAY
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EDUKE32_STANDALONE guard some hard-coded Duke3D sound behavior
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Use FindDistance3D() instead of sepdist() directly because we don't need/want it inlined here
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Remove a couple of unnecessary calls to S_ClearSoundLocks()
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Replace a couple checks for qsetmode==200 with in3dmode(), because it's literally a macro that does that
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Remove useless switch/case setup in nextpage()
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Revert a small change to cache1d and default lz4CompressionLevel to 5
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Use CSTAT_SPRITE_ALIGNMENT_* enums in a couple places
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Fix up some dynamic tile remapping cruft in A_Spawn() for less branching
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Untabify engine_priv.h
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Epic fuckup
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cache1d changes, also implements lz4compressionlevel cvar to control the speed vs side trade-off for savegame compression
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Standalone build warning fix
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Build fixes, oops
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Guards
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Minor png writer fixups
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More EDUKE32_STANDALONE guards
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Add some missing files to the VS project
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Re-arrange some of the hard-coded stuff in A_Spawn(). Just re-organizations, no changes to the blocks that moved.
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More EDUKE32_STANDALONE guarding. Next commit will merge some of the guarded blocks together for simplicity.
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#ifndef EDUKE32_STANDALONE guard a bunch of hardcoded behavior
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#if guard unncessary mouse position check with SDL2
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Optimize A_RadiusDamage()
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Redundant return
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Branchless sectorofwall_internal()
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Fix hitradius performance when affecting tons of walls
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Sound cleanup. Eliminates on-demand loading of sounds--all sounds are cached before level load.
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Save/load cache1d size from config
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Formatting
March 2018
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Switched Duke3D to use new LZ4 dfwrite()/kdfread() implementations to improve compression/decompression speed.
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SV_MINOR_VER is incremented as using this alternate compression algorithm is not backwards compatible with older saves/demos.
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texcache.cpp: Override PTH_INDEXED and fall back to pre-processing tiles if high colour tint effects are being used on indexed colour art
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menus.cpp: disable palette emulation menu options when in Polymost and r_useindexedcolortextures is 1
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menus.cpp: Allow setting anisotropy when not in Polymost regardless of whether r_useindexedcolortextures is set
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Fix console background disappearing intermittently
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polymost.cpp: fix shadeFactor not being set properly for non-indexed colour textures
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MIDI/Windows: Immediately MPU_Init after MPU_Reset so that MIDI_Reset can take effect.
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MIDI/Windows: Return early from MPU_Init if MPU_Reset was not previously called to shut the MPU down.
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Allow component cflags to override global CWARNS for clang-tools rule.
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Update glad to 0.1.18a0
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Don't apply weapon shade interpolation to the shrinker/expander crystal at all.
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Replace individual developer email addresses in error messages
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center texel fetches for palette lookups and add various optimizations related to indexed texture changes
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Polymost palette-indexed texture rendering
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Fix build
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Fix weird bug with the shotgun caused by leftover code from the electric gun in LameDuke.
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No, really.