December 2020
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General
Remove xxh_x86dispatch
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It is an optional part of xxHash we are not using that breaks the build everywhere but x86*.
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include xxhash.h instead of xxh3.h and update data types to account for 64-bit hash values
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fix "C1083: Cannot open compiler generated file" error with polymost1Frag.glsl.cpp and polymost1Vert.glsl.cpp
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I'm not entirely happy with this due to the addition of the extra filter in the IDE to hold the generated files, but it's better than having to hit build twice in order to get a successful compilation.
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switch a few things over to xxh3
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update xxHash
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Removed unnecessary vid_* CVars, as they are available through the engine
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General
BUILD & Duke3D: lower the clamp value for "vid_brightness" from 0 to -10, allowing for negative brightness config to be saved
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Save console variable settings to voidsw_cvars.cfg
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General
Duke3D, SW, NAM: Add detection of GOG Galaxy install paths
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Add GOG path detection
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Add osx_getdocumentsdir
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Needed because GOG .pkg installers default to the Documents folder
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Add icns icon to macOS .app bundle
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General
Apparently std::abs is not constexpr everywhere
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General
Avoid error with some toolchains where klabs(int16_t) turns into abs(double)
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Add GRP scanning support for Penthouse Paradise
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ZOOM Platform ships it with their DLC Pack.
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General
Add detection of ZOOM Platform paths for Duke3D (Win/Mac) and SW (Win)
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Add GRP scanning for the actual original tdragon.zip
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General
Fix mismatch of initprintf and initputs signatures in compat_tools object
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General
Duke3D/CON: fix for disallowing digits at the start of var labels
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General
Link with -latomic on 32-bit ARM architectures
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General
Revert "GNUmakefile: compile enet.cpp only if NETCODE!=0."
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- Reverts
- f1aec34
November 2020
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Replace std::string with a char* wrapper
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This avoids a bug which causes linking to fail for MinGW32 builds.
- Co-authored by
- Evan Ramos
September 2020
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General
sdlayer.cpp: remove an '#ifndef __ANDROID__' block with only commented code in it.
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General
sdlayer.cpp: don't print SDL_SetWindowGammaRamp() error if the function was not called.
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We may have gotten an error message like: videoSetGamma(): Failed loading udev_device_get_action: (...)/libSDL2-2.0.so.0: undefined symbol: _udev_device_get_action But: 1. The "error" in question did actually happen earlier in SDL, but is harmless because SDL first tries to load a symbol using 'dlsym(RTLD_DEFAULT, ...)' and failing that (as it happens in my case), from an explicitly loaded libudev (which succeeds). 2. The message misleads a user into thinking that it may have something to do with gamma adjustment having no effect. (As is the case for me.)
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update zpl.h for build and runtime fixes on 32-bit ARM.
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General
Disable microprofile on ARM64 Windows
August 2020
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experimental TROR rendering fixes
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fix TROR rendering glitch in polymost when camera Z is outside of sector boundaries
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Check all TROR layers in collision code
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fix editor sprite select in TROR sectors
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fix CON_GETPLAYER/CON_SETPLAYER access to palette member and loogiex/loogiey arrays
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only bypass SDL_SetWindowGrab() for SDL 2.0.12 and lower
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rename "Widescreen" menu option to "Aspect ratio"
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fix a couple bad comparisons of values against MAX_WEAPONS
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The first is something that was missed when the hardcoded World Tour stuff was added, and the second looks like it was just a typo.
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add SK_WEAPON_MASK macro, comprised of the four SK_WEAPON_BITS values
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bare bones editor check for models
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Fixes terminx/eduke32!40
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add invalid polygon check in editor mode
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General
mapster32/build: Make AlignWalls_ not a partially broken, cryptic mess. Correctly aligns textures of any size now.
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Implement tileflags member of picanm, and added support for new flag: TILEFLAGS_TRUENPOT, that allows you to enable true non-power-of-two texture support per-tile.
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(Fixes classic's buggy tiling and panning behaviour and bypasses the emulation of it in Polymost)
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Enable non-power-of-two wall support in classic renderer. (Doesn't do anything yet without either a new map format, or upcoming TILEFLAGS_TRUENPOT).
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fixes for including compat.h in a C program built with MSVC
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I needed to change the weird VS workaround in order for the EDUKE32_STATIC_ASSERT on line 850 to succeed. Things seemed OK when I tested them, but I'd like more information on the suspected compiler bug in question and why this was necessary in the first place.
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General
engine and Duke3d: fix a bunch of direct calls to libc free() to call Bfree() instead
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move osdstrings cleanup out of engineUnInit() and into OSD_Cleanup()
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artdump console command
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General
just a reference
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reduce use of temporary variables in a few VM opcodes
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Also moves a bunch of VM_ASSERT statements up next to the variables they check. When this macro was first introduced, all of an instruction's operands needed to be read from the bytecode before aborting due to failure. Since this isn't the case anymore, all of the VM_ASSERTs can be moved up.
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fix copy/paste error in CON_[GET/SET]PLAYER error message for a bad player index
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split getactorvar/setactorvar instructions
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These are actually fairly commonly used, so I'm not sure why I bothered with having them the other way before.
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remove INTERNAL ERROR messages from Gv_GetVarIndex() and Gv_GetArrayIndex()
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This is only ever used for refreshing pointers to certain special gamevars and for checking if variables in savegames exist in the currently running script--it doesn't need to print errors to the console.
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inline the array get/set functions