Gennaio 2022
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prevent potential overflows of szScratch[] in minidumper
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add EDUKE32_NORETURN
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fix stupid projectile flag interaction bug between PROJECTILE_EXPLODEONTIMER and the ones that make them bounce
Mostra dettagli
This allowed projectiles with both PROJECTILE_EXPLODEONTIMER and PROJECTILE_BOUNCESOFFWHATEVER flags set to run .yvel until it was negative and then bounce forever.
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fix USE_OPENGL=0 builds
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keep clipboard texture rot90 bit when pasting onto bottom walls
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only load SDL game controller DB after actually detecting a controller
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integrate loguru to replace the existing logging implementation from osd.cpp and rework many log messages across the codebase.
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EDuke32-specific modifications
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add loguru (https://github.com/emilk/loguru)
Mostra dettagli
This is actually the fork from https://github.com/dosbox-staging/loguru, but the guy at the first URL did most of the work.
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improve Polymost and Polymer setup menus
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add max texture size to glinfo struct
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change Polymost cvars around to be a little friendlier to users who want something other than the default lack of texture filtering, etc
Mostra dettagli
New cvar hierarchy: r_useindexedcolortextures overrides/disables r_anisotropy and r_usetileshades r_texfilter overrides/disables r_useindexedcolortextures (and thus re-enables r_anisotropy and r_usetileshades) This commit also fixes terminx/eduke32#235
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fix .ogg sounds defined for Duke talk sometimes not playing when used in the skill selection menu
Mostra dettagli
We were hitting the FX_SoundActive() check for ud.skill_voice in G_NewGame() before the worker threads completed the decoder initialization work scheduled by the S_PlaySound() call in the MENU_SKILL case in Menu_EntryLinkActivate()--the code in G_NewGame() was proceeding to the next stage because FX_SoundActive() returned false, but our check occurred before it had a chance to return true. This also swaps the call to FX_StopAllSounds() in G_EnterLevel() out for a call to S_StopAllSounds() instead, and alters S_StopAllSounds() to set g_dukeTalk to false.
- Risolve
- terminx/eduke32#215
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fix polymer savedfires thing
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fix CPUID branding string on platforms other than Windows
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use SDL_VERSION_ATLEAST macro instead of manual SDL_MINOR_VERSION etc checks
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clean up a couple sprite loops
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bump CSTD and CXXSTD to gnu11 and gnu++14 respectively
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tweak EDUKE32_STANDALONE logic in a couple places, not intended to functionally change anything.
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update to 6ead2840ec620f1fc06297c310c902e56835c0a7
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update to e76a373929c756206edb4b2cb69e0e528daadb48
Mostra dettagli
This looks like it's supposed to fix an issue with the implementation of realloc() in cases where resizing a block allocated from smmalloc requires the new block come from the generic allocator (mimalloc in our case).
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update to 13b21dddc733862f3a653809b671761849e18285
Mostra dettagli
I think the only worthwhile change is a fix for use of uninitialized memory in tinfl_decompress_mem_to_callback()
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add static assert for NUMGAMEFUNCTIONS <= 64
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rename EDUKE32_STANDALONE variants of the inventory key names used in internal_gamefunction_names[] from ba7d12a3c2de83d3d979f1b7d6d9ac8d8da4d38c
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fix issue with GL_TEXTURE_MAX_ANISOTROPY_EXT
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update generateicon to produce data compatible with the current engine source
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fix compilation of Build utilities
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fix silly defect in our printf functions
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rename gamefunc_Show_DukeMatch_Scores to gamefunc_Show_Scoreboard, ditch related EDUKE32_STANDALONE use
Mostra dettagli
Indirectly addresses array overrun issue in ba7d12a3c2de83d3d979f1b7d6d9ac8d8da4d38c
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minor changes to new control ordering introduced in 5fbeae0c5cacda5273a07f1f13e37867750e25c5
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take aspect and fov into account for hitscan vector calculation
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Support for multiple simultaneously active Viewscreens
Dicembre 2021
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fix TROR regression caused by 421b54a8abb51e91cc539ec3a323e8581e2e05f7
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Introduce modern default keybind ordering
Mostra dettagli
Can be changed with the cvar cl_keybindorder. Settings the value to 0 restores the original classic keybind order, 1 uses the modern ordering. Either mode is overridden by custom keybind orders.
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apply reordering to mouse and controller config as well
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Implement reordering of keyboard menu entries via DEF command
Mostra dettagli
List the gamefunc names (or corresponding indices) separated by whitespace. This will define the order of gamefuncs on the keyboard configuration menu. Any omitted gamefuncs will not be listed in the menu. Usage: ``` keyconfig { gamefunc_Move_Forward gamefunc_Move_Backward gamefunc_Strafe_Left gamefunc_Strafe_Right ... } ```
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Decouple keybind menu ordering from assigned gamefunc index
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replace NUMGAMEFUNCTIONS macro with an enum value
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Fix an error with the bonus tile, and extend EVENT_GETBONUSTILE
Mostra dettagli
Within EVENT_GETBONUSTILE, you can now set ud.return[0] to ud.return[4] to change each frame of the bonus screen animation separately.
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Add event EVENT_GETBONUSTILE to change bonus screen pic
Mostra dettagli
The RETURN value will be set to the current base bonusscreen tile, and changing it will change the tiles displayed in the bonusscreen.
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fix building against SDL older than 2.0.9
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use CONTROL_SetAnalogAxisSensitivity() instead of CONTROL_SetAnalogAxisScale() for mouse
Mostra dettagli
I don't think this is perfect but it should be an improvement.
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fix an error in the autoaim logic where the z coord wouldn't be adjusted for CSTAT_SPRITE_YCENTER when playing Fury in EDuke32 (retail Fury builds were not affected)
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add STANDALONE_EVAL macro
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add menu option to control OPL3 volume post-amplification
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add mjr4077au to contributors
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fix misleading usage of A_CheckSpriteFlags() (comparison with 0 implied the function returns the flag bits instead of `true` or `false`; it does not)
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extra const in libtess2
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fix redundant assignment
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remove unused duplicate function that crept in during dev work on the WinMM MIDI driver