Build 6708
SVN-
Generale
Disable the switching of keyboard layout on window focus gain and loss.
Nickname SVN e nomi Git sono unificati per persona.
Disable the switching of keyboard layout on window focus gain and loss.
Clean up order of UserdefsLabels[].
Bump BYTEVERSION. Patch from Fox.
New userdef structure "return"
This works like an extension of the RETURN gamevar and it accepts multiple values. Reading or writing the value of "userdef[].return 0" is the same as reading of writing the RETURN gamevar. The following userdefs are now aliases: - m_origin_x = userdef[].return 1 - m_origin_y = userdef[].return 2 - screenarea_x1 = userdef[].return 0 - screenarea_y1 = userdef[].return 1 - screenarea_x1 = userdef[].return 2 Additionally, the API for EVENT_PLAYLEVELMUSICSLOT is hereby redefined to use return 1 and 2 (not 0) _instead of_ ud.m_*_number. Patch from Fox.
Revise the userdef code to accept multiple values.
Patch from Fox.
Use the user's desktop resolution, fullscreen, as the default, instead of 1024x768 windowed.
Invalidate TILE_SAVESHOT whenever it is overwritten, so that it updates properly in GL.
(Also remove a redundant call to the screenshot function.)
Improve text position over save/load screenshots.
Don't allow loading previous version saves.
Fix whitespace issues
polymost.cpp: fix polymost_dorotatesprite() issue where sprites could be rendered with fractional positions and sizes leading to GL filtering imperfections.
menus.cpp: Make windowed-only resolutions clear in both their name and by disabling the fullscreen menu option
Additionally, increase MAXRESOLUTIONSTRINGLENGTH to accomodate new resolution name suffix
sdlayer.h/winlayer.cpp: If a resolution is supported for fullscreen, also support the mode as a windowed resolution.
baselayer.cpp: add 1280x720 resolution to defaultres windowed resolutions
Save the player's map time before EVENT_ENDLEVELSCREEN, which happens regardless of whether the hardcoded bonus screen is displayed.
Make sure ud.displaybonusscreen is set to 1 if you want this to take place. The bonus screen can still be skipped by setting RETURN to -1 in EVENT_ENDLEVELSCREEN.
Fix the interaction between starttrack and toggling music off.
Fix autoaim getting overwritten on load by whatever it was when the save was created.
Editorialize the code style a bit more.
Make some weird code easier to read.
sdlayer.cpp: fix vsync heartbeat issue on some NVidia & Intel drivers
Fix typo in collections.h. DONT_BUILD
Amend previous commit
New userdef structures: "menu_scrollbartilenum", "menu_scrollbarz", "menu_scrollcursorz"
Set "menu_scrollbartilenum" to the first tilenum of a series of 4 tiles: <tilenum> = Middle (tiled to fill the scrollbar height) <tilenum> + 1 = Top <tilenum> + 2 = Bottom <tilenum> + 3 = Cursor Default value for menu_scrollbartilenum is -1, which will display EDuke32's default scrollbar. Use "menu_scrollbarz" and "menu_scrollcursorz" to control the scale of the scrollbar. Default values are 65536. Patch from Fox.
Improve translucence of menu cursor
Some screentext fixes (that don't affect CON scripts)
sdlayer.cpp: remove unnecessary call to SDL_WarpMouseInWindow() on SDL2 that was causing issues with mouse movement when vsync was enabled on some hardware
game.cpp: fixed GL vsync resetting issue due to system_getcvars() call coming before cvars were loaded
Change OSD_Printf to initprintf for addlog and addlogvar
Menu stuff
Add undefinecheat.
Hide blank cheats
Add resetplayerflag 4, which always loads if possible
workaround for texcache expecting all mipmap levels to be available
Fix the definetint def token, broken in r6557.
Replace bespoke CON/def module and clipmap filename array reallocing with a new class, GrowArray.
Update credits.
Fix building on Visual Studio after GLAD & Polymost changes
Don't save skill level to settings.cfg
fix typo causing bug where persistentStreamBuffer was being reset to the config value when it should be disabled
Keep individually specified RTS files and the rtsname cfg setting completely separate. This fixes a few issues.
Silence -Wcast-qual in glad.c.
Remove GAMEFUNC_* hardcoded labels.
Make sure we clear the keyboard buffer when beginning text input.