Build 6879
SVN-
Generale
Revert r6870
Nickname SVN e nomi Git sono unificati per persona.
Revert r6870
Ignore cache size setting in .cfg if the value is less than the hard-coded default
Very light sound cleanup
Add quick save and quick load to the keyboard configuration menu
Bump the default cache size to 96 MiB.
Disable S_ClearSoundLocks, preventing sounds from being marking purgable, and causing them to get prematurely evicted.
This fixes the absent sound issues in WWII GI.
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!
Fix some printf warnings.
WWII GI: Fix the chaingun replacement to always reload even if you continue holding down fire.
WWII GI: Fix the chaingun replacement to not fire in bursts of 3 per fire button press.
WWII GI: Fix mistakes in our version of the weapon display code.
WWII GI: Update the default values of the weapon gamevars to correctly match the original game.
Direct cache1d error messages to log instead of stdout
Add 'P' hotkey to change palette in tile selector, and clean up the info at the bottom of the screen a bit
second attempt at preventing extra wall points from being inserted on some walls with the batch point insert tool
in tile selector, make backspace set palette to 0
use object's current palette on tile selection screen and allow cycling object palettes from tile selection screen with - and =
use sc_XXX defines from scancodes.h instead of unlabeled hex scancodes when checking keystatus[]
Disable AllowShortLoopsOnASingleLine in clang-format
Indentation
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
macOS build fix
Readability improvements for gamestructures.cpp
Use references in some gamevar stuff
Fix warning
Change mouseGrabInput()'s parameter to a bool
Replace sound callback mutex with atomic operation
Add missing file to VS project
Slight change to FX_DetectFormat(); format specifications seem to say there's no such thing as WAVE without RIFF.
Sound code tweaks
Bump clang-format ColumnLimit to 150
Fix a bunch of off-by-one errors in the sound system, made apparent by a change to some related code.
Prevent divide by 0 when SDL_GetCurrentDisplayMode()/SDL_GetClosestDisplayMode() say the refresh rate is 0
More function name shit
Function names
More function name cleanup
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.
Patch prepared by Striker.
Add spawnceilingglass, spawnwallglass, and spawnwallstainedglass commands.
Patch from Striker.
Add resetplayerflag 8, which mandates reload and not savegame load in single player.
Temporarily remove the option to enable texture filtering when building with EDUKE32_STANDALONE until indexed colour texture rendering supports filtering.
Oh hey I fucked something up... again... :D
Bump MAXSPRITESONSCREEN from 2048 to 2560
I don't know if this is actually better or not but it feels like it should be
EDUKE32_STANDALONE guard some HoloDuke behavior in CON_IFCANSEE and remove a branch from GAMEARRAY_BITMAP processing in CON_SETARRAY
EDUKE32_STANDALONE guard some hard-coded Duke3D sound behavior
Epic fuckup
cache1d changes, also implements lz4compressionlevel cvar to control the speed vs side trade-off for savegame compression
Standalone build warning fix
Build fixes, oops
Guards
Minor png writer fixups
More EDUKE32_STANDALONE guards
Add some missing files to the VS project
Formatting
Switched Duke3D to use new LZ4 dfwrite()/kdfread() implementations to improve compression/decompression speed.
SV_MINOR_VER is incremented as using this alternate compression algorithm is not backwards compatible with older saves/demos.