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