Build 10016
GIT-
General
Fix videoSetGamma() for SDL1 target
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General
Fixed videoGetModes() prototype
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General
Fixed SDL1.2 legacy support
SVN handles and Git names are merged into one person.
Fix videoSetGamma() for SDL1 target
Fixed videoGetModes() prototype
Fixed SDL1.2 legacy support
Fix viewscreens being permanently deactivated after loading a save
Also decreases MAXUSERTILES to (MAXTILES - 256) to ensure the tilespace used by the viewscreens isn't encroached on by user tiles.
fix warning introduced by cb673c3392b91d32f6b5c72bf0582ff00462fc50
block repeated attempts to load a particular hightile in software mode after failure
Interpolate FIRELASER trails.
Print script name and line if gamevar/struct index error occurs
Fix crash due to an oversight in commit 88cd36858be30f7384eb7ccc35b669b06bc84c42
Revert 22d85479a52ea9fd066daf283b3941b934858808.
There are maps which depend on projectiles getting reflected by walls with the picnum of MIRROR.
When loading new art files, blanks no longer erase existing tiles, allowing "inserting" new tiles, or essentially stacking them.
fix MinGW warnings...
update to 8d6a9df7521181afc276d94b3a6ef2a9dd60bd06
merge upstream loguru changes
Update gamecontrollerdb.txt
fix menu navigation with left controller stick when not in a game and no demos are playing
Fix an oversight in the keybind menu that could cause a crash
Only occurred if some of the gamefuncs were disabled.
Prevent infinite loop in clipmove() for ENGINE_EDUKE32 compatibility
Prevent assigning both columns of keybinds to the same key
Instead it now switches the key from column 0 to 1 and vice-versa
Add console cvar 'cl_kbconfirm' to toggle the keybind confirmation dialog
Show confirmation dialog when binding a key that's already bound
This is currently restricted to the keyboard binds menu. The dialog provides three options: * Y -> Assign key and erase existing keybinds * N -> Assign key, do not erase existing keybinds * Escape -> Don't assign key
Add language option to the "Display Settings" menu
This provides menu access to the locale setting that was previously only controllable through the "locale" console command. Languages can be defined through the "localization" DEF token, and custom Unicode character tiles through the "tilefont" DEF token. Additionally: - Selected locale is saved inside the eduke32 config file. - Default language is set to "en" on launch, i.e. English.
fix wall sprite rendering glitch on wallpoint intersection
List SF2 before ALSA in the menu, matching the order in soundcardnames
add "cameraheight" cvar to control the player height
Default for Duke3d is 40, and Shadow Warrior is 58.
fix broken USE_OPENGL=0 build
improve EDUKE32_PREDICT_FALSE usage in S_StopEnvSound() and S_ChangeSoundPitch()
these uses of EDUKE32_PREDICT_FALSE probably aren't helpful
change VM_IFELSE_MAGIC to just steal one bit from the translated bytecode instead of the whole range used for the encoded line numbers used for debugging
This has the side effect of making branches show up w/ correct line numbers in VM instruction debug dumps. Needs testing!
Restore the CON commands 'getmusicpos' and 'setmusicpos'
more minor classic hightile cleanup
minor classic hightile cleanup
Use static palette data for colmatch
Polymost indexed hightile support
classic renderer hightile support
fix stupid bug causing controller buttons to not show up in the Duke menus
remove extra escape characters from link failure message
remove extra newline from error printed to log
clean up log messages
update to 3e05c64d8b829106bfb81e08478d65c01d32b246
app_main macOS fix (the #endif used to be followed by OSD_SetLogFile)
fix "-v" command line parameter
don't check FX_SoundValidAndActive() in S_ChangeSoundPitch() because FX_SetPitch() ends up forcing synchronization anyway
fix certain log messages not echoing to console
change polymer prprogram bit handling around a little bit
support setting and clearing "rich presence"
disable stacktraces on non-Windows if not using glibc
Fix terminx/eduke32#219