Build 9297
GIT-
General
Remove xxh_x86dispatch
Show details
It is an optional part of xxHash we are not using that breaks the build everywhere but x86*.
SVN handles and Git names are merged into one person.
Remove xxh_x86dispatch
It is an optional part of xxHash we are not using that breaks the build everywhere but x86*.
include xxhash.h instead of xxh3.h and update data types to account for 64-bit hash values
fix "C1083: Cannot open compiler generated file" error with polymost1Frag.glsl.cpp and polymost1Vert.glsl.cpp
I'm not entirely happy with this due to the addition of the extra filter in the IDE to hold the generated files, but it's better than having to hit build twice in order to get a successful compilation.
switch a few things over to xxh3
update xxHash
Removed unnecessary vid_* CVars, as they are available through the engine
BUILD & Duke3D: lower the clamp value for "vid_brightness" from 0 to -10, allowing for negative brightness config to be saved
Save console variable settings to voidsw_cvars.cfg
Duke3D, SW, NAM: Add detection of GOG Galaxy install paths
Add GOG path detection
Add icns icon to macOS .app bundle
Apparently std::abs is not constexpr everywhere
Avoid error with some toolchains where klabs(int16_t) turns into abs(double)
Add GRP scanning support for Penthouse Paradise
ZOOM Platform ships it with their DLC Pack.
Add detection of ZOOM Platform paths for Duke3D (Win/Mac) and SW (Win)
Add GRP scanning for the actual original tdragon.zip
Fix mismatch of initprintf and initputs signatures in compat_tools object
Duke3D/CON: fix for disallowing digits at the start of var labels
Link with -latomic on 32-bit ARM architectures
Revert "GNUmakefile: compile enet.cpp only if NETCODE!=0."
Replace std::string with a char* wrapper
This avoids a bug which causes linking to fail for MinGW32 builds.
sdlayer.cpp: remove an '#ifndef __ANDROID__' block with only commented code in it.
sdlayer.cpp: don't print SDL_SetWindowGammaRamp() error if the function was not called.
We may have gotten an error message like: videoSetGamma(): Failed loading udev_device_get_action: (...)/libSDL2-2.0.so.0: undefined symbol: _udev_device_get_action But: 1. The "error" in question did actually happen earlier in SDL, but is harmless because SDL first tries to load a symbol using 'dlsym(RTLD_DEFAULT, ...)' and failing that (as it happens in my case), from an explicitly loaded libudev (which succeeds). 2. The message misleads a user into thinking that it may have something to do with gamma adjustment having no effect. (As is the case for me.)
update zpl.h for build and runtime fixes on 32-bit ARM.
Disable microprofile on ARM64 Windows
experimental TROR rendering fixes
fix TROR rendering glitch in polymost when camera Z is outside of sector boundaries
Check all TROR layers in collision code
fix editor sprite select in TROR sectors
fix CON_GETPLAYER/CON_SETPLAYER access to palette member and loogiex/loogiey arrays
only bypass SDL_SetWindowGrab() for SDL 2.0.12 and lower
rename "Widescreen" menu option to "Aspect ratio"
fix a couple bad comparisons of values against MAX_WEAPONS
The first is something that was missed when the hardcoded World Tour stuff was added, and the second looks like it was just a typo.
add SK_WEAPON_MASK macro, comprised of the four SK_WEAPON_BITS values
bare bones editor check for models
Fixes terminx/eduke32!40
add invalid polygon check in editor mode
mapster32/build: Make AlignWalls_ not a partially broken, cryptic mess. Correctly aligns textures of any size now.
Implement tileflags member of picanm, and added support for new flag: TILEFLAGS_TRUENPOT, that allows you to enable true non-power-of-two texture support per-tile.
(Fixes classic's buggy tiling and panning behaviour and bypasses the emulation of it in Polymost)
Enable non-power-of-two wall support in classic renderer. (Doesn't do anything yet without either a new map format, or upcoming TILEFLAGS_TRUENPOT).
fixes for including compat.h in a C program built with MSVC
I needed to change the weird VS workaround in order for the EDUKE32_STATIC_ASSERT on line 850 to succeed. Things seemed OK when I tested them, but I'd like more information on the suspected compiler bug in question and why this was necessary in the first place.
engine and Duke3d: fix a bunch of direct calls to libc free() to call Bfree() instead
move osdstrings cleanup out of engineUnInit() and into OSD_Cleanup()
artdump console command
just a reference
Make reading of picanm from ART files robust if picanm_t is extended
Backported from NBlood.
Fix applying sprite[].yoffset to models
Backported from NBlood.
Add FX_StartDemandFeedPlayback3D
Backported from Rednukem.
Fix regression causing the last heat seeker to be a normal missile
It was caused by the fix for crashing when firing outside the map. Also port said fix to the bunny rockets.