https://github.com/nukeykt/NBlood

Latest: r13229 (4e5201545) - June 13 2022
PCExhumed
(Port of Powerslave & Exhumed)

NBlood
(Port of Blood)

Rednukem
(Port of Redneck Rampage & Duke Nukem 3D / 64)

Based on the latest DOS version of Exhumed, please beware of floating beta copies of the game as these will not work Based on the latest DOS version of Blood and compatible with expansions A highly accurate Duke 3D port, with additional support for reverse-engineered implementaions of Duke Nukem 64, Redneck Rampage and RR:RA
32-BIT | 64-BIT 32-BIT | 64-BIT 32-BIT | 64-BIT

NBlood & Rednukem: Nuke.YKT, NoOne, sirlemonhead and contributors
PCExhumed: sirlemonhead, Nuke.YKT, NY00123 and contributors
Based on EDuke32 by TerminX, Hendricks266, pogokeen, Plagman, Helixhorned and contributors

This page and autobuild service provided by oasiz
Please contact me (not port authors) for any issues related to these.

Changelog

RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT
NBlood / Rednukem / PCExhumed - r13229
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4e5201545 | [nukeykt] Merge pull request #605 from nukeykt/mapedit
- (gModernMap) Add a way to move sprites that are close to outside wa…
ff1b0c76b | [NoOneBlood] - Raise max xsectors and max xwalls limit
e3d7ab8b9 | [NoOneBlood] - (gModernMap) Add a way to move sprites that are close to outside walls of sector - (gModernMap) Add loadsave construct - (gModernMap) Fix movement direction for reverse moving sprites in TranslateSector
RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT
NBlood / Rednukem / PCExhumed - r13226
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f7af61212 | [sirlemonhead] PCExhumed: Correctly size sActiveSound[]. Was unnecessarily large.
RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT
NBlood / Rednukem / PCExhumed - r13225
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5552dc69f | [sirlemonhead] PCExhumed: Check audio FX handles correctly.
RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT
NBlood / Rednukem / PCExhumed - r13224
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42feef367 | [sirlemonhead] PCExhumed: Separate runlist variables and add constants for each AI type.
5ff60c241 | [sirlemonhead] PCExhumed: Misc code tidying
RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT
NBlood / Rednukem / PCExhumed - r13222
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37bcd2082 | [sirlemonhead] PCExhumed: Fixed Ignited sprite anim issue that could cause invalid array access.
RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT
NBlood / Rednukem / PCExhumed - r13221
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df822b609 | [nukeykt] Blood: clear id value in newly added resource nodes
RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT
NBlood / Rednukem / PCExhumed - r13220
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bc060b0bd | [nukeykt] Blood: fix AddExternalResource default id value
RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT
NBlood / Rednukem / PCExhumed - r13219
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1983d7982 | [NY00123] build.yml: Disable macOS builds
179314a7d | [NY00123] build.yml: Re-enable the startup window for macOS. This is still not fixed, but there's another unresolved problem, which is what looks like an infinite loop while building blood or libsmackerdec.
RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT
NBlood / Rednukem / PCExhumed - r13217
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a43d12d8c | [NY00123] blood/src/tile.cpp: Fix POLYMER=0 build
63a8c3c7c | [NY00123] Fix compilation errors for other games, following ecb604e3bc52ef2df46006c29ca2802d73a95bb4
68787294f | [NY00123] Merge remote-tracking branch 'eduke32/master'
e87e1448f | [NY00123] build.yml: Actually use SDL 1.2 in the relevant job
1e62fe93b | [NY00123] build.yml: Fix descriptions of newly added jobs using clang
02503e95c | [Dino Bollinger] KenBuild: Fix building on Linux with GTK Startup Window
Also changes the case of the hardcoded strings "STUFF.DAT" and
"NUKELAND.MAP" to match the file case in the download on Ken's website.
cb6f5158c | [Dino Bollinger] Engine: Fix a bug introduced with voxel caching in fa3d6784
The texturecache file shouldn't be affected I think
9c9518fdf | [Dino Bollinger] Duke3D: Introduce actor event 'EVENT_PREACTORDAMAGE'
This event is executed when an actor runs A_IncurDamage(), and is
placed just before subtracting 'htextra' from 'extra' and updating
the actor's owner (i.e. just before damage is applied to the actor).
For useractors, this normally occurs when ifhitweapon is called.
Set RETURN to a nonzero value to skip applying the damage. This
will also cause the 'ifhitweapon' conditional to skip the branch.
Note that doing so will not automatically reset htextra to 0.
2e5741cc4 | [Dino Bollinger] Duke3D: Add global gameflag "DUKE3D_GLOBAL_ADDITIVE_HITRADIUS"
If this flag is set, all radius damage sources will apply cumulative
damage instead of overriding the existing accumulated damage.
Equivalent to applying PROJECTILE_HITRADIUS_ADDITIVE to all explosions.
3c4a8bb41 | [Dino Bollinger] Duke3D: Add projectile WORKSLIKE flag PROJECTILE_HITRADIUS_ADDITIVE
This flag alters the radiusdamage calculation such that the blast
damage is added to the current htextra of the actor, rather than
overwriting the current applied damage completely.
ff4d086f1 | [Dino Bollinger] Engine: Fix compilation for POLYMER=0 builds
fa3d67841 | [Dino Bollinger] Engine: Save voxmodels in texcache to reduce startup delay in Polymost
b51e7acb8 | [Dino Bollinger] Engine: Fix texcache discovering index files in search paths if texcache.index doesn't exist in the cwd
Resolved by creating the index file before trying to read from it
4e85f36a4 | [Dino Bollinger] Duke3D: Make standalone build gamefunc names available in non-standalone builds as well
Fixes issues when launching Fury with synthesis eduke32 builds
3927367ba | [Richard Gobeille] engine: add parameter to videoSet2dMode() to control fullscreen, like videoSetGameMode() uses
This allows fullscreen to be toggled in the editor without having to change to 3d mode first.
d11731fa5 | [Richard Gobeille] engine: print display name to console when detecting video modes
d753d2817 | [Richard Gobeille] engine: only redetect video modes if the window was actually moved to a different display
bb844c12c | [Richard Gobeille] engine: invalidate stored window position when changing video mode if the combination of origin position and new window size would place the window outside the bounds of the display
f7e65ee39 | [Richard Gobeille] engine: add forgotten "PR" loguru verbosity label
2153bbf69 | [Richard Gobeille] engine: check return values for SDL video mode setting API usage
I've never seen them fail, but I guess I wouldn't know
a7b1bccd9 | [Richard Gobeille] engine: fix building with SDL 1.2
4f1e9ab89 | [Richard Gobeille] engine: calc_sector_reachability() optimization
5b1aadf29 | [Richard Gobeille] editor: fix crash on sector creation
b75488b44 | [Richard Gobeille] editor: block undo/redo during editing operations...
I am frankly amazed that it took years for this to ever become a problem.
ecb604e3b | [Richard Gobeille] engine: slightly improve window position handling to help weird edge cases where the window manager places the window at -1
c729f7bdc | [Richard Gobeille] engine: restrict SDL_SetGammaRamp() failure console spam to debug builds
51666438b | [Richard Gobeille] engine: fix terminx/eduke32#242
119a58e38 | [Dino Bollinger] Engine: Fix same error as in OSD_Printf() also in initprintf() and buildgl_outputDebugMessage()
c17cfbf46 | [Dino Bollinger] Engine: Fix edge case where OSD_Printf() may wrongly remove the last char in a string
b2e15923a | [Dino Bollinger] KenBuild: fix compilation errors
2e887df24 | [Dino Bollinger] VoidSW: fix wangulator compilation error
RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT
NBlood / Rednukem / PCExhumed - r13186
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809c88100 | [NY00123] build.yml: Fix SDL 1.2 build's job name
RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT
NBlood / Rednukem / PCExhumed - r13185
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5bb990ae5 | [NY00123] Add additional Linux build jobs to build.yml: - SDL 1.2 gcc build. - USE_OPENGL=0 and POLYMER=0 clang builds.
d7349ff79 | [NY00123] build.yml: Disable the startup window for macOS for now
RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT
NBlood / Rednukem / PCExhumed - r13183
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9d3bbe252 | [nukeykt] blood: fix tinycalebSwimAttack state
Fixes #604
RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT
NBlood / Rednukem / PCExhumed - r13182
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08056b05d | [sirlemonhead] ETekWar/EWitchaven: Add missing startwin_isopen()
RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT
NBlood / Rednukem / PCExhumed - r13181
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5182b3309 | [sirlemonhead] Add imgui references to fix Visual Studio builds (thanks terminx)
RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT
NBlood / Rednukem / PCExhumed - r13180
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9e5f10d1c | [sirlemonhead] ETekWar/EWitchaven: Fix OSD_SetParameters() parameters
RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT
NBlood / Rednukem / PCExhumed - r13179
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2a19179ad | [nukeykt] blood: tinycaleb swim ai fix
RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT
NBlood / Rednukem / PCExhumed - r13178
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aa69055fc | [NY00123] Blood: Fix smk path check in StartLevel
a95c4a17f | [NY00123] Merge remote-tracking branch 'eduke32/master'
53d31dab7 | [carnivoroussociety] Fix videoSetGamma() for SDL1 target
cc1c43648 | [carnivoroussociety] Fixed videoGetModes() prototype
88b588302 | [carnivoroussociety] Fixed SDL1.2 legacy support
f54d79619 | [Dino Bollinger] Duke3D: 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.
d9877e86f | [Richard Gobeille] Duke3d: fix warning introduced by cb673c3392b91d32f6b5c72bf0582ff00462fc50
f61cc0418 | [Richard Gobeille] engine: block repeated attempts to load a particular hightile in software mode after failure
cb673c339 | [Jordon Moss] Interpolate FIRELASER trails.
b22ed3730 | [Dino Bollinger] Duke3D: Print script name and line if gamevar/struct index error occurs
724ca0c47 | [Dino Bollinger] Fury: Fix crash due to an oversight in commit 88cd36858be30f7384eb7ccc35b669b06bc84c42
b372ce6dc | [NY00123] Duke3d: Revert 22d85479a52ea9fd066daf283b3941b934858808.
There are maps which depend on projectiles getting reflected
by walls with the picnum of MIRROR.
8ed89a1e8 | [Jordon Moss] When loading new art files, blanks no longer erase existing tiles, allowing "inserting" new tiles, or essentially stacking them.
5c200636e | [Richard Gobeille] mimalloc: fix MinGW warnings...
f2c02b46e | [Richard Gobeille] mimalloc: update to 8d6a9df7521181afc276d94b3a6ef2a9dd60bd06
8ad95e57e | [Richard Gobeille] engine: merge upstream loguru changes
d1fdd9816 | [Richard Gobeille] Update gamecontrollerdb.txt
c06c78ad4 | [Richard Gobeille] Duke3d: fix menu navigation with left controller stick when not in a game and no demos are playing
f396417e1 | [Richard Gobeille] engine: add ImGui (https://github.com/ocornut/imgui/tree/docking)
Everything is hooked up to the engine and functional, but nothing in this branch is utilizing this yet.
f37657436 | [Richard Gobeille] Duke3d: limit framerate to refresh rate in menus and bonus screens
This is intended to address complaints of GPU coil whine. While these are obviously actually just complaints about the user's own hardware, we don't really need hundreds of frames per second in the menus, do we?
144084149 | [Richard Gobeille] engine: add optional throttle parameter to engineFPSLimit() to limit the framerate to the refresh rate in menus, etc
301079edf | [Richard Gobeille] Duke3d: VM_UpdateAnim() optimization
f49dfd811 | [Richard Gobeille] engine: fix bug where the desktop refresh rate was being ignored in windowed mode, always print refresh rate to console on video mode change
678efd58e | [Richard Gobeille] engine: cap framerate to 1000 even if r_maxfps is 0
For anyone that really thinks they need more than 1000 fps, "r_maxfps -2" will revert to the previous completely unthrottled behavior.
a0a45f0d5 | [Richard Gobeille] engine: fix potential crash in LRU, optimize branching
b9e67132c | [Richard Gobeille] engine: optimize 8cf7e9fbb0a49d9bdc3a3c8d80a9f63df7e4daa0
And yes, I check the compiler output using godbolt.org :p
4a517bf9a | [Dino Bollinger] Duke3D: Fix an oversight in the keybind menu that could cause a crash
Only occurred if some of the gamefuncs were disabled.
e43d59d1a | [Dino Bollinger] Engine: Prevent infinite loop in clipmove() for ENGINE_EDUKE32 compatibility
c819ba041 | [Dino Bollinger] Duke3D: Prevent assigning both columns of keybinds to the same key
Instead it now switches the key from column 0 to 1 and vice-versa
30baffe7c | [Dino Bollinger] Duke3D: Add console cvar 'cl_kbconfirm' to toggle the keybind confirmation dialog
b42d4f70e | [Dino Bollinger] Duke3D: 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
88cd36858 | [Dino Bollinger] Duke3D: 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.
fce1fbf95 | [Dino Bollinger] Duke3D: Fix successful "loadgrp" DEF command logging as ERROR instead of INFO
8cf7e9fbb | [nukeykt] engine: fix wall sprite rendering glitch on wallpoint intersection
8c460c2d2 | [NY00123] Duke3D: List SF2 before ALSA in the menu, matching the order in soundcardnames
d85e1d360 | [Richard Gobeille] editor: add "cameraheight" cvar to control the player height
Default for Duke3d is 40, and Shadow Warrior is 58.
75abb2968 | [Richard Gobeille] Duke3d: fix broken USE_OPENGL=0 build
0bb5a475f | [Richard Gobeille] Duke3d: improve EDUKE32_PREDICT_FALSE usage in S_StopEnvSound() and S_ChangeSoundPitch()
1a291fad2 | [Richard Gobeille] engine: these uses of EDUKE32_PREDICT_FALSE probably aren't helpful
f04a373d1 | [Richard Gobeille] Duke3d: 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!
16eb78dab | [Richard Gobeille] loguru: Windows support for signal handler stuff
a91e9f3f4 | [Richard Gobeille] Duke3d: improve CON VM debug dump output
Replaces more or less useless offsets from script pointer with filename and line number and consolidates parameters passed to CON commands into the same line in the output.
89d57f7cd | [Richard Gobeille] engine: remove dead OSD_FlushLog() function
b4fc89bbb | [Richard Gobeille] engine: q16 wallvisible()
8964f513f | [Richard Gobeille] Duke3d: add debug vm_preempt cvar to control CON VM preemption by frame drawing
This doesn't save to the .cfg because it's a tool for debugging and is not intended to be used as a user preference.
217896253 | [Richard Gobeille] miniz: update to 8a7cf60c7af0153dca69c6f88a247a7220bd8003
27d15fd32 | [Richard Gobeille] Duke3d: add projectile flags to CON default definitions
eb412c9a3 | [Richard Gobeille] engine: send events to zero rumble after rumble period has elapsed
This shouldn't be necessary, but I got a report of the controller continuing to rumble indefinitely (even after terminating the game process)
bf2e04bd3 | [Richard Gobeille] Update gamecontrollerdb.txt
446930d1f | [Richard Gobeille] Duke3d: disallow drawing frames between EVENT_PREGAME iterations
695a58af5 | [Richard Gobeille] Update clang-format preferences
72433b280 | [Richard Gobeille] Duke3d: remove more extraneous newlines from the ends of logged error messages
7f6301e6a | [Richard Gobeille] engine: templatize bitmap functions and transition direct manipulation of bitmap arrays over to use of the functions
c1429cde2 | [Richard Gobeille] Duke3d: stupid CON VM optimizations
Replaces VM_ASSERT macro with new VM_ABORT_IF macro, ~1-2% perf increase in real world tests using heavy scripts (Ion Fury)
4dfdbc5a9 | [Richard Gobeille] engine: templatize polymost vsp_ functions to share implementation between versions for vsptyp and yax_vsptyp structs
4900c3bd8 | [Dino Bollinger] Duke3D: Restore the CON commands 'getmusicpos' and 'setmusicpos'
b02311011 | [Richard Gobeille] engine: more minor classic hightile cleanup
3ebb93614 | [Richard Gobeille] engine: minor classic hightile cleanup
650716db9 | [nukeykt] SW: Use static palette data for colmatch
03a1ae94f | [nukeykt] engine: Polymost indexed hightile support
fe39a5198 | [nukeykt] engine: classic renderer hightile support
6df591a07 | [Richard Gobeille] engine: fix stupid bug causing controller buttons to not show up in the Duke menus
0a8fc3828 | [Richard Gobeille] Makefile: remove extra escape characters from link failure message
d41333204 | [Richard Gobeille] Duke3d: remove extra newline from error printed to log
549be20f4 | [Richard Gobeille] editor: clean up log messages
7399f1361 | [Richard Gobeille] mimalloc: update to 3e05c64d8b829106bfb81e08478d65c01d32b246
47d3da414 | [Richard Gobeille] xxHash: update to d8aff149b5b9b9461f4b01fc5ab4842112d2c867
36277f25e | [Richard Gobeille] Duke3d: remove unused userdef
59ff3923b | [NY00123] Duke3D: app_main macOS fix (the #endif used to be followed by OSD_SetLogFile)
RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT
NBlood / Rednukem / PCExhumed - r13109
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2ba5968b4 | [nukeykt] blood: fix hitscangoal default value
RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT
NBlood / Rednukem / PCExhumed - r13108
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c1df37243 | [nukeykt] blood: minor actSpawnThing fix
RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT
NBlood / Rednukem / PCExhumed - r13107
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9cabb6e68 | [sirlemonhead] PCExhumed: Allow replacing sound files with ogg and wav
RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT
NBlood / Rednukem / PCExhumed - r13106
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29a10b099 | [nukeykt] rednukem: fix volume of sounds that are defined using def script
RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT
NBlood / Rednukem / PCExhumed - r13105
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39aa4f290 | [nukeykt] blood: fix minor sprite overdraw in ROR scenes
RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT
NBlood / Rednukem / PCExhumed - r13104
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e3a6036d3 | [nukeykt] blood: CGameMessageMgr::Display fixes
RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT
NBlood / Rednukem / PCExhumed - r13103
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b8d73c47b | [nukeykt] blood: minor fxPodBloodSplat fix
RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT
NBlood / Rednukem / PCExhumed - r13102
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25f5b43fb | [nukeykt] blood: fix buried zombie initial flags
RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT
NBlood / Rednukem / PCExhumed - r13101
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0adb3e558 | [nukeykt] blood processProxy/processRemote fixes
RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT
NBlood / Rednukem / PCExhumed - r13100
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613ee87c4 | [nukeykt] blood: fix a potential UB in WeaponFindLoaded
RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT
NBlood / Rednukem / PCExhumed - r13099
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0ca6c6b19 | [nukeykt] blood: minor weapon code fixes
RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT
NBlood / Rednukem / PCExhumed - r13098
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050dacd8a | [nukeykt] blood: ThrowCan fix
RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT
NBlood / Rednukem / PCExhumed - r13097
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3487720b1 | [nukeykt] oops
RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT
NBlood / Rednukem / PCExhumed - r13096
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75551c159 | [nukeykt] blood: xsprite safety check in trMessageSprite
RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT
NBlood / Rednukem / PCExhumed - r13095
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f984eb8f5 | [nukeykt] blood: GetHighestSprite fix
RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT
NBlood / Rednukem / PCExhumed - r13094
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397992b6d | [nukeykt] blood: fix velCeil calculation
RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT
NBlood / Rednukem / PCExhumed - r13093
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f53f40ee7 | [nukeykt] blood: SetupGibWallState fix
RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT
NBlood / Rednukem / PCExhumed - r13092
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87315860a | [nukeykt] blood: add missing case in OperateSprite
RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT
NBlood / Rednukem / PCExhumed - r13091
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4cfdf7a62 | [sirlemonhead] Merge pull request #595 from nblood-patchs/burning-cultists-water-fix
Blood: Add self check for burning cultist fix
ae80eef10 | [‮] Add self check for burning cultist fix
Fix issue with spawned kDudeBurningCultist dudes entering water
RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT
NBlood / Rednukem / PCExhumed - r13089
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d398ebd74 | [sirlemonhead] Merge pull request #594 from nblood-patchs/teleport-angold-update
Blood: Update player angold for modern kMarkerWarpDest types
c73b2ca6d | [sirlemonhead] Merge pull request #593 from nblood-patchs/map2d-follow-fix
Blood: Fix map scroll not using forward/backwards input
9c67f1bff | [‮] Update player angold for modern kMarkerWarpDest
80d3e876f | [‮] Fix map scroll not using forward/backwards input
RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT
NBlood / Rednukem / PCExhumed - r13083
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2fae375d6 | [sirlemonhead] Merge pull request #591 from nblood-patchs/fmv-fix
Blood: Fix possible memory leak in credPlaySmk()
13e61a991 | [‮] Fix possible memory leak in credPlaySmk()
Introduced in https://github.com/nukeykt/NBlood/commit/5815e24a142d0adf92832c059889c52af5822c0a
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NBlood / Rednukem / PCExhumed - r13081
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5815e24a1 | [sirlemonhead] Merge pull request #590 from nblood-patch/fmv-fix
Blood: Fix intro playback video
829e9cbd6 | [‮] Fix intro playback video
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NBlood / Rednukem / PCExhumed - r13079
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412e97a24 | [sirlemonhead] Merge pull request #588 from nblood-pr/menu-scaling
Blood: Dynamically adjust episode menu items positions
edfafff3b | [sirlemonhead] Merge pull request #587 from nblood-pr/rename-funcs
Blood: Rename functions
611c83c0a | [sirlemonhead] Merge pull request #586 from nblood-pr/sdl-gamma-fix
Fix videoSetGamma() for SDL1 target
9f483e91a | [‮] Rename local variable in TranslateSector()
1f1f07a4a | [‮] Added kAngMask define
285ad3945 | [‮] Renamed checkFired6or7->checkLitSprayOrTNT
9425086a0 | [‮] Added kAng270 define
5cb152161 | [‮] Use FX enum for spent casing
2d620b992 | [‮] Dynamically adjust episode menu items positions
1ef8123b0 | [‮] Rename sub_41250/sub_3A158
And replace weapon IDs check with enum
b328e1281 | [‮] Fix videoSetGamma() for SDL1 target
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NBlood / Rednukem / PCExhumed - r13068
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83245fc2a | [sirlemonhead] Merge pull request #585 from nblood-patches/fix-customdude-thinktime
Blood: Reset thinkTime for kDudeModernCustomDude initializing
a32f6d5f4 | [‮] Reset thinkTime for kDudeModernCustomDude
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NBlood / Rednukem / PCExhumed - r13066
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c4d645834 | [sirlemonhead] Merge pull request #584 from bloodpatches/inittype-set-actspawn
Blood: Set inittype on actSpawnDude()
03682cb8c | [sirlemonhead] Merge pull request #583 from bloodpatches/total-kills-check-type
Blood: Check enemy type when adding to enemy level count
3fefdfa85 | [‮] Set inittype on actSpawnDude()
a6bbac4a2 | [‮] Check enemy type when adding to enemy level count
Fixes count issues with respawning enemies
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NBlood / Rednukem / PCExhumed - r13062
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1717c943b | [sirlemonhead] Merge pull request #582 from nbloodpatches/tesla-cultist-fix
Blood: Fix tesla cultist prone state
cb275f380 | [sirlemonhead] Merge pull request #581 from nbloodpatches/rename_func_net
Blood: Rename sub_79760() to netResetState()
f6b12486e | [sirlemonhead] Merge pull request #580 from nbloodpatches/viewbob-reset
Blood: Initialize viewbob members on player spawn
99083950f | [sirlemonhead] Merge pull request #579 from nbloodpatches/fix-rotating-platform-view
Blood: Fix rotating platform view overflow
96f61d313 | [sirlemonhead] Merge pull request #577 from nbloodpatches/dim-menu
Blood: Dim menu background while menu is active and add cryptic menu tile support
c0cf7cc12 | [sirlemonhead] Merge pull request #576 from nbloodpatches/sprite-extend-range
Blood: Update non-extended sprite range masks in gameutil.cpp
fcfb464e8 | [sirlemonhead] Merge pull request #574 from nbloodpatches/limit-ror-rendering
Blood: Limit ROR render to 32 times
c7550e7df | [sirlemonhead] Merge pull request #571 from nbloodpatches/ai_init_fix
Blood: Clear AI Extra struct on aiInit()
d2739ca94 | [sirlemonhead] Merge pull request #570 from nbloodpatches/scroll-fix
Blood: Fix ceiling panning angle
c8a2b5b94 | [sirlemonhead] Merge pull request #568 from nbloodpatches/sdl1-fix
Fix SDL1.2 Target Support
6c5d7ccab | [sirlemonhead] Merge pull request #566 from nbloodpatches/ignore-keys
Blood: Don't show keys on HUD for bloodbath/teams mode
8c2357acd | [sirlemonhead] Merge pull request #565 from nbloodpatches/weapon-enum
Blood: Replace various weapon IDs with enum
f223a634f | [‮] Tweak naming for modified state
404b9dc4e | [‮] Fix tesla cultist prone state
Fix taken from BloodGDX by M210
6c978ac40 | [‮] Fix save slots not retaining newly save slot name
a19b67d45 | [‮] Merge remote-tracking branch 'upstream/master' into dim-menu
bbcc900e0 | [‮] Replace more title tile references for cryptic.ini
bdd53586d | [‮] Use cryptic passage title picnum for cryptic.ini
43086fc42 | [‮] sub_79760() -> netResetState()
1d72f1deb | [‮] Initialize viewbob members for playerResetPosture()
add67fc03 | [‮] Fix rotating platform view overflow
3cb9dc375 | [‮] Dim menu background while menu is active
3a839af98 | [‮] Resolved non-extended sprite range masks for gameutil funcs
These were likely missed during sprite extending from 4095->16383
2ba84b588 | [‮] Clear gDudeSlope/Extra on aiInit()
7feba317b | [‮] Limit ROR render to 32 times
4c687c802 | [‮] Fixed videoGetModes() prototype
733f7fe70 | [‮] Fix ceiling panning angle
0a14363fe | [‮] Fixed SDL1.2 legacy support
e6cef9de5 | [‮] Don't show keys on hud for bloodbath/teams mode
2682c991a | [‮] Replace various weapon IDs with enum
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NBlood / Rednukem / PCExhumed - r13032
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4b591a558 | [sirlemonhead] Merge pull request #563 from zZeck/clear-menu-on-single-player
BLOOD: fix bad menu states by clearing after reset to single player
a8d17e149 | [Zeck] BLOOD: fix bad menu states by clearing after reset to single player
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NBlood / Rednukem / PCExhumed - r13030
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1833d891c | [sirlemonhead] Merge pull request #551 from nbloodpatches/spriteext-save
Blood: Fix voxel maphacks desyncing when load save
1d30efd11 | [sirlemonhead] Merge pull request #560 from nbloodpatches/save-options-fix
Blood: Update gSaveGameOptions() on save game
dcaa88806 | [sirlemonhead] Merge pull request #559 from nbloodpatches/fx-struct-document
Blood: Document FXDATA struct variables
0d184bb71 | [‮] Move spriteext clear to dbLoadMap()
And updated BYTEVERSION
056703b27 | [‮] Document FXDATA struct variables
Clean up variables used for fxSpawn and set duration override argument to 0 by default
ec255becb | [‮] Update gSaveGameOptions() on save game
Use UpdateSavedInfo() instead of manually setting restoreGameDifficulty
fea907881 | [‮] Add spriteext to save game file
This fixes the maphacks getting desynced when loading saves (e.g: voxel pack)
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NBlood / Rednukem / PCExhumed - r13023
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d38568a55 | [sirlemonhead] Merge pull request #558 from nbloodpatches/max-voices-fix
Blood: Set max audio voices to 255
d6d8d3b29 | [sirlemonhead] Merge pull request #557 from nbloodpatches/view-height-clamp-fix
Blood: Match view height clamping behavior to 1.21
5d8b098db | [sirlemonhead] Merge pull request #556 from nbloodpatches/pod-behavior-fix
Blood: Match green/fire pod behavior for 1.21
8d07f7927 | [‮] Set CVAR snd_numchannels min to 1
fc033ecad | [‮] Don't use MV private defines
b3b7a5eb6 | [‮] Minus 1 from MV_MAXVOICES define
06402cc00 | [‮] Use MV_MAXTOTALVOLUME/MV_MAXVOICES defines
58ea6403b | [‮] Fix typo with max audio voices
8ec01f926 | [‮] Match view height clamping behavior to 1.21
0e46bf87a | [‮] Set green/fire pod behavior to match 1.21 for vanilla mode
Do not check hit index for pod fireball (explodes on any collision)
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NBlood / Rednukem / PCExhumed - r13013
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a50ec1f60 | [NoOneBlood] Merge pull request #575 from nukeykt/mapedit
-Fix kDudeModernCustomDude may not morphing during specific events
0fbf9a1b2 | [NoOneBlood] -Fix kDudeModernCustomDude may not morphing during specific events
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NBlood / Rednukem / PCExhumed - r13011
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4f49da4b5 | [sirlemonhead] Merge pull request #550 from nbloodpatches/scale-burn-time-fx
Blood: Scale viewBurnTime() flames to window width
2e9ca1e1b | [‮] Revert "Use bitmasks to stretch burn effect to screen"
This reverts commit 1846d2abc9ef5129325b41d63f523a598e552bf4.
1846d2abc | [‮] Use bitmasks to stretch burn effect to screen
bea5d71fa | [‮] Scale viewBurnTime() flames to output window width
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NBlood / Rednukem / PCExhumed - r13007
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9aac74cee | [sirlemonhead] Merge pull request #548 from nbloodpatches/shadow-ror-check
Blood: Fix shadow offset when rendering through room over room
601f3569c | [‮] Fix offset for shadow traversal through ror floors
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NBlood / Rednukem / PCExhumed - r13005
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7775b8c0c | [sirlemonhead] Merge pull request #547 from nbloodpatches/neg-number-support
Blood: Added negative number support for CTF HUD
90a2e96fc | [sirlemonhead] Merge pull request #542 from zZeck/sharedKeysOption
BLOOD: add option to share keys in multiplayer
503aff143 | [‮] Tweaked negative number tiles
b7ebb2870 | [‮] Added negative number support for DrawStatNumber()
87627bcd9 | [Zeck] BLOOD: add option to share keys in multiplayer
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NBlood / Rednukem / PCExhumed - r13000
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a34ace244 | [sirlemonhead] NBlood: Manually apply PR #553 fix - Fix crash when trying to play next demo.
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NBlood / Rednukem / PCExhumed - r12999
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dd941921e | [sirlemonhead] Merge pull request #554 from nbloodpatches/sprite-free-process-check
Blood: Don't process already free'd fx sprites
8ea9db26d | [‮] Don't process already free'd fx sprites
Occurs when too many fx sprites have tried to spawn in a single tick
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NBlood / Rednukem / PCExhumed - r12997
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63236c1b8 | [sirlemonhead] Merge pull request #552 from nbloodpatches/crystal-ball-fov-fix
Blood: Restore custom fov after rendering crystal ball powerup
2a6ffc6d9 | [sirlemonhead] Merge pull request #549 from nbloodpatches/rename_funcs
Blood: Rename various functions
eb4c0d4e7 | [sirlemonhead] Merge pull request #546 from zZeck/fix-last-user-map-overriding-multiplayer-menu-map
BLOOD: fix last user map to not override menu map selected for new game
de3043a12 | [sirlemonhead] Merge pull request #544 from zZeck/fix-client-shutdown-on-host-end
BLOOD: fix host end game causing clients to ShutDown
ce6e239b0 | [sirlemonhead] Merge pull request #543 from zZeck/fix-crash-host-end-game
BLOOD: clear gPost actions on actInit. Fixes some crashes.
2b0a650c4 | [sirlemonhead] Merge pull request #527 from ExtraDrowsy/bugfix_mapFollowModeToggleOutsideMap
Blood: fix map follow mode toggling outside map
cd7561894 | [sirlemonhead] Merge pull request #541 from ExtraDrowsy/bugfix_2Fast2Delirious
Blood: fix delirium being twice as fast
c253f4af1 | [‮] Renamed dword_138BB0 -> gCultTeslaFireChance
8259bbcb6 | [‮] Renamed sub_5BDA8() to dudeIsPlayingSeq()
Name provided by raze, thank you!
42273d558 | [Zeck] BLOOD: fix host end game causing clients to ShutDown
c9ca196ac | [‮] Rename sub_746D4() -> fxSpawnPodBlood()
Also rename CDemo's at59ef to nDemosFound
0a92adf7a | [Zeck] BLOOD: fix last user map to not override menu map selected for new game
a866027ba | [‮] Restore fov after rendering crystal ball powerup
06c07cd76 | [‮] Rename sub_5BCF4() -> ResetCheats()
0badee000 | [Zeck] BLOOD: clear post actions on actInit. Fixes some crashes.
cc3c2f7f5 | [Jae Yeum] Blood: fix delirium being twice as fast
85a6d07da | [Jae Yeum] Blood: fix map follow mode toggling outside map
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NBlood / Rednukem / PCExhumed - r12980
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8123e4014 | [sirlemonhead] Merge pull request #526 from ExtraDrowsy/bugfix_mapScrollModeForwardMovement
Blood: fix map scroll mode allows player forward movement
39e55ab8f | [Jae Yeum] Blood: fix map scroll mode allows player forward movement
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NBlood / Rednukem / PCExhumed - r12978
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d2c0ef34d | [NoOneBlood] Merge pull request #567 from nukeykt/mapedit
- Fix wait time (stateTimer) desync for patrol custom dudes when load…
c1bace6bc | [NoOneBlood] - Fix wait time (stateTimer) desync for patrol custom dudes when loading save - More checkings when selecting another marker for patrol dudes - Add more features for kModernPropertiesChanger type - Don't remove invisibility status when hitting patrol dudes - Add port dependent trigger start channels - Add console command to make kModernCondition sprites visable, add state animation in view code - Fix OOB for boneel - Add type range check when shoting from vector weapons in kStatThing types - Fix tabs in code
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NBlood / Rednukem / PCExhumed - r12976
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c1cca9343 | [‮] Check if sound is enabled for sndStartWavDisk()
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NBlood / Rednukem / PCExhumed - r12975
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79b8d5ab1 | [sirlemonhead] PCExhumed: Small tidy of Runlist code
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NBlood / Rednukem / PCExhumed - r12973
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183ca6c8e | [NY00123] Blood: Load settings file later, after calling ctrlInit, which resets settings.
a7cfe8a44 | [NY00123] RR/Blood/Exhumed: Adjust for changes in mouse sensitivity settings again
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NBlood / Rednukem / PCExhumed - r12971
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8df2fb4d3 | [nukeykt] RR: strdup -> Xstrdup
e8637884f | [nukeykt] RR: adapt dn64 renderer to newer glbuild
8789e7a20 | [NY00123] reality_render.cpp: Fix repeated invalid enum error. Rendering is still broken.
e9eeca6b9 | [NY00123] RR/Blood/Exhumed: Implement startwin_isopen
e37b79fce | [NY00123] reality_render.cpp: Fix build
87969a4ca | [NY00123] glbuild.h: Add missing declaration of buildgl_uLookAt
dccf905b4 | [NY00123] RR: Remove sets of g_logFlushWindow
4ecb0472b | [NY00123] RR/Blood/Exhumed: Fix calls to OSD_SetParameters
a8b877091 | [NY00123] rr/src/sounds.cpp: Remove call to FX_SetPrintf
e40666c29 | [NY00123] Merge remote-tracking branch 'eduke32/master'
cba220b0d | [Richard Gobeille] engine: fix "-v" command line parameter
ac644121c | [Richard Gobeille] Duke3d: don't check FX_SoundValidAndActive() in S_ChangeSoundPitch() because FX_SetPitch() ends up forcing synchronization anyway
Fixes terminx/eduke32#234
9cc734f74 | [Richard Gobeille] engine: fix certain log messages not echoing to console
917e42e14 | [Richard Gobeille] engine: change polymer prprogram bit handling around a little bit
1bcc0b117 | [Richard Gobeille] Voidwrap: support setting and clearing "rich presence"
f0d7ebe24 | [Richard Gobeille] loguru: disable stacktraces on non-Windows if not using glibc
883f6a3e9 | [Richard Gobeille] Fix terminx/eduke32#219
bb917f82b | [Richard Gobeille] Duke3d: uncomment G_AddSearchPaths() call accidentally commented out for debugging in b689f9974f32acfa6200ba354ee2e21aea10702d
Fixes terminx/eduke32#237
d8ed2f92a | [Richard Gobeille] loguru: #include  so this builds with MinGW again
14e452126 | [Richard Gobeille] loguru: use _fsopen() instead of fopen_s() so we can permit viewing eduke32.log read-only in other applications while the game is running on Windows
17e43649b | [Richard Gobeille] fix animvpx again
31cdb78fa | [Richard Gobeille] Duke3d: add STANDALONE_UNUSED
Used to silence warnings for function parameters that are unused in EDUKE32_STANDALONE builds.
a1d3bf3b3 | [Richard Gobeille] Duke3d: fix crash at startup when running with no video output
d50176dad | [Richard Gobeille] Duke3d: Linux warning fixes
a27a0b39e | [Richard Gobeille] loguru: no exceptions
494980971 | [Richard Gobeille] engine: don't use strcat_s
8955e53e2 | [Richard Gobeille] Windows: add missing SDL headers
0160291b9 | [Richard Gobeille] Duke3d: add line accidentally left out of b689f9974f32acfa6200ba354ee2e21aea10702d
72fc12997 | [Richard Gobeille] Duke3d: cool CON optimization
ca215177b | [Richard Gobeille] Duke3d: fix frame time counter logic typo
ade033601 | [Richard Gobeille] Duke3d: move default settings for ud.cashman, .fta_on, and .god to CONFIG_SetDefaults()
6b269d6d4 | [Richard Gobeille] Windows: update SDL to 2.0.20
28afe3448 | [Richard Gobeille] engine: fix kzopen() defect introduced in e28b00cec3fb6165783c0b8402f4681e8a19f607
054cf7050 | [Richard Gobeille] Duke3d: fix undefined behavior
0745c4cbf | [Richard Gobeille] engine: revert part of 5ffe0d7ea85d722ee527c9f559b1e14dd78f9235
2aa6ce56b | [Richard Gobeille] audiolib: fix winmm spare buffer list corruption when switching MIDI drivers
a747aebb0 | [Richard Gobeille] audiolib: use _beginthreadex() instead of CreateThread()
c1ba3989d | [Richard Gobeille] Duke3d: comment out S_MusicVolume() call in S_SoundStartup()
01f3f52f8 | [Richard Gobeille] hoist alloca calls outside of loops
730f9ad2c | [Richard Gobeille] audiolib: fix channel bounds check in adlib driver
d2fc35fb5 | [Richard Gobeille] Duke3d: prevent potential overflows of szScratch[] in minidumper
3233482a0 | [Richard Gobeille] engine: add EDUKE32_NORETURN
ccabd37b8 | [Richard Gobeille] Duke3d: fix stupid projectile flag interaction bug between PROJECTILE_EXPLODEONTIMER and the ones that make them bounce
This allowed projectiles with both PROJECTILE_EXPLODEONTIMER and PROJECTILE_BOUNCESOFFWHATEVER flags set to run .yvel until it was negative and then bounce forever.
b106eec0f | [Richard Gobeille] engine: fix USE_OPENGL=0 builds
104803cdc | [Richard Gobeille] editor: keep clipboard texture rot90 bit when pasting onto bottom walls
01b620912 | [Richard Gobeille] engine: only load SDL game controller DB after actually detecting a controller
b689f9974 | [Richard Gobeille] engine: integrate loguru to replace the existing logging implementation from osd.cpp and rework many log messages across the codebase.
8845593aa | [Richard Gobeille] loguru: EDuke32-specific modifications
aea1fd733 | [Richard Gobeille] engine: add loguru (https://github.com/emilk/loguru)
This is actually the fork from https://github.com/dosbox-staging/loguru, but the guy at the first URL did most of the work.
af3886737 | [Richard Gobeille] Duke3d: improve Polymost and Polymer setup menus
7ff7ccc3e | [Richard Gobeille] engine: add max texture size to glinfo struct
d57210033 | [Richard Gobeille] engine: change Polymost cvars around to be a little friendlier to users who want something other than the default lack of texture filtering, etc
New cvar hierarchy:
r_useindexedcolortextures overrides/disables r_anisotropy and r_usetileshades
r_texfilter overrides/disables r_useindexedcolortextures (and thus re-enables r_anisotropy and r_usetileshades)
This commit also fixes terminx/eduke32#235
417eaea99 | [Richard Gobeille] Duke3d: fix .ogg sounds defined for Duke talk sometimes not playing when used in the skill selection menu
We were hitting the FX_SoundActive() check for ud.skill_voice in G_NewGame() before the worker threads completed the decoder initialization work scheduled by the S_PlaySound() call in the MENU_SKILL case in Menu_EntryLinkActivate()--the code in G_NewGame() was proceeding to the next stage because FX_SoundActive() returned false, but our check occurred before it had a chance to return true.
This also swaps the call to FX_StopAllSounds() in G_EnterLevel() out for a call to S_StopAllSounds() instead, and alters S_StopAllSounds() to set g_dukeTalk to false.
Fixes terminx/eduke32#215
8e68bd6f9 | [Richard Gobeille] Duke3d: fix polymer savedfires thing
bbb893473 | [Richard Gobeille] engine: fix CPUID branding string on platforms other than Windows
d601f3fb0 | [Richard Gobeille] engine: use SDL_VERSION_ATLEAST macro instead of manual SDL_MINOR_VERSION etc checks
3113e79b2 | [Richard Gobeille] Duke3d: clean up a couple sprite loops
3123c0189 | [Richard Gobeille] Makefile: bump CSTD and CXXSTD to gnu11 and gnu++14 respectively
8e45fb2f6 | [Richard Gobeille] Duke3d: tweak EDUKE32_STANDALONE logic in a couple places, not intended to functionally change anything.
629b3f330 | [Richard Gobeille] mimalloc: update to 6ead2840ec620f1fc06297c310c902e56835c0a7
3b9f04270 | [Richard Gobeille] smmalloc: update to e76a373929c756206edb4b2cb69e0e528daadb48
This looks like it's supposed to fix an issue with the implementation of realloc() in cases where resizing a block allocated from smmalloc requires the new block come from the generic allocator (mimalloc in our case).
4d56e26ba | [Richard Gobeille] miniz: update to 13b21dddc733862f3a653809b671761849e18285
I think the only worthwhile change is a fix for use of uninitialized memory in tinfl_decompress_mem_to_callback()
0addeb6d1 | [Richard Gobeille] Duke3d: add static assert for NUMGAMEFUNCTIONS <= 64
8fbd0d1de | [Richard Gobeille] Duke3d: rename EDUKE32_STANDALONE variants of the inventory key names used in internal_gamefunction_names[] from ba7d12a3c2de83d3d979f1b7d6d9ac8d8da4d38c
cb6c4e772 | [Richard Gobeille] engine: fix issue with GL_TEXTURE_MAX_ANISOTROPY_EXT
711983d89 | [Richard Gobeille] tools: update generateicon to produce data compatible with the current engine source
a7a6cd043 | [Richard Gobeille] tools: fix compilation of Build utilities
b0754d782 | [Richard Gobeille] engine: fix silly defect in our printf functions
92126d3f6 | [Richard Gobeille] Duke3d: rename gamefunc_Show_DukeMatch_Scores to gamefunc_Show_Scoreboard, ditch related EDUKE32_STANDALONE use
Indirectly addresses array overrun issue in ba7d12a3c2de83d3d979f1b7d6d9ac8d8da4d38c
b3db44f59 | [Richard Gobeille] Duke3d: minor changes to new control ordering introduced in 5fbeae0c5cacda5273a07f1f13e37867750e25c5
a4d88a13e | [nukeykt] mapster32: take aspect and fov into account for hitscan vector calculation
5ffe0d7ea | [Dino Bollinger] Duke3D: Support for multiple simultaneously active Viewscreens
278ba013d | [nukeykt] engine: fix TROR regression caused by 421b54a8abb51e91cc539ec3a323e8581e2e05f7
5fbeae0c5 | [Dino Bollinger] Duke3D: Introduce modern default keybind ordering
Can be changed with the cvar cl_keybindorder. Settings the value
to 0 restores the original classic keybind order, 1 uses the
modern ordering. Either mode is overridden by custom keybind orders.
8982a256c | [Dino Bollinger] Duke3D: apply reordering to mouse and controller config as well
ba7d12a3c | [Dino Bollinger] Duke3D: Implement reordering of keyboard menu entries via DEF command
List the gamefunc names (or corresponding indices) separated by whitespace.
This will define the order of gamefuncs on the keyboard configuration menu.
Any omitted gamefuncs will not be listed in the menu.
Usage:
```
keyconfig
{
    gamefunc_Move_Forward
    gamefunc_Move_Backward
    gamefunc_Strafe_Left
    gamefunc_Strafe_Right
    ...
}
```
9107b8963 | [Dino Bollinger] Duke3D: Decouple keybind menu ordering from assigned gamefunc index
8ba7a4188 | [Dino Bollinger] Duke3D: replace NUMGAMEFUNCTIONS macro with an enum value
7c0a304ec | [Dino Bollinger] Duke3D: Fix an error with the bonus tile, and extend EVENT_GETBONUSTILE
Within EVENT_GETBONUSTILE, you can now set ud.return[0] to ud.return[4]
to change each frame of the bonus screen animation separately.
c1d069e7c | [Dino Bollinger] Duke3D: Add event EVENT_GETBONUSTILE to change bonus screen pic
The RETURN value will be set to the current base bonusscreen tile,
and changing it will change the tiles displayed in the bonusscreen.
9bf153e0b | [Richard Gobeille] engine: fix building against SDL older than 2.0.9
8167009e0 | [Richard Gobeille] SW: use CONTROL_SetAnalogAxisSensitivity() instead of CONTROL_SetAnalogAxisScale() for mouse
I don't think this is perfect but it should be an improvement.
740e1bcbc | [Richard Gobeille] Duke3d: fix an error in the autoaim logic where the z coord wouldn't be adjusted for CSTAT_SPRITE_YCENTER when playing Fury in EDuke32 (retail Fury builds were not affected)
6353ffe21 | [Richard Gobeille] Duke3d: add STANDALONE_EVAL macro
3cbf4001a | [Richard Gobeille] Duke3d: add menu option to control OPL3 volume post-amplification
77aa09023 | [Richard Gobeille] Duke3d: add mjr4077au to contributors
b85ed73ee | [Richard Gobeille] Duke3d: fix misleading usage of A_CheckSpriteFlags() (comparison with 0 implied the function returns the flag bits instead of `true` or `false`; it does not)
487ba030b | [Richard Gobeille] engine: extra const in libtess2
544044d66 | [Richard Gobeille] Duke3d: fix redundant assignment
cd88671f0 | [Richard Gobeille] audiolib: remove unused duplicate function that crept in during dev work on the WinMM MIDI driver
defbbfb6d | [Richard Gobeille] engine: fix use of value before validation in polymer_updatewall()
f78340554 | [Richard Gobeille] engine: prevent potential deferencing of null ptr
3a12ada9d | [Richard Gobeille] engine: this sort of type punning isn't necessary anymore
0beeebf70 | [Richard Gobeille] audiolib: update TinySoundFont to e86d986ed6ccb93b4ee41d2de656c49c721b18db
4c1939858 | [Richard Gobeille] engine: fix copy/paste error in screentextRender()
For some reason, this error didn't propagate into screentextGetSize().
63ae2ebaa | [Richard Gobeille] audiolib: optimize modulo operations out of a few common OPL3 emulator functions
56db37016 | [Richard Gobeille] audiolib: sort opl3_slot struct by member size
5aa3b1aa5 | [Richard Gobeille] Duke3d: only fix16_to_int the player's angle once when throwing pipebombs or placing tripbombs
397d5f405 | [Richard Gobeille] Duke3d: merge identical cases in switch
556e2eb64 | [Richard Gobeille] Duke3d: any compiler worth half a shit will optimize this away but I want the static analyzer to shut up about calling strlen within a loop
1c7f64f0d | [Richard Gobeille] engine: promote globalypanning to type of globalzd before shift
324edd1aa | [Richard Gobeille] Duke3d: fix copy/paste error
de4492fef | [Richard Gobeille] engine: consolidate identical cases in softsurface_blitBuffer() switch statement
2c2ed17c2 | [Richard Gobeille] This check wasn't doing anything
293a72841 | [Richard Gobeille] engine: prevent leak of address of object on stack in polymost_dorotatespritemodel()
2ba642e32 | [Richard Gobeille] engine: C++11 syntax for default constructors in vectormath lib
48af502a5 | [Richard Gobeille] GetWindowLong -> GetWindowLongPtr
dedc88947 | [Richard Gobeille] Makefile: add SDL_STATIC so Fury can static link SDL on Linux, but not any of its dependencies or other required libraries
573b07ced | [Richard Gobeille] engine: fix potential crash in polymost_fillpolygon()
ec4807edc | [Richard Gobeille] engine: no need to set initDone twice
47dfd1d1a | [Richard Gobeille] engine: fix faulty logic in OSD_SetLogFile()
86e2d456f | [Richard Gobeille] Duke3d: these conditions are already checked above
489ae41e3 | [Richard Gobeille] audiolib: fix undefined behavior
4af066e6d | [Richard Gobeille] Duke3d: fix accidental use of initprintf() instead of buildprint()
095ae9125 | [Richard Gobeille] engine: fix console debug output when loading hightile textures and model skins takes too long
9669860d8 | [Richard Gobeille] audiolib: remove dead code branch
75290ed30 | [Richard Gobeille] engine: wow I'm dumb sometimes
9f124036c | [Richard Gobeille] editor: fix possible file handle leak in osdcmd_artdump()
a6dfd93a2 | [Dino Bollinger] Duke3D: Only attempt to switch subweapon if we actually have the weapon
This fixes a bug in World Tour where trying to switch to the flamethrower
while the current weapon is the freezer, and you have flamethrower ammo
but not the actual weapon itself, then this instead locks the weapon key,
preventing you from switching back to the freezer from other weapons.
This bug also affected the Shrinker, but only if CON code changes the
'gotweapon 11' value to 0 after the player obtains the weapon.
dfee579e8 | [Dino Bollinger] Duke3D: Remove the 'previousboardfilename' mapart hack
This was a bandaid that prevented repeatedly loading the same
mapart when loading savegames. This meant having to constantly
update the buffer whenever clearing mapart, which is undesirable.
Fixes mapart not reloading after quitting to title, or ending an
episode and then loading a savegame.
888a987f5 | [Richard Gobeille] Duke3d: use FX_GetPosition() in S_GetSlot() to take the age of a voice into account when selecting a voice to cancel when attempting to play more than MAXSOUNDINSTANCES of a single sound simultaneously
71821e2c6 | [Richard Gobeille] audiolib: basic MV_GetPosition() support for FMT_VOC/FMT_WAV
c21ee6ed7 | [Richard Gobeille] Duke3d: move a debug assertion
8b9e3101d | [Richard Gobeille] GLAD: bump GL version to 3.0, drop GLES APIs since we don't use them
10ca19f0d | [Richard Gobeille] Duke3d: fix crash trying to play negative sound indexes from mistagged switches
95924490a | [Richard Gobeille] engine: tiny polymost optimization; swap 4 floating point divisions for multiplications in polymost_bindPth()
452f818fe | [Dino Bollinger] Duke3D: Reset all actor vars in prelevel() regardless of the sprite's statnum
Previously, only sprites with statnum 0 would have their per-actor variables
reset to the default on map load. This meant that sprites with statnums that
were pre-defined in the map would inherit the actor var values of the sprites
with corresponding spriteNums from the previous map.
Additionally, the per-actor var reset is now performed before EVENT_PRELEVEL,
meaning that any changes to actorvar that occur in this event will now persist.
Previously, altering actor vars for sprites with statnum 0 in this event would
not have any effect, as they would be reset to their defaults afterwards.
386ef4174 | [Dino Bollinger] Duke3D: Disable Rumble menu item if no controller found
a7ab79e69 | [Richard Gobeille] engine: fix more stupid errors in b6740a7b32d352e6d71a5be0bc118f381599933e
4822ad200 | [Dino Bollinger] Duke3D: Prevent segfaults when no sounds are defined.
f33c7ceaa | [Dino Bollinger] Duke3D: Add sanity checking to CON decimals, hex constants and labels
* Scripts no longer compile if a hex constant is malformed (e.g. 0x, 0xz)
* Compiler will now warn if a decimal or hex constant isn't terminated
  in a sane manner. (example: digit is followed by letters: "100ab")
* Compiler will now warn if a label starts with digits. This is done to
  prevent ambiguity between integer constants and actual labels.
b047d3701 | [Richard Gobeille] engine: fix dumbass GL state oversights
af2adccd7 | [Richard Gobeille] engine: fix stupid copy/paste error in b6740a7b32d352e6d71a5be0bc118f381599933e
38eba41b7 | [Richard Gobeille] Duke3d: WIP controller force feedback (rumble) support
Currently hard-coded with no real customization; algorithm and range of values will certainly change but the current implementation attempts to automatically discern appropriate force feedback values based on the potential damage inflicted by projectiles the player fires, events occurring in the map such as explosions and earthquakes, and on the damage the player receives.
A future commit will likely contain a way to send the force feedback impulses from CON.
a81be4c72 | [Richard Gobeille] engine: work on controller features
0178c7c95 | [Richard Gobeille] Duke3d: fix oversight in current A_RadiusDamage() implementation that allowed a sprite to inflict radius damage on itself
a3426ec1f | [Richard Gobeille] engine: fix animvpx
5bd6c57a6 | [Richard Gobeille] engine: unify some code duplication between gloadtile_hi() and mdloadskin()
32865f53b | [Richard Gobeille] asyncplusplus: update to 7d44011c7d450488e6ab695d09eb959f7d38414b
No functional changes here.
a66705e1b | [Richard Gobeille] Duke3d: fix Fury build
62e5ec77c | [Jordon Moss] engine: Add parameter to mdgetskinmap enabling fallback to other skins if one for the current pal isn't found.
564c0ba2f | [Dino Bollinger] Duke3D: Add ud member "folsvel" and allow strafing in map follow mode
`userdef[].folsvel` represents the strafe velocity.
06f542caa | [Jordon Moss] engine: Fix regression causing KV6 voxels to render black.
777027564 | [Dino Bollinger] Duke3D: Fix crash with jumping to menu options with letter keys
90da0fc1b | [Richard Gobeille] engine: allow r_pr_shadowdetail 6 (8192x8192)
3ca0f0f79 | [NY00123] Duke3d: add mus_tryformats cvar and menu option to control loading OGG/FLAC replacements for MIDI
Based on MR !175.
cc924eebb | [Richard Gobeille] Duke3d: fix sound regression causing sound #0 (KICK_HIT) to play when doors were opened
f456eb370 | [Richard Gobeille] Update gamecontrollerdb.txt
b98b1c198 | [Richard Gobeille] engine: add missing buildgl_bindSamplerObject() calls
255ae1eb1 | [Jordon Moss] engine: Get forcefilter working with models when sampler objects are enabled. Factored out some related code duplication.
7b325f1cb | [Richard Gobeille] engine: add SAMPLER_NEAREST_NEAREST_CLAMP and SAMPLER_NEAREST_NEAREST_WRAP, samplers which use GL_NEAREST_MIPMAP_NEAREST for the minification filter
It looks like mipmapping actually works with the indexed color texture shader in Polymost as-is, but it doesn't work with Polymer art mapping so we're disabling it there.
b3a831c62 | [Dino Bollinger] Duke3D: Add actor struct members `htfloorzoffset` and `htwaterzoffset`
Values range from -128 to 127. The former defines the distance of the
actor from all floors, the latter applies additively to the hardcoded
offset applied when on lotag 1 sectors. Positive values lift the actor
off the ground, negative values move the actor into the floor.
The default values for both struct members is 0. To achieve a net zero
displacement, htfloorzoffset needs to be set to -1, and htwaterzoffset
must be set to 24. Also note that internally, the offset is multiplied
by 256 to receive the actual z coordinates (like `iffloordistl`).
1cc6b192f | [nukeykt] engine: eliminate krecipasm in wall sprite rendering code
2cbb77c68 | [nukeykt] engine: fix integer overflow in wall sprite x coordinate calculations
76b84216b | [Jordon Moss] engine: bind a sampler object when drawing voxels.
4d7b0b9c7 | [Richard C. Gobeille] Revert "Duke3d: ACTIVATOR/MASTERSWITCH parity for SE2, SE3, SE18, SE21, SE31, SE32, and SE36"
This reverts commit fbf4ab5941b117b856c414022bd6c4a337cc6b43.
b1de3ede2 | [Richard Gobeille] mimalloc 2.0.3
2e909fc45 | [Richard Gobeille] audiolib: throw errors when vorbis and XMP decoder initialization in a worker thread fails, validate result of worker thread decoder initialization before allowing MV_Mix() to proceed with working with the voice
Untested beyond the obvious stuff like verifying the non-failure cases still produce non-failure results. These errors were still being handled before this commit, but it was in more of a rudimentary "do nothing and silently fail" sort of way.
25b63ddc4 | [Richard Gobeille] Duke3d: properly handle the rejection of sound data that can't be identified by file header again
1b880e5a8 | [Richard Gobeille] engine: oops, this still needs to be called here for Polymer to work in the editor
f5a0f0824 | [Richard Gobeille] engine: fix warning
19c6fd7dd | [Richard Gobeille] Fix some whitespace that ended up with tabs in it
7009ff785 | [Jordon Moss] engine: Add linear sampler object, fixes forcefilter DEF token in polymost.
dc16f81b2 | [Andrea Capparuccini] VoidSW: Stuttering fix
b733b4396 | [nukeykt] engine: fix integer overflow of globalzd in floor sprite rendering code
This commit also simplifies previous x/y panning fix
c4310a2ed | [nukeykt] engine: fix integer overflow of x/y panning in floor sprite rendering code
d90812371 | [Dino Bollinger] Duke3D: Prevent savemapstate during gamemodes EOL, RESTART and DEMO
This prevents accidentally overwriting the wrong map slot.
8e253a928 | [Richard Gobeille] Revert "Windows: update SDL to bfd2f8993f173535efe436f8e60827cc44351bea"
This reverts commit c1a128d71a92f6cc399b2a751fe8a81aeed5c553.
61f71049b | [Dino Bollinger] Mapster32: Increase MAXSOUNDS to 16384 to match the game-side limit
b3003aca2 | [Richard Gobeille] Duke3d: remove reset to previous projectile position from projectile bounce handling
Please report any weirdness relating to bouncing projectiles impacting surfaces.
9467311b9 | [Richard Gobeille] Duke3d: make actors set to move vertically in CON act as if SFLAG_SMOOTHMOVE was explicitly enabled
This smooths out stuff like octabrains and flying liztroops without making them look stupid when they move on the ground.
a56a75214 | [Richard Gobeille] engine: add amalgamated version of the vector math library found at https://github.com/glampert/vectormath
47e24d2b0 | [Richard Gobeille] engine: clean up r_persistentstreambuffer so you can turn it on and off without having to restart anything
839c19246 | [Richard Gobeille] engine: move all the cvars in polymost.cpp so that they're at least in the same spot
c1a128d71 | [Richard Gobeille] Windows: update SDL to bfd2f8993f173535efe436f8e60827cc44351bea
e67e5391e | [Richard Gobeille] Duke3d: fix a few polymer lighting bugs, add interpolation to light positions, etc
b6740a7b3 | [Richard Gobeille] engine: improve GL state management, add support for GL sampler objects, add libtess2 and implement in polymer in place of the GLU tesselator, drop dependency on libGLU, improve GL debug output (in debug builds), fix various GL resource leaks
This should prevent a few more state changes, and address issues arising from rendermode changes wiping our state but not any of our accounting data for said state.
Because libtess2 seems to be abandoned and because there were a few issues I needed to fix anyway, I went ahead and made a custom single-file header-only version for improved performance.
661883a52 | [Richard Gobeille] Duke3d: fix extra counters shown with r_showfps values greater than 1 to account for frames being rendered in places where they previously weren't
7304811fc | [Richard Gobeille] engine: detect GL_ARB_sampler_objects, drop detection of GL_ARB_vertex_buffer_object, GL_EXT_texture_edge_clamp, and GL_SGIS_texture_edge_clamp
0e45faace | [Richard Gobeille] glad: update to 0.1.34
3ddb9dd23 | [Richard Gobeille] engine: remove unfinished x86_64 port of the original x86 classic renderer
It never worked.
a9ba29fc7 | [Richard Gobeille] mimalloc: re-add EDuke32-specific patch I accidentally lost when I updated it
e08d1a9a1 | [Richard Gobeille] Fury: fix screen return-to-center when triggering save checkpoints, hopefully for good this time. :p
01f10a60f | [Richard Gobeille] Duke3d: fix map console command to work correctly with coroutine setup
Adds MODE_NEWGAME to player .gm
cd55f332e | [Richard Gobeille] Duke3d: turn G_DrawFrame() into a coroutine that can just be resumed from wherever we need to
Uses minicoro, https://github.com/edubart/minicoro
3c256ba15 | [Richard Gobeille] Update SDL gamecontrollerdb.txt
5b22f2c24 | [Richard Gobeille] mimalloc: update to e96614961f1a6b2a3ab01e4b21fc600c23d0ba1b
6812b7447 | [Richard Gobeille] Duke3d: sound fixes
fb4369f81 | [Richard Gobeille] audiolib: minor AdLib driver fixes
This fixes a crash when restarting the sound system twice in a row with the OPL3 driver selected but an .ogg (or .flac or any other format) is playing instead, and makes a couple of things FORCE_INLINE in the process.
68c56c7bf | [Richard Gobeille] audiolib: move libasync task to VoiceNode struct, explicitly wait on task completion before attempting to service a voice with MV_BeginService()
This fixes crashes when attempting to service an .ogg voice immediately after starting playback, before the decoder has actually finished initializing.
37987dd0b | [Richard Gobeille] Duke3d: fix warning
468523462 | [Jordon Moss] engine: Add parameter to hictinting_applypixcolor to allow disabling r/b channel swapping. Improved readability of hictinting_applypixcolor as well.
3ec0597d4 | [Richard Gobeille] Duke3d: jump to menu options when pressing letter keys
d5a6729d2 | [Richard Gobeille] engine: move yax_updown[] reset to yax_update()
466b45d98 | [Richard Gobeille] Duke3d: add scroll wheel support back into file selection menus, add PgUp/PgDn and scroll wheel support to the little submenus used for selecting screen resolution and configuring the framerate limit etc
ef06dff4d | [Richard Gobeille] engine: don't use SDL_WINDOW_FULLSCREEN_DESKTOP and don't call SDL_SetWindowBordered in fullscreen
bd1cd8cf4 | [Richard Gobeille] engine: ignore SDL_WINDOWEVENT_MOVED and SDL_WINDOWEVENT_RESIZED in fullscreen
I'm not sure if this is going to end up being the correct thing to do here, but it's what we shipped in the Fury 2.0 binary.
a4a34f19b | [Richard Gobeille] Duke3d: reformat information displayed within the save and load menus, add episode name and player health
ee91e8cdd | [Richard Gobeille] Duke3d: add display selection to menu, tweak menu framerate limit option
I'm not very happy with the list of values for the framerate limiter. All methods of presenting these values to the end user seem to be terrible: linear slider bars are cumbersome and contain many unnecessary values, and simply presenting a field for a value to be entered into requires the end user know what they're doing. Ugh.
e85273089 | [Richard Gobeille] engine: better multi-monitor support
af57b22d2 | [Richard Gobeille] engine: fix console logging issue on Linux introduced by logging rework
TIL vsnprintf and _vsnprintf are not, in fact, the same thing.
dac415581 | [Richard Gobeille] engine: remove r_vbos cvar (useless for a while now), modify voxmodel to store data converted to tris instead of quads that are converted during the VBO building pass
This is going to need a little work to get going again on the couple of configurations that don't define USE_GLEXT (GEKKO and EDUKE32_GLES). Should USE_GLEXT even be a thing anymore?
5aeb2b330 | [Richard Gobeille] engine: adjust polymost z-fighting mitigation, add two new cvars: r_spritedepth and r_spritedepthmul
r_spritedepth is the base multiplier for a sprite's position in the depth buffer and r_spritedepthmul controls the multiplier for a unique offset value assigned to each sprite drawn.
9a2a8c3e3 | [Richard Gobeille] engine: mask angle precision related geometry intersection by calculating higher precision angle for intersecting sprite planes from intersecting wall's normal
468b8e47a | [Dino Bollinger] Engine: Fix updatesectorz() not checking z height in fallback, and add fallback optimization to updatesectorexclude()
c423c6d50 | [Jordon Moss] Engine: Make floor-aligned model z offset behaviour in Polymost consistent with Polymer.
1e2ea45e2 | [Jordon Moss] engine: Fix a fuckup where I accidentally removed the color swap from gloadtile_art.
0dff28792 | [Jordon Moss] Fixed a bungle in gloadtile_hi. Only apply hictinting_applypixcolor if effect != 0.
8970754aa | [Richard Gobeille] engine: add "notrans" .def token for voxels to disable drawing with translucency in GL modes
e3df82073 | [Dino Bollinger] Duke3D: Add the CON commands `getngcflags` and `setngcflags`
Usage:
```
getngcflags   [...]
setngcflags   [...]
```
Gets/sets the flags for the newgamechoices entries at the specified
indices. The index list is variable-sized, up to a maximum of 3.
This can be used to enable/disable the MEF_Hidden and MEF_Locked state.
Supersedes the userdef struct members:
`m_newgamecustomopen` and `m_newgamecustomsubopen`.
0516522f5 | [Dino Bollinger] Duke3D: Extend newgamechoices menu with a third layer of entries.
Also permit usercontent flag on subentries.
65ae8627f | [Richard Gobeille] engine: address defect in c653ba7fc09257ed3590cd2ce29d155ef6752032
bfeaf6192 | [Richard Gobeille] Duke3d: fix S_ChangeSoundPitch()/CON_SETACTORSOUNDPITCH
d8a22b734 | [Richard Gobeille] Duke3d: improve S_StopAllSounds() (I think)
88047c890 | [Richard Gobeille] Duke3d: use .playing member of sound_t as bitfield, improve freeSlotQueue std::atomic usage
0730abdf1 | [Richard Gobeille] audiolib: offload xmp_create_context()/xmp_load_module_from_memory() into worker thread
76b0d9cf0 | [Richard Gobeille] audiolib: offload initial ov_open_callbacks() etc calls for vorbis into worker threads to avoid VM stalls when playing tons of .oggs from script
991cbd067 | [Richard Gobeille] engine: add libasync (async++), https://github.com/Amanieu/asyncplusplus/
0fb5f94d8 | [Richard Gobeille] engine: update libdivide to b322221677351ebb11f0a42fe9a9a2794da5bfe5, add libdivide_config.h
engine: update libdivide to b322221677351ebb11f0a42fe9a9a2794da5bfe5, add libdivide_config.h
5beeb55f1 | [Richard Gobeille] Duke3d: fix annoying GCC 11 warning
The warning says you can silence it by surrounding sizeof(int32_t) with extra parentheses, but it doesn't work.
c653ba7fc | [Richard Gobeille] editor: remove call to calc_sector_reachability() from yax_updategrays() in favor of calling it explicitly when needed instead
752740cd9 | [Richard Gobeille] engine: print commit hash from SDL_GetRevision() to log at startup when using SDL dev builds (odd-numbered patch level)
This is admittedly terrible, but it shouldn't break unless the SDL_GetRevision() output format changes, in which case it just won't print the string anymore.
b2e37a674 | [Richard Gobeille] engine: prune SDL_mixer stuff from sdl_inc.h
We will never NEED_SDL_MIXER.
afc5d85d6 | [Richard Gobeille] audiolib: silence warnings
24a7594ce | [Richard Gobeille] Duke3d: add predefined TILE_ANIM and TILE_VIEWSCR tokens for CON
1b4676b1c | [Richard Gobeille] Duke3d: remove extra S_SoundIsValid() check from A_PlaySound()
This is checked in both S_PlaySound() and S_PlaySound3D() anyway, and we need to get to that stage of execution in order for EVENT_SOUND to fire.
d8de0524b | [Richard Gobeille] engine: fix tabs in random.h
097eb09db | [Richard Gobeille] Fury: fix skipping intro screens with left mouse button
b51b55346 | [Richard Gobeille] Duke3d/MACT: change mouse sensitivity scale, move sensitivity cvars to MACT
ac9d5fbdb | [Richard Gobeille] engine: fix compilation warning with RELEASE=0 builds
b47b6ecfc | [Richard Gobeille] Duke3d: warn if attempting to load a savegame where all version fields match but userbytever, but let the player do it anyway.
9284eb27d | [Richard Gobeille] Duke3d: assign gamefunc_Inventory to CONTROLLER_BUTTON_B by default, change CONTROLLER_BUTTON_RIGHTSTICK to gamefunc_Toggle_Crouch
48c5d453d | [Richard Gobeille] Duke3d: better positioning for effect sprites spawned from projectiles
df3dbe508 | [Richard Gobeille] engine: return -1 from kdfread_LZ4() if the size of the compressed data is allegedly less than zero
0a03cf7af | [Richard Gobeille] engine: #ifndef NDEBUG screenshot_dir directory creation success console output
e2cfad1f1 | [Jordon Moss] engine: add screenshot_dir CVar. Defaults to "screenshots".
a835847d6 | [Jordon Moss] Engine: Apply tints on KV6 voxels; factor out shared code
RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT
NBlood / Rednukem / PCExhumed - r12734
---
bdad055b7 | [sirlemonhead] Merge pull request #540 from ExtraDrowsy/bugfix_offsetWidescreenDeathArms
PCExhumed: offset death arms for widescreen
6340a592a | [Jae Yeum] PCExhumed: offset death arms for widescreen
RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT
NBlood / Rednukem / PCExhumed - r12732
---
e9d9c4c63 | [sirlemonhead] PCExhumed: Fix screen text rendering in 5:4 aspect ratios.
RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT
NBlood / Rednukem / PCExhumed - r12731
---
d83d09069 | [Christoph Oelckers] - Blood: fix interpolation of sprites being dragged along on rotating sectors.
Only active in non-vanilla mode.
483a7ac5b | [Jae Yeum] Blood: fix delete event not being accepted in edit and bitmap fields
7e27d153f | [Szilárd Biró] Blood: added an enum for weapon types
RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT
NBlood / Rednukem / PCExhumed - r12728
---
4e0d58820 | [sirlemonhead] PCExhumed: Custom map file loading code (just for testing purposes for now)
RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT
NBlood / Rednukem / PCExhumed - r12727
---
3de90e694 | [sirlemonhead] PCExhumed: Fix key status display and don't allow picking up the same key twice.
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NBlood / Rednukem / PCExhumed - r12726
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deac18219 | [nukeykt] Merge pull request #534 from coelckers/nnext_fix
- fixed two issues in condCheckMixed:
315b16b86 | [Christoph Oelckers] - fixed two issues in condCheckMixed:
* check for ceilingstat used ceilingshade. Use of floorstat in the same block was correct.
* some sector check functions accessing walls.
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NBlood / Rednukem / PCExhumed - r12724
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908874d0b | [sirlemonhead] PCExhumed: Fix cstat comparison typo in anims code.
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NBlood / Rednukem / PCExhumed - r12723
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cc8d57ee5 | [nukeykt] rednukem: improve sectnum validation in S_CalcDistAndAng
fixes crash on WW2GI level start
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NBlood / Rednukem / PCExhumed - r12722
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a64840461 | [nukeykt] rednukem: fix crash when def file is loaded
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NBlood / Rednukem / PCExhumed - r12721
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75733a7b9 | [nukeykt] rednukem: force auto-aim for heat seek rpg
3536caa72 | [nukeykt] rednukem: fix auto-aim option not updating until restart
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NBlood / Rednukem / PCExhumed - r12719
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e26d3fd87 | [nukeykt] rednukem: use polymost_bindTexture in dn64 renderer
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NBlood / Rednukem / PCExhumed - r12718
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2a66b0c1b | [nukeykt] rednukem: fix crash on level load in duke64
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NBlood / Rednukem / PCExhumed - r12717
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7f3aba24a | [nukeykt] blood: do not try to load timbre before resource system is initialized
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NBlood / Rednukem / PCExhumed - r12716
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5e010b4bd | [nukeykt] blood: fix broken fm piano timbre
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NBlood / Rednukem / PCExhumed - r12715
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b90417ed8 | [sirlemonhead] PCExhumed: Fix Bfree calls
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NBlood / Rednukem / PCExhumed - r12714
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039ffe188 | [sirlemonhead] PCExhumed: Remove outdated mouse config code
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NBlood / Rednukem / PCExhumed - r12713
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4353bd0e5 | [nukeykt] engine: fix Bfree calls in loadkvxfrombuf
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NBlood / Rednukem / PCExhumed - r12712
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cd4ee9131 | [nukeykt] Rednukem: fix Bfree calls
c19df714b | [nukeykt] Blood/Rednukem: Remove outdated mouse config code
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NBlood / Rednukem / PCExhumed - r12710
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d915e9f74 | [sirlemonhead] EWitchaven: Compile fix
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NBlood / Rednukem / PCExhumed - r12707
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8b83c3850 | [nukeykt] Blood: fix Bfree calls
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NBlood / Rednukem / PCExhumed - r12706
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f50f1fd1b | [nukeykt] Rednukem: compile fix
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NBlood / Rednukem / PCExhumed - r12705
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d96a5f5dc | [nukeykt] Blood: compile fix
RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT
NBlood / Rednukem / PCExhumed - r12704
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7172713d5 | [nukeykt] Merge remote-tracking branch 'remotes/eduke32/master'
# Conflicts:
#	GNUmakefile
#	platform/Windows/eduke32.sln
#	platform/Windows/props/build_common.props
#	source/audiolib/src/driver_sdl.cpp
#	source/build/src/build.cpp
#	source/build/src/sdlayer.cpp
#	source/duke3d/src/game.cpp
d307f703c | [Richard Gobeille] Fix dumbass oversight in 6839e418e34bff05bdd5debad9bf9146a09d9d72
964c0b56a | [Richard Gobeille] Revert "engine: make floor sprites clip a little more like floors"
This reverts commit 81f7c71be52e6f23b526f1b4f534fde47bd9667b.
clipmove() really needs concrete indication of a moving point's starting floor height for this optimization to work correctly, and inferring that ourselves without it being explicitly passed in isn't something that would work.
6a1f4ec39 | [Richard Gobeille] SW: fix buffer overflow preventing the game from starting, exposed by switching to the new memory allocation systems
cae5d7032 | [Richard Gobeille] engine: fix SDL fullscreen issues
1682ff4f9 | [Richard Gobeille] engine: remove r_pr_vbos cvar and the code paths used for values 0 and 1
r_pr_vbos 0 was broken and r_pr_vbos 1 became useless once it was clear r_pr_vbos 2 wasn't causing issues.
ab2e5f05f | [Richard Gobeille] engine: add GL context version to glinfo, allow in 8 bpp mode (it's still backed by a GL surface, after all...)
a68d0d8bf | [Richard Gobeille] engine: manually flush console log file ptr in crash handler
29ccc1ece | [Richard Gobeille] editor: fix "gameexecutable" option in configuration file
b0920836c | [Richard Gobeille] Fury: don't block input when player .hard_landing is set
2bfc9ea46 | [Richard Gobeille] Duke3d: zero player .horizRecenter and .horizSkew when zeroing return_to_center from CON
c8f0b1d92 | [Richard Gobeille] Makefile: don't bother trying to fill VC_REV, VC_HASH, and VC_BRANCH if we don't even have a .git directory
6e1c38390 | [Richard Gobeille] Duke3d: fix timing issue with logo.anm playback that could occur if an actual hard video mode change is required at startup (e.g fullscreen in a non-native resolution)
43cd843e0 | [Richard Gobeille] Duke3d: additional gamevar verification when loading savegames
32d5774e7 | [Richard Gobeille] engine: add coordinates to log output from clipmove()
81f7c71be | [Richard Gobeille] engine: make floor sprites clip a little more like floors
c5f07af9a | [Richard Gobeille] engine: bump MAXCLIPNUM to 4096
This isn't really ideal, but neither is hitting the limit due to maps with an excessive number of sprites that use clipshapes.
44f11d86e | [Richard Gobeille] Duke3d: move P_SetupMiscInputSettings() from game.cpp into game.h and call after loading savegames
147b25f48 | [Richard Gobeille] engine: fix double free on exit
40c57dc91 | [Richard Gobeille] Duke3d: revise d1b3b702ba776119db042e6ba4e6b06d5f909f01
I remembered
2e1092f58 | [Richard Gobeille] Duke3d: fix compatibility with savegames made before 4fdd8dc8c30a05db79fa9fde0d085c0f75210e9e and e8470bd29cb19a4b815bc2bc74e0ac0a8de2a06d
26bb86c15 | [Richard Gobeille] engine: implement buildvfs_exists() using GetFileAttributes() on Windows and stat() elsewhere, FORCE_INLINE some stuff in vfs.h
The rationale behind this change is that I was profiling CPU use during loads of particularly heavy .def files (10000+ items) and discovered an inappropriate amount of CPU time was being spent inside access(). So, I did some research and found several cases where people on stackoverflow etc had asked what the fastest method of determining whether or not a file exists was, with the results of several benchmarks being given as answers. GetFileAttributes() seemed to win on Windows and stat() seemed to win on Linux, and I did not see any results where access() was a serious contender when included in the spread of tested functions, with the best I saw being 1100-something nanoseconds for access() and 800-something for stat().
This whole thing would be faster if we just read in the entire directory index and matched files against it ourselves with just the few API calls involved with retrieving the index, but access to uncooked data littered across a directory tree isn't really something I give a shit about optimizing further at the moment.
223164a14 | [Richard Gobeille] Windows: enable debug symbols for MSVC release builds for profiling
3e517d07c | [Richard Gobeille] audiolib: shitcan lrintf use in sample calculation
7e8481272 | [Richard Gobeille] Duke3d: don't print extended data size and offset to console when saving and loading games in release builds
a2a2e72ab | [Richard Gobeille] engine: fix exported symbols for memory allocation failure handling
6755a5f54 | [Richard Gobeille] audiolib: move Windows debug thread naming stuff out of driver_winmm and into winbits.h
fc08bd34b | [Richard Gobeille] engine: fix warning in sqrtable_old[] generation in initkqsrt()
22d85479a | [Richard Gobeille] Duke3d: remove unnecessary/wrong wall[].picnum == MIRROR check from projectiles
MIRROR is only ever on .overpicnum for valid mirrors.
9b735cf14 | [Richard Gobeille] engine: tweak a couple fix16_t functions to use the versions of min/max/clamp etc that we use elsewhere instead of their own inline implementations
a22debb38 | [Richard Gobeille] engine: fix calc_smoothratio again
0a5b0cf17 | [Richard Gobeille] engine: shitcan nexttowardf use in polymost
This never did what I was trying to do and it wasn't really clear until recently how much of a perf hit it could be. Byeeeeee.
ccf3f5fd4 | [Richard Gobeille] Windows: update library building instructions
ef8002943 | [Richard Gobeille] engine: remove newlines from the ends of strings passed to fatal_exit()
fb62ac56a | [Richard Gobeille] engine: don't initialize g_keyRemapTable[] values if they're already non-zero
Required for key remapping to work in the editor after the commit that added the "working directory only" checkbox.
ac1974986 | [Richard Gobeille] engine: FORCE_INLINE everything in tracker.hpp
34fb708ea | [Richard Gobeille] engine: optimize hash tables
3ccb932f2 | [Richard Gobeille] engine: fix uninitialized data use
87c5eadd8 | [Richard Gobeille] Duke3d: add predefined MAXLEVELS and MAXVOLUMES for CON
291b73a72 | [Richard Gobeille] Duke3d: in EVENT_LOADGAME, give RETURN a default value equaling the userbytever field from the savegame header and relax sv_loadheader() check
931633f70 | [Richard Gobeille] engine: remove polymost_invsqrt_approximation()
This was a cool hack for its time, but it's not useful to us anymore.
ac6dae1b5 | [Richard Gobeille] engine: add pow2ulong and pow264 tables, fixes a stupid line drawing pattern bug in the editor
ef473fa18 | [Richard Gobeille] Duke3d: getzrange result cache that actually works correctly
Just kidding, it still sucks and it's commented out.
e3471fc31 | [Richard Gobeille] engine: change getcrc16() to void * instead of char * so I don't have to cast things every time I use it
c19ade4de | [Richard Gobeille] SW: build fix
74c30507f | [Richard Gobeille] Duke3d: fix dumpster fire thing
8b7d242b2 | [Richard Gobeille] engine: fix incorrect lower bound for r_anisotropy
e7f6ab26d | [Richard Gobeille] engine: inline openfrompath_internal
542712549 | [Richard Gobeille] engine: disable SDL_HINT_WINDOWS_DISABLE_THREAD_NAMING if _MSC_VER is defined
6b5286ded | [Richard Gobeille] Duke3d: fix g_highestSoundIdx range checks
bd4b70c09 | [Richard Gobeille] Duke3d: replace the "played killed by pushmove()!" error logged in the console with a call to QUOTE_SQUISHED
Players don't get killed by pushmove() in error anymore.
910475938 | [Richard Gobeille] engine: include mimalloc-new-delete.h in smmalloc_generic.cpp
This defines global new/delete overrides, so look here if problems stemming from those ever arise.
295c70b91 | [Richard Gobeille] audiolib: switch from stb_vorbis to minivorbis
Fixes minivorbis to compile as C++ and hooks it up to our memory allocators. This also allows the precompiled libogg.a prerequisite for libFLAC.a to be removed.
ef0faf86d | [Richard Gobeille] audiolib: add minivorbis 4e40a167726effb0ae9d3065452a9ee2bb80a84f
This is the entire official vorbis implementation crammed into a single header. Fixes to work with our cflags in a future commit.
a4e37d7aa | [Richard Gobeille] editor: don't crash when loading corrupt maps with sectors with zero walls
This also makes the editor recognize corrupt sectors with < 3 walls and try to repair the map. It works for the corrupt sectors in E4L1, at least. Please immediately report any problems caused by this change directly to me.
ee2c6b8e2 | [Richard Gobeille] editor: fix stupid mouse look bug
3ce9b9cf7 | [Richard Gobeille] editor: fix a few things to reference MAXUSERTILES instead of MAXTILES
338a688c9 | [Richard Gobeille] editor: improve tile picker
971dec7ed | [Richard Gobeille] editor: make little dot thing that snaps to the currently selected wall from the mouse cursor more visible and minorly improve mouse cursor
Yeah, I understand it's fucking pink, but go ahead and find me a more visible color in the default palettes of any of the supported games.
wtf chode
0319724cc | [Richard Gobeille] editor: patch from Doom64hunter to update the GTK2 version of the editor startup window to include the "working directory only" checkbox
e0be75622 | [Richard Gobeille] editor: patch from Doom64hunter to update the Ion Fury buildres.rc with the latest changes from the regular one
d9285a63c | [Richard Gobeille] Duke3d: fix OOB reachability table access (sectnum == MAXSECTORS for a sound owned by a deleted sprite)
738c9912e | [Richard Gobeille] engine: AddressSanitizer-guarded sm::GenericAllocator implementation using mimalloc as backend
9fd5728c7 | [Richard Gobeille] engine: console logging rework
This should resolve concurrency problems that arise when more than one thread attempts to add a line to the log simultaneously. A future commit will move the actual file writes to a different thread altogether.
9909b3c9a | [Richard Gobeille] editor: add xfliphighlightedsectors/yfliphighlightedsectors/xmirrorhighlightedsectors/ymirrorhighlightedsectors to m32script, remove read-only flag from startpos vars so the map start position can be changed from scripts
cfce7ba96 | [Richard Gobeille] editor: WIP changes to allow Mapster32 to be used without the cursor being confined to the window
f7b3a8c88 | [Richard Gobeille] engine: allow changing the video mode without tearing down and recreating the GL context or destroying the window
adbce8b6c | [Richard Gobeille] engine: improve fps limiter
2293a0db7 | [Richard Gobeille] Fury: don't delete old saves at startup anymore
92b985233 | [Richard Gobeille] engine: add osdcallbacks_t struct and OSD_SetCallbacks() function
I left OSD_SetFunctions() for compatibility.
1ed128728 | [Richard Gobeille] engine: remove everything left in zpl but rdtsc, delete zpl.cpp, rename zpl.h -> rdtsc.h
6377f419f | [Richard Gobeille] audiolib: take a voice's volume into account when finding the lowest priority voice
a891732fd | [Richard Gobeille] MinGW build fix... I'm going to hell for this one
This works around what looks like a problem with the MinGW cross-compiler toolchain in Debian.
3052711ef | [Richard Gobeille] MinGW build fix
e88344bc4 | [Richard Gobeille] SW: fix compilation issues after 2cf293d98551c542f1d1abd4075aab13ee23e406
e27e7fa3a | [Richard Gobeille] mimalloc: work around MinGW compilation issue
ca012d2b1 | [Richard Gobeille] Duke3d: reduce CON_GETGAMEFUNCBIND redundancy
Not really tested yet.
5c704c922 | [Richard Gobeille] Duke3d: namesdyn.[cpp,h], soundsdyn.[cpp,h] -> dnames.[cpp,h]
4ecd10095 | [Richard Gobeille] Duke3d: change cacheAllSounds() to only call gameHandleEvents() once per 4 megs data loaded
1dd01593d | [Richard Gobeille] Duke3d: rename a handful of members in the actor_t struct so that their names don't overlap with those in spritetype
95466d90c | [Richard Gobeille] Duke3d: allocate g_sounds[] on heap and bump MAXSOUNDS to 16384, reorganize sound_t
910820197 | [Richard Gobeille] engine: fix copy/paste error in 24e5d5fc15bde29de7d6ced1a919dc76f6a8987e
2cf293d98 | [Richard Gobeille] engine: rename coordinate vectors from "pos" to "xy" or "xyz" depending on use
This also renames the extra vectors found within the anonymous unions in the vector types, because naming them after the data type was kind of stupid. This is kind of a large set of changes but it's an improvement overall.
83fcadde5 | [Richard Gobeille] engine: split vector types into their own header, add addition and subtraction operators
864691def | [Richard Gobeille] engine: use inthash_t for _prprograminfo lookups instead of a 300MB array
what the fuck, dude
064ab8c51 | [Richard Gobeille] engine: convert texcache I/O to FILE pointers, use memory mapped I/O for memcache
0438434af | [Richard Gobeille] engine: add mimalloc to take care of allocations that smmalloc doesn't handle that would otherwise fall through to the system allocator
91b95817a | [Richard Gobeille] engine: smmalloc AddressSanitizer instrumentation
c3334ad9d | [Richard Gobeille] engine: integrate smmalloc
See https://github.com/SergeyMakeev/smmalloc
590334b8f | [Richard C. Gobeille] audiolib: replace libvorbis and libvorbisfile with stb_vorbis
libogg is still required for FLAC.
6839e418e | [Richard Gobeille] engine: add sector reachability table and sectorsareconnected() function, add yax_updown[] cache for yax_getneighborsect(), cache sectorofwall()
1c73f3dbd | [Richard Gobeille] Duke3d: fix a couple of latent menu issues caused by changes in my CONTROL_GetUserInput commit that implemented input repeating
cbb598f10 | [Richard Gobeille] VS: disable microprofile
fe53854d4 | [Richard Gobeille] Duke3d: instead of G_GameQuit(), abort() in app_crashhandler()
19991c2b6 | [Richard C. Gobeille] audiolib: formatting
4bc4f8db4 | [Richard C. Gobeille] SW: fix allocator mismatches between a few allocations and frees
84cb25375 | [Richard Gobeille] Duke3d: pressing a mouse button counts as mouse activity
8f2ca249c | [Richard Gobeille] SW: menus don't need their own input buffering and repeat handling anymore because it's handled in mact
08d6271df | [Richard Gobeille] SW: half-assed attempt at making controller input work
It's not as half-assed as it was before, but still pretty damn half-assed.
ea254a218 | [Richard Gobeille] mact: misc bullshit cleanup changes
ab81a8860 | [Richard Gobeille] mact/Duke3d: revise CONTROL_GetUserInput/CONTROL_ClearUserInput, shitcan most of input.cpp
This implements input repeating for controllers in menus.
5611eb5f8 | [Richard Gobeille] SW: digital axes on mice haven't been a thing for a while.
55fa2a5c2 | [Richard C. Gobeille] editor: startup window checkbox for -usecwd
b71945db0 | [Richard C. Gobeille] editor: integer upscaling for 2d mode for people with 4K displays
Enable with the "upscalefactor" console command or by editing the cfg for now.
495475a60 | [Richard C. Gobeille] editor: unify resolution choice for 2d and 3d mode
9cabb58c7 | [Richard C. Gobeille] mact: rename some shitty preprocessor definitions and throw them in an enum
I saw these and thought that I was responsible for their poor naming, but it turns out the first three were inherited from the original source code.
b371d6bc3 | [Richard C. Gobeille] Duke3d: only display relevant configuration options for game controller triggers
123f00d6a | [Richard C. Gobeille] Duke3d: mouse/controller menu string changes
f7587bdaa | [Richard C. Gobeille] Duke3d/mact: shitcan integer scaling for input
0ad4b424d | [Richard C. Gobeille] mact: SCRIPT_GetDouble()
Sorry, I don't feel like rigging all of the controller axis stuff up to cvars right now.
914310007 | [Richard C. Gobeille] Duke3d: add missing MenuRangeFlags_t tokens to definitions using MAKE_MENURANGE
5de5c540f | [Richard C. Gobeille] engine/mact: reimplement controller dead zone so that it isn't just naively applied to each axis independently
fbe9eadff | [CommonLoon102] engine: move uninitsystem() into engineUnInit and remove atexit
968e152f0 | [Richard C. Gobeille] Update clang-format preferences
17b91db28 | [Richard C. Gobeille] Duke3d: tweak default JoystickAimWeight and JoystickViewCentering settings and reset them to defaults when resetting the rest of the controller settings
39cf1f992 | [Richard C. Gobeille] engine: rename r_windowpositioning var in source, default to 1
9741acb51 | [Dino Bollinger] Duke3D: Add events EVENT_PREUPDATEANGLES and EVENT_POSTUPDATEANGLES
These events trigger once every frame and provide access to the input
struct value updates of each frame. This makes it possible to alter
input.q16avel and input.q16horz again, even with smooth mouse aiming.
Addresses terminx/eduke32#132
RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT
NBlood / Rednukem / PCExhumed - r12587
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93e2c9f9a | [nukeykt] Merge pull request #524 from CommonLoon102/cl102/calc-smoothratio-fixes
Rednukem, PCExhumed: Fix micro-stuttering
2d51113ec | [CommonLoon102] PCExhumed: Using calc_smoothratio from the engine
22d03be23 | [CommonLoon102] Rednukem: Using calc_smoothratio from the engine
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NBlood / Rednukem / PCExhumed - r12584
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cbddb2d38 | [Szilárd Biró] Blood: add missing gViewInterpolate checks (#519)
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NBlood / Rednukem / PCExhumed - r12583
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c35720c4d | [Szilárd Biró] Blood: Reduce WeaponProcess stack usage (#516)
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NBlood / Rednukem / PCExhumed - r12582
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5b9fe377b | [nukeykt] Merge remote-tracking branch 'remotes/eduke32/master'
dd6a7f746 | [nukeykt] engine: reset rotatesprite lerp value when interpolation should not be performed
71c5ce090 | [Dino Bollinger] Mapster32: Use APPBASENAME for testing maps
Allows FURY compiled mapster32 to launch fury.exe
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NBlood / Rednukem / PCExhumed - r12579
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4c0b8a3a5 | [nukeykt] Blood: temporarily disable weapon interpolation
RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT
NBlood / Rednukem / PCExhumed - r12578
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9b13b2e9a | [NY00123] RR, Exhumed: Replace rand with wrand anywhere outside of LIGHTRAD2
RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT
NBlood / Rednukem / PCExhumed - r12577
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9a3d63d6a | [Evan Ramos] Blood: Remove wrand/wsrand from misc.cpp
9804ea2e1 | [Evan Ramos] Merge remote-tracking branch 'eduke32/master'
4b81008b5 | [Evan Ramos] random.h: Add wsrand
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NBlood / Rednukem / PCExhumed - r12574
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201f24f91 | [Evan Ramos] Merge remote-tracking branch 'eduke32/master'
da2fd1f2e | [carnivoroussociety] Set max FoV to match menu (140)
08c35968b | [carnivoroussociety] Documented DUDEEXTRA struct
Fixed enemies not resetting active state on new level (fixes death wish E2M9 bug with Cerberus dying at start)
Fix enemies always using tesla hit reaction after being hit with tesla projectile once
Added support for kDudeCerberusOneHead init idle state
df4778e51 | [carnivoroussociety] Correctly traverse open air ror sectors for shadows
f37bbf55e | [carnivoroussociety] Set engine compatibility at app_main
Fixes spray issue on load if demos are not present (death wish)
ffa53fd43 | [carnivoroussociety] Renamed dword_21EFB0/dword_21EFD0
Added new function playerResetScores()
Reset scores for cft when changing to new level
Don't shift text position on screen when in non-vanillamode cft
3ad666ca5 | [carnivoroussociety] Fix underscores shown for keyboard config listing
32b3d8602 | [carnivoroussociety] Fixed softlock if player triggered level exit and is dead at the same time
9ca4795fe | [carnivoroussociety] Fixed co-op view not resetting between level changes
Fixed flag dropped state not resetting between level changes
Fixed dead players not resetting between level changes
d4d2e0227 | [carnivoroussociety] Fix cheats triggering while demo is active
f196d8b50 | [carnivoroussociety] Fixed video settings menu not initializing if pressing F8 before opening the menu for the first time
b2e08e56d | [carnivoroussociety] Fix infinite gibbing bug with respawn monsters
Handle respawning sprite better for actProcessSprites()
d351372dc | [carnivoroussociety] Renamed sub_2641C()/sub_263E0()
2c78843da | [carnivoroussociety] Fix lifeleech pickup bug with ignited tnt/spray
dfdae7923 | [carnivoroussociety] Fix invalid sector for crystal ball if too close to wall
c275e47de | [carnivoroussociety] Renamed sub_40A94->playerDropFlag
0f25b8b02 | [carnivoroussociety] Fix teammode flags not returning on collect
Properly implement behavior of teams mode
9683bda3d | [carnivoroussociety] Fix shadows rendering on ror sectors
Prevent flare glow sprite rendering on ror sectors
Fixed lifeleech shadow
e495e7045 | [carnivoroussociety] Documented sfx members
Renamed mono/stereo variable gDoppler to gStereo
Renamed cvar snd_doppler to snd_stereo
cce5523aa | [Szilárd Biró] NBlood: replace mulscale, dmulscale, divscale with their fixed shift variants (#513)
6c289cce4 | [NY00123] Duke3D: Fix a typo in P_DisplayWeapon from port of SHOTGUN_WEAPON case for WW2GI
e846be2c5 | [NY00123] Ken-Build, Duke3D, SW, mmulti: Replace rand with wrand almost everywhere. Outside of 3rd party libraries, remaining uses are the Polymer-specific macro LIGHTRAD2 within Duke3D, system_15bit_rand and vox2poly. Also use WRANDOM_MAX in SW.
fbf1c8467 | [NY00123] Engine: Add wrand, intended to mimic the behaviors of Watcom C 10.0's rand. Also add WRANDOM_MAX. This will be used in SW, preventing possible freezes.
e2bab6e45 | [NY00123] Remove Brand macro. It was used just in Ken-Build.
c22bf0e20 | [NY00123] Engine: Split krand definitions from build.h to a new header, random.h
25afea98f | [Pierre-Loup A. Griffais] engine: polymer: show shader compile log on failure, not just link log
Mesa conveys most of the useful info through there, not linking.
bb01a1394 | [Dino Bollinger] WW2GI: Fix tank not facing the player
fcc9be6ee | [Jordon Moss] Defs: Add T_STUB_INTEGER_STRING stubs add/delplayercolor
RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT
NBlood / Rednukem / PCExhumed - r12546
---
6a1ca5e6a | [Szilárd Biró] NBlood: demo recording big endian fix (#512)
RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT
NBlood / Rednukem / PCExhumed - r12545
---
24908021f | [NoOneBlood] - Fix kModernCustomDude is not inheriting sprite size if SEQ have zero repeats - Damage scale tweaks for kModernCustomDude - Fix hitscan kModernCondition
RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT
NBlood / Rednukem / PCExhumed - r12544
---
9860bbe8c | [Evan Ramos] Fix error: format not a string literal and no format arguments [-Werror=format-security]
Fixes nukeykt/NBlood#501
RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT
NBlood / Rednukem / PCExhumed - r12543
---
745c910d2 | [Evan Ramos] Merge remote-tracking branch 'eduke32/master'
fbcb98394 | [Evan Ramos] SW: Fix mousewheel in menus
9820b8ad4 | [Evan Ramos] Menus: Upgrade transition animations to use 1000 Hz timer instead of 120 Hz
9b6f0ffda | [Evan Ramos] Menus: Revamp Menu_CheckHiddenSelection into Menu_ValidateSelectionIsActive
Followup to 67ef47dcff3571afb330342c9b056c9e759e46ad.
2c6797368 | [Evan Ramos] md2tool: Fix USE_OPENGL=0 build
fd93b2adc | [Evan Ramos] SW: Fix USE_OPENGL=0 build
f5e524009 | [Evan Ramos] Fix warnings with USE_OPENGL=0
fb9ec43f2 | [Evan Ramos] Move calc_smoothratio to baselayer.h, fixing USE_OPENGL=0 build
Followup to 0f928a1fd5eb23e37c48d7eb547a176ff9cf6eab.
d01cd25dc | [Evan Ramos] Mapster32: Actually make use of `sound` def token's `volume` subtoken
Followup to 072bd40ebd1a2d0833021b78e7784bab65259c61.
d526f79d7 | [Evan Ramos] Mapster32: Factor out g_sounds[num] access in S_PlaySound and S_PlaySound3D
b01c2cd33 | [Evan Ramos] SW: Fix unused variable warnings when assertions are disabled
5554c6a98 | [Richard Gobeille] editor: use updatesectorz_compat() for moving with the mouse with clipping disabled
b47e70443 | [Richard Gobeille] engine: allow pasting into the console from the system clipboard with RMB
Disable with "osdclipboard 0".
c465145b7 | [Richard Gobeille] engine: clear mouse buttons when toggling the console
072bd40eb | [Evan Ramos] Mapster32: Parse the `sound` def token
7e838d2fa | [Evan Ramos] Duke3D: Fix `define` token when parsing defs on the game side
0ef42ff17 | [Evan Ramos] SW: Fix identical branches warnings
cce1bf84d | [Evan Ramos] SW: Fix unused variable and unused parameter warnings
25f35b3fc | [Evan Ramos] SW: Remove already stubbed last valid drawing position code
9a17e0ec1 | [Evan Ramos] SW: #if 0 already stubbed procedural lava texture functions
b1882c5f4 | [Evan Ramos] SW: Vectorize struct variables where casts to vector types are used
88ebb3231 | [Evan Ramos] SW, KenBuild: Replace casts to vector types with struct accesses where eligible
ead3d78de | [Evan Ramos] KenBuild: Fix build
RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT
NBlood / Rednukem / PCExhumed - r12520
---
04a4b7879 | [nukeykt] Merge pull request #505 from nbloodpatch/master
[Blood] Renamed untitled spider functions
cd5e50e10 | [carnivoroussociety] Renamed sub_73FB0/sub_73FFC
23237d2bb | [carnivoroussociety] Fixed switch state bug when holstered
93fb2f60b | [carnivoroussociety] Renamed SpidPoisonTarget to SpidPoisonPlayer
f9da6f79c | [carnivoroussociety] Renamed untitled spider functions
RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT
NBlood / Rednukem / PCExhumed - r12515
---
7ee4e530f | [Evan Ramos] Merge remote-tracking branch 'eduke32/master'
a564d2774 | [Dino Bollinger] Duke3D: Fix POLYMER=0 builds
c624dd64d | [Dino Bollinger] Duke3D: Improve the CON_ADDLOGVAR command
Changes:
- Passing struct members and player vars as argument now works.
- If struct members are accessed without specifying the index,
  the command will display which index was used by the CON VM.
- Enable use of constant values for array indexing in addlogvar
- Enable logging of integer constants with addlogvar
- General refactoring and code improvement.
b042d9b75 | [Dino Bollinger] defineskill and undefineskill changes
d1b3b702b | [Richard Gobeille] Duke3d: remove the extra flag passed to mouseLockToWindow() in GAME_onshowosd() that made it just show/hide the cursor instead of actually grabbing and ungrabbing input
Truth be told, I don't even remember why this hack was necessary. Let me know if anything breaks. Fixes terminx/eduke32#143.
22043487f | [Dino Bollinger] Mapster32: Expose 8 additional clipboard variables as READONLY to M32 CON
These variables include:
* `tempxpanning`
* `tempypanning`
* `tempxvel`
* `tempyvel`
* `tempzvel`
* `tempstatnum`
* `tempblend`
* `tempsectnum`
e28d400ae | [Richard C. Gobeille] Duke3d: fix savegame MUSICANDSFX issues
Fixes terminx/eduke32#75 and terminx/eduke32#179.
d595a39d2 | [Richard Gobeille] Duke3d: fix issue with Polymer lights sometimes not appearing after the player dies and respawns
Fixes terminx/eduke32#188
b4d1041f0 | [Richard Gobeille] editor: skip drawing sprites in textured view if the sector is grayed out
0ffad6461 | [Richard Gobeille] engine: use bitmap_set/bitmap_test in cansee()
6467e6fe5 | [Richard Gobeille] Duke3d: use array notation instead of pointer arithmetic for dereferences of actor execptr
f9952017c | [Richard Gobeille] engine: improvements to the updatesector family of functions
Implements the concept outlined in MR 114 and adds some additional checks to prevent more calls to getsectordist() than necessary
785390e98 | [Richard Gobeille] engine: guard some modified behavior in pushmove() with an enginecompatibilitymode == ENGINE_EDUKE32 check
fade7be38 | [Richard Gobeille] engine: move compatibility loops at the end of clipmove() to their own clipmove_compat() function
fe8316af6 | [Richard Gobeille] Duke3d: open menu with right mouse button during demo playback
949c1be7d | [Richard Gobeille] Duke3d: don't overwrite player name passed with -name parameter with that stored in the cfg, and don't save a name entered with -name to the cfg
43ed8c87a | [Richard Gobeille] engine: I think this needs to be set for interaction with clipshapes through TROR to work correctly
600ce46af | [Richard Gobeille] Duke3d: remove extra camera smoothing from G_DrawRooms, it's no longer required
dc2f30161 | [Richard C. Gobeille] engine: fix rotatesprite interpolation issues
0f928a1fd | [Richard Gobeille] engine: fix timer problems, move calc_smoothratio to engine
96b52a86b | [Richard Gobeille] editor: fix sector visibility value printed in message shown when using alt -/+
aab2d041d | [Richard Gobeille] Duke3d: fix annoying cycling back and forth between QUOTE_SQUISHED and QUOTE_DEAD when the player is squished
This also gets rid of the constant forced all-white CON_PALFROM by making CON_IFSQUISHED return false for players that are already dead.
a975dfe8b | [Richard Gobeille] Duke3d: fix player/actors being squished in sloped sectors that actually have enough room for them
Fixes terminx/eduke32#128
d9cf57cd6 | [Richard Gobeille] engine: slightly optimize gethiq16angle()
98c0a9e60 | [Richard Gobeille] Duke3d: fix bug where pressing pause or triggering automatic savegames through script would cause the player's view to return to center
d41f2e009 | [Richard Gobeille] Duke3d: skip "SLIDE_ABOVE_ENEMY" processing in A_GetZLimits() if the calling sprite isn't moving
Fixes terminx/eduke32#28.
2f86aef1c | [Richard Gobeille] editor: fix stupid bug where changing sprite angles or aligning wall textures with , and . didn't flag the map as having been changed
15d472a0f | [Richard Gobeille] engine: don't allow clipupdatesector() to move a point into null space
Fixes terminx/eduke32#176
67ef47dcf | [Richard C. Gobeille] Duke3d: fix stupid bug in Menu_CheckHiddenSelection()
de0667de6 | [Richard Gobeille] Duke3d: make CON_DEBUG break to debugger in debug builds
e6dfe5aa4 | [Richard Gobeille] engine: update debugbreak.h from git and modify to use IsDebuggerPresent() on Windows
3b1678c8b | [Richard Gobeille] Duke3d: fix assertion to check for sectnum -1
b9f31defe | [Richard C. Gobeille] engine: revise 5857f70f189d695b3427fa9be57f4fbca8c72ffe
d14a3c394 | [Richard C. Gobeille] editor: allow printext256 in 2d mode, add "ifin2d3dmode" for scripts to detect PIP usage
d3c082c72 | [Richard Gobeille] Duke3d: fix access to sector[-1] through ps->cursectnum
Geez, I don't think I've seen one of these in years.
a295c2725 | [Richard Gobeille] Duke3d: fix sprites jittering when demo playback is paused
622075011 | [Richard Gobeille] engine: fix copy/paste error in 24e5d5fc15bde29de7d6ced1a919dc76f6a8987e
9a88756d4 | [Richard C. Gobeille] editor: fix floor and ceiling texture corruption issue in 2d3d mode window
0aef664d9 | [Richard Gobeille] engine: fix crash in classic mode voxel rendering
77edda9a2 | [Richard Gobeille] engine: fix shading issue on slopes in classic mode
Apparently broken since 2014!
07fce3559 | [Richard Gobeille] Duke3d: don't allow writing settings.cfg if we haven't tried to read it first
I haven't personally encountered it, but Striker says there's some situation where this can happen if the startup window is aborted in a certain way.
9239f0957 | [Richard Gobeille] animvpx: restore GL state between frames because programs that stream the window contents blow it
f8c567fab | [Richard Gobeille] engine: update miniz
5b2f2977e | [Richard Gobeille] engine: detect a couple situations where a corrupt map could cause a crash
8330594a0 | [Richard C. Gobeille] Duke3d: dead code removal
9d0191c8b | [Richard C. Gobeille] Duke3d: fix crash in controller setup menu if no axes are bound to analog_turning or analog_lookingupanddown
6544e80e3 | [Richard Gobeille] Duke3d: force repeated music changes with shift+f5 to print their track names to the log, strip leading slash
f772f1791 | [Richard Gobeille] audiolib: unfuck WinMM driver
67bd19a8a | [Richard Gobeille] audiolib: make mus_al_postamp a float and change volume calculation in AdLibDrv_MIDI_Service to FP math
Fixes terminx/eduke32#106, more or less.
cdfbceec9 | [Richard Gobeille] Duke3d/audiolib: restore MUSIC_GetSongPosition() and MUSIC_SetSongPosition() and use them in the menu when switching MIDI renderers
042f102ee | [Richard C. Gobeille] Duke3d: clamp menu slider positions to the 0-100 range so values that are out of bounds don't result in stupid looking slidebars with the slider floating off in empty space
604124bc8 | [Richard Gobeille] Duke3d: fix issue with corrupt actor actions in hub map states loaded from savegames made with different CONs
447db6ac4 | [Richard Gobeille] audiolib: address locking issue with 6ce050b4
44b220f15 | [Richard C. Gobeille] Duke3d: minor MenuMouseData_t cleanup that should have been done in commit 97445542
846c2f832 | [Richard Gobeille] Duke3d: don't use autostep_sbw step height when swimming downward underwater
ca377fb98 | [Richard Gobeille] engine: guard polymost sky z-buffer hack behind a cvar
25734ed53 | [Richard C. Gobeille] audiolib: update libxmp-lite
cf6ac7034 | [Richard Gobeille] audiolib: update TinySoundFont to bf574519e601202c3a9d27a74f345921277eed39
ef78dc72b | [Richard C. Gobeille] Duke3d: fix orotscrnang player member
0b7d67980 | [Richard C. Gobeille] Duke3d: add player olook_ang
This adds smoothing to the look left and look right keys.
b2e5587d7 | [Richard C. Gobeille] Duke3d: fix terminx/eduke32#162
This feels like it could break something else, but it seemed OK when testing.
b059713b0 | [Richard Gobeille] audiolib: this probably fixes XA looping, broken by me in 3cbb6adf
c0b011828 | [Dino Bollinger] Engine: Initialize blend to 0 when inserting sprites
This fixes a bug where stale blend values could be transferred over
from a previously loaded map.
d032a9949 | [Pierre-Loup A. Griffais] Polymer: update sectors if visibility changed.
Bugged since forever and would have floors and ceilings stay put when
alt-wheeling in mapster.
70bb998c4 | [Pierre-Loup A. Griffais] Don't compute lights for parallaxed geometry we either won't draw or won't need lights.
This should save a bit of work in the general case with skies, too.
7ea7ebc7d | [Pierre-Loup A. Griffais] engine: polymer: 'fix' texture scale on relative floors
Classic relative scaling apparently had some numerical artifacts related
to length of firstwall. Cribbing the logic added in 6fc6b7d5 in Polymost
along with bumping the precision of the intermediate terms seems to make
it line up fully. Rooftop floor in E1L1 and surrounding ledges are good
test cases for this.
58b10f687 | [Pierre-Loup A. Griffais] engine: polymer: fix angle precision with sector relative tile alignment
0c7079dff | [Dino Bollinger] Engine: fix parsing of voxel definition in error cases
Fixes terminx/eduke32#185
15086e567 | [Dino Bollinger] Duke3D: Fix `unbind` console command not updating the keyboard config
0ca1b0c5a | [Dino Bollinger] Duke3D: Add DUKEWT_CRC to the grpinfo tokens
31f78560f | [Dino Bollinger] Duke3D: Fix two typos in the menu code
Fixes terminx/eduke32#182
a192bf45a | [Dino Bollinger] Duke3D: Re-enable remote activation of viewscreen using yvel of 1
A viewscreen placed in the map with a yvel of 1 will always display
its camera feed if the player is within active range. If set to 0,
the screen will only show the tile on manual activation.
If yvel is 1, and the screen is connected to a camera, it will display
the view of that camera. Otherwise, it will show the view of the
Viewscreen's owner, the direction in which it is looking being
dictated by angle and shade of that sprite.
The xvel of the viewscreen now defines the active range.
If less or equal to 0, the default distance of 8192 is used.
Note that this is currently restricted to one active screen at a time.
Fixes terminx/eduke32#41
e1d9171f6 | [nukeykt] engine: make 512px tall tile checks non inclusive
34e646ed9 | [nukeykt] engine: fix shading of tall tiles in ASM version of classic renderer
RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT
NBlood / Rednukem / PCExhumed - r12441
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fa2e10541 | [sirlemonhead] RedNukem: Update menu code to show gamepad verify prompt buttons when using gamepad
RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT
NBlood / Rednukem / PCExhumed - r12440
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19da175cc | [nukeykt] Blood: eliminate misused DemoRecordStatus usages
RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT
NBlood / Rednukem / PCExhumed - r12439
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6902fc73e | [carnivoroussociety] [Blood] Various fixes from Raze (#504)
* Import Blood fixes from Raze

Renamed kAmmoItemVoodooDoll->kItemAmmoVoodooDoll
Renamed kMissileFireballNapam->kMissileFireballNapalm
Renamed sub_2A620->actRadiusDamage
Renamed sub_2AA94->actNapalmMove
Renamed sub_51340->teslaHit
Renamed sub_5F15C->aiLookForTarget
Renamed sub_4B1A4->checkFired6or7
Renamed sub_4B1FC->CheckWeaponAmmo
Renamed sub_4B2C8->checkAmmo2
Renamed sub_4F0E0->processSprayCan
Renamed sub_4F200->processTNT
Renamed sub_4F320->processProxy
Renamed sub_4F3A0->processRemote
Renamed sub_4F414->processLeech
Renamed sub_4F484->processTesla
Fix tiny Caleb using wrong burning sprite
Don't trigger fall scream after player has died
Fix burning cultists randomly switching type when extinguished in water
Fix burning enemy types not taking damage after burnTime has reached 0
Fix showing incorrect menu when dead during multiplayer session
Don't allow quicksave/quickload hotkeys to function during multiplayer
Added various missing item/ammo types to common_game.h
Fix total secrets sometimes showing less than found secrets (caused by bugged maps)
Reset chase camera state on load save/new level
Set max voices to 256 for Blood (matches menu)
Update old position when triggering teleport sector
Use correct height for player name hitscan
Don't show throw power meter when player is dead
Adjust show weapon height using weapon icon offset data
Adjust show weapon angle for voodoo doll voxel
Fix spray can next/prev weapon switch bug
Fix weapon switch bug when attempting to switch to next/prev weapon before current weapon has completely lowered
Fixed bug state when diving underwater with ignited tnt/spray can
Improved next/prev weapon handling when underwater (matches same behavior as on land)
Update show weapon position for lifeleech/voodoo doll voxels
RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT
NBlood / Rednukem / PCExhumed - r12438
---
94b33fa80 | [sirlemonhead] RedNukem: Remember gamepad aim invert setting and add missing config defaults.
RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT
NBlood / Rednukem / PCExhumed - r12437
---
b7e490bb6 | [sirlemonhead] Redneck Rampage/Rides Again: Fix 'Previous Weapon' command skipping the Teat Gun and Powder Keg weapons
RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT
NBlood / Rednukem / PCExhumed - r12436
---
43c9e2853 | [sirlemonhead] Rides Again: Forwards/Backwards movement with gamepad on boats and motorcycles
241683fbf | [sirlemonhead] RedNukem: Add missing break statement to menu switch
983f16d9a | [sirlemonhead] RedNukem: Tidy game controller bits in config.cpp
c50854908 | [sirlemonhead] Rides Again: Support skipping intro movie with gamepad
87630d3c7 | [sirlemonhead] RedNukem: Update menu input code for gamepad support
ad0aa7032 | [sirlemonhead] RedNukem: Initial gamepad/controller support
RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT
NBlood / Rednukem / PCExhumed - r12430
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bf6c9d9ba | [sirlemonhead] PCExhumed: Move item pickup code out of FuncPlayer() and tidy.
RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT
NBlood / Rednukem / PCExhumed - r12429
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5cdc5bbe2 | [sirlemonhead] PCExhumed: Fix unresponsive weapon cycling when using the mouse wheel
RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT
NBlood / Rednukem / PCExhumed - r12428
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39fc28b6d | [sirlemonhead] PCExhumed: Steam Linux path detection
RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT
NBlood / Rednukem / PCExhumed - r12427
---
25cb252f4 | [Evan Ramos] NBlood: Fix cfg I/O
RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT
NBlood / Rednukem / PCExhumed - r12426
---
55c3cb235 | [sirlemonhead] PCExhumed: Add Steam path detection for PowerSlave (DOS Classic Edition).
RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT
NBlood / Rednukem / PCExhumed - r12425
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d1499ccad | [sirlemonhead] PCExhumed: Add newlines to OSD_Printf() calls in music playback code.
RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT
NBlood / Rednukem / PCExhumed - r12424
---
578c09ef4 | [Evan Ramos] Fixup hmpplay code that uses Nuked OPL3
RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT
NBlood / Rednukem / PCExhumed - r12423
---
9d55cc245 | [Evan Ramos] Merge remote-tracking branch 'eduke32/master'
50795ed5c | [Evan Ramos] Update Nuked OPL3 to latest code
Includes performance improvements identified by icculus.
a7e6571c6 | [Evan Ramos] Clean up stub parsing of game-side defs in the engine
54ac18bcf | [Dino Bollinger] Duke3D: Remove leading period from startdir to fix a bug
With the leading period, the resulting path after Bcorrectfilename() is
applied does not have a leading slash, causing the string comparison with
the defined level filename to fail even if a usermap is part of an episode.
6e394dd1f | [Dino Bollinger] Engine: Plan B for commit b4f633d1, remove the conditional entirely
The previous attempt broke the window at the start of E1L3 of Duke3D.
Whatever this was intended for doesn't work with animated maskwalls.
94c13935b | [Dino Bollinger] Duke3D: Search for usermaps/ folder in grp and zip files
2feec79d1 | [Dino Bollinger] Duke3D: Fix population of newgamecustom entries when visibility changes
a3db60992 | [Dino Bollinger] Engine: Always allow disabling vsync
1b483cb9f | [Dino Bollinger] Duke3D: Fix crash due to oversight with mapinfo mapart
23d7d5549 | [Dino Bollinger] Engine: Extend mapinfo DEF command to support mapart token
Usage:
mapinfo
{
    mapmd4 
    mapart "mapart/testart_XX.ART"
}
The specified path must end with the suffix "_XX.ART" (case-insensitive).
The actual files need to be numbered from "_00.ART" to "_19.ART". Just
like with maphacks, an md4 sum is required.
This allows sharing the same per-map art between multiple levels.
fb789c01d | [nukeykt] engine: correctly render 512px wide tiles in classic mode
b4f633d1b | [Dino Bollinger] Engine: Fix ancient identical branch warning in the Polymer code
849ca9f2f | [Dino Bollinger] Duke3D: Fix 82fcf9f0 because I'm stupid and forgot to close the file
3a767ede4 | [Dino Bollinger] Duke3D: Move updating bpos of player sprites after G_MovePlayers()
Fixes terminx/eduke32#155
ad5e04bf8 | [Dino Bollinger] Mapster32: Allow assigning pals over 127 with ; + P hotkey
8fb91c649 | [Dino Bollinger] Duke3D: Ignore invisible entries for newgamecustom y position
Fixes terminx/eduke32#177
82fcf9f06 | [Dino Bollinger] Duke3D: Fix loading of maphacks when loading a savegame
Fixes terminx/eduke32#173
f3fea8c15 | [Dino Bollinger] Duke3D: Remember last entered subfolder in file select menus
fb350ed20 | [Dino Bollinger] Duke3D: Delete existing dummyplayer sprite if standing on TROR water
Fixes terminx/eduke32#76 and terminx/eduke32#91 (for real this time)
RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT
NBlood / Rednukem / PCExhumed - r12404
---
7f1d6e2df | [sirlemonhead] Blood: Use nblood_cvars.cfg instead of settings.cfg to match other ports.
RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT
NBlood / Rednukem / PCExhumed - r12403
---
d1950ee9c | [nukeykt] Blood: experimental eduke32 rotatesprite smoothing for hud weapons
4cadf5372 | [nukeykt] Blood: use fixed point numbers for noone's qav extension
RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT
NBlood / Rednukem / PCExhumed - r12401
---
f7ea20f6a | [nukeykt] Blood: use fixed point numbers for weapon bob offset
RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT
NBlood / Rednukem / PCExhumed - r12400
---
1ee1f7914 | [nukeykt] Merge remote-tracking branch 'remotes/github/mapedit'
# Conflicts:
#	source/blood/src/nnexts.cpp
2a3b0a048 | [NoOneBlood] Fix max players range check for kModernPlayerControl Add power up control for kModernPlayerControl
RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT
NBlood / Rednukem / PCExhumed - r12398
---
9532de200 | [nukeykt] Blood: fix impact sprite OOB issue
RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT
NBlood / Rednukem / PCExhumed - r12397
---
99897160e | [nukeykt] Blood: fix potential view sprite overflows
RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT
NBlood / Rednukem / PCExhumed - r12396
---
6ab792522 | [nukeykt] Blood: fix view sprites overflow in ROR code
bbb9b82a8 | [nukeykt] Blood: fix OOB issue in aiPatrolSetMarker
08cda43bf | [nukeykt] Blood: fix OOB issue in getDispersionModifier
3b9798481 | [nukeykt] Merge remote-tracking branch 'remotes/github/mapedit'
# Conflicts:
#	source/blood/src/actor.cpp
#	source/blood/src/nnexts.cpp
f32dddf1a | [nukeykt] Merge remote-tracking branch 'remotes/github/mapedit'
# Conflicts:
#	source/blood/src/actor.cpp
#	source/blood/src/nnexts.cpp
RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT
NBlood / Rednukem / PCExhumed - r12396
---
6ab792522 | [nukeykt] Blood: fix view sprites overflow in ROR code
bbb9b82a8 | [nukeykt] Blood: fix OOB issue in aiPatrolSetMarker
08cda43bf | [nukeykt] Blood: fix OOB issue in getDispersionModifier
3b9798481 | [nukeykt] Merge remote-tracking branch 'remotes/github/mapedit'
# Conflicts:
#	source/blood/src/actor.cpp
#	source/blood/src/nnexts.cpp
f32dddf1a | [nukeykt] Merge remote-tracking branch 'remotes/github/mapedit'
# Conflicts:
#	source/blood/src/actor.cpp
#	source/blood/src/nnexts.cpp
RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT
NBlood / Rednukem / PCExhumed - r12395
---
bbb9b82a8 | [nukeykt] Blood: fix OOB issue in aiPatrolSetMarker
08cda43bf | [nukeykt] Blood: fix OOB issue in getDispersionModifier
3b9798481 | [nukeykt] Merge remote-tracking branch 'remotes/github/mapedit'
# Conflicts:
#	source/blood/src/actor.cpp
#	source/blood/src/nnexts.cpp
f32dddf1a | [nukeykt] Merge remote-tracking branch 'remotes/github/mapedit'
# Conflicts:
#	source/blood/src/actor.cpp
#	source/blood/src/nnexts.cpp
RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT
NBlood / Rednukem / PCExhumed - r12393
---
3b9798481 | [nukeykt] Merge remote-tracking branch 'remotes/github/mapedit'
# Conflicts:
#	source/blood/src/actor.cpp
#	source/blood/src/nnexts.cpp
f32dddf1a | [nukeykt] Merge remote-tracking branch 'remotes/github/mapedit'
# Conflicts:
#	source/blood/src/actor.cpp
#	source/blood/src/nnexts.cpp
RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT
NBlood / Rednukem / PCExhumed - r12393
---
3b9798481 | [nukeykt] Merge remote-tracking branch 'remotes/github/mapedit'
# Conflicts:
#	source/blood/src/actor.cpp
#	source/blood/src/nnexts.cpp
f32dddf1a | [nukeykt] Merge remote-tracking branch 'remotes/github/mapedit'
# Conflicts:
#	source/blood/src/actor.cpp
#	source/blood/src/nnexts.cpp
RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT
NBlood / Rednukem / PCExhumed - r12393
---
3b9798481 | [nukeykt] Merge remote-tracking branch 'remotes/github/mapedit'
# Conflicts:
#	source/blood/src/actor.cpp
#	source/blood/src/nnexts.cpp
f32dddf1a | [nukeykt] Merge remote-tracking branch 'remotes/github/mapedit'
# Conflicts:
#	source/blood/src/actor.cpp
#	source/blood/src/nnexts.cpp
RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT
NBlood / Rednukem / PCExhumed - r12393
---
3b9798481 | [nukeykt] Merge remote-tracking branch 'remotes/github/mapedit'
# Conflicts:
#	source/blood/src/actor.cpp
#	source/blood/src/nnexts.cpp
f32dddf1a | [nukeykt] Merge remote-tracking branch 'remotes/github/mapedit'
# Conflicts:
#	source/blood/src/actor.cpp
#	source/blood/src/nnexts.cpp
RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT
NBlood / Rednukem / PCExhumed - r12393
---
f32dddf1a | [nukeykt] Merge remote-tracking branch 'remotes/github/mapedit'
# Conflicts:
#	source/blood/src/actor.cpp
#	source/blood/src/nnexts.cpp
e09e3d0ea | [NoOneBlood] Increase kMaxSuperXSprites from 128 to 512. Fix mirror (ROR) intialization so it won't crash if more than 1024 sectors used. Fix random item generator so items that inherits TX ID won't send command at respawn. Fix for things (400 - 433) that affected by modern physics so it won't return to vanilla physics after getting damage. Fix kTeleportTarget so teleported sprites won't stuck in floors or ceilings. Corpses won't gib as gargoyles anymore (gModernMap).
kModernCondition:
 - remove bool comparison (condCmpb).
 - remove no extra comparison (condCmpne).
 - remove "else if" search at level start.
 - add global (game) conditions type.
 - add more conditions.
 - make error report a bit more informative.
Add more options and damage effects for kModernSpriteDamager.
Add more options for kModernMissileGen and allow to spawn projectile on TX ID sprites location.
Add more options and vertical wind processing for kModernWindGen.
Add more options and effects for kModernEffectGen.
Allow kMarkerDudeSpawn to spawn enemies on TX ID sprites location (gModernMap).
Allow kModernCustomDudeSpawn to spawn dude on TX ID sprites location.
Add Screen and Aim trigger flags for sprites that can be triggered with Sight (gModernMap).
Patrolling enemies:
 - add turn AI state.
 - add "return back" option for path markers.
 - add "turning while waiting" option for markers.
 - make enemies to hear some sounds assuming that player generates and hears it too.
 - add kModernStealthRegion type to affect current spot progress velocity.
 - replace AI's CanMove and aiChooseDirection to a better versions.
 - make flying enemies to not spin around the marker.
 - treat Phantasm as flying enemy!
 - allow to continue patrol when falling in water.
Fix compile warnings
Various minor fixes / cleanup.
RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT
NBlood / Rednukem / PCExhumed - r12391
---
6befdd7f8 | [BSzili] NBlood: fix some UI elements affected by the screen size
RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT
NBlood / Rednukem / PCExhumed - r12390
---
b1373e442 | [sirlemonhead] Duke64: Some RNC decompression code cleanup
RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT
NBlood / Rednukem / PCExhumed - r12389
---
62698de14 | [sirlemonhead] Rides Again: Possible array index by -1 in Proj_DoHitscan(). Added check to prevent this.
RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT
NBlood / Rednukem / PCExhumed - r12388
---
699cecedb | [sirlemonhead] Merge pull request #492 from BSzili/master
NBlood: fix a resource leak in netDeinitialize
3796a8b45 | [BSzili] NBlood: fix a resource leak in netDeinitialize
RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT
NBlood / Rednukem / PCExhumed - r12386
---
e492ebb62 | [nukeykt] Blood: fix misused variable in broadcast mode
RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT
NBlood / Rednukem / PCExhumed - r12385
---
fc2267f8d | [Evan Ramos] Merge remote-tracking branch 'eduke32/master'
348f9f809 | [Evan Ramos] Fixup to libxmp-lite.a removal
RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT
NBlood / Rednukem / PCExhumed - r12383
---
b59832190 | [sirlemonhead] Fix ASAN reported issue where a memory copy could overlap
RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT
NBlood / Rednukem / PCExhumed - r12382
---
c3f29acbf | [sirlemonhead] Remove reference to libxmp-lite.a from build_common property sheet.
RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT
NBlood / Rednukem / PCExhumed - r12381
---
8d3e73898 | [Evan Ramos] Add all NBlood Group ports to `make clean`
d188bb34a | [Evan Ramos] Merge remote-tracking branch 'eduke32/master'
fa1217b27 | [Dino Bollinger] Clean up VoidSW binaries when running 'make clean'
59eaa73dd | [Evan Ramos] Revamp Steam VDF parsing
Fixes terminx/eduke32#148
Fixes nukeykt/NBlood#489
b84dfbd43 | [Evan Ramos] Duke: Fix two erroneous uses of tileGetMapping in network.cpp
76e85d638 | [Evan Ramos] Duke: Fix semantics of G_CheckAdultTile w.r.t. tileGetMapping
c8173407c | [Evan Ramos] Remove prebuilt libxmp-lite.a files
They are unnecessary and unused.
RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT
NBlood / Rednukem / PCExhumed - r12374
---
662ec852c | [sirlemonhead] Fix running Debug x64 builds with ASAN in Visual Studio
RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT
NBlood / Rednukem / PCExhumed - r12373
---
4d9a00f96 | [BeWorld] Fix variable
RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT
NBlood / Rednukem / PCExhumed - r12372
---
fa990acc9 | [sirlemonhead] Fix issues preventing building of previous commit, 869d85e
RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT
NBlood / Rednukem / PCExhumed - r12371
---
869d85ea1 | [Evan Ramos] Merge remote-tracking branch 'eduke32/master'
3191b5f41 | [sirlemonhead] SW: Scroll through command history in the same order as original release of the game.
1a120803e | [sirlemonhead] SW: Simplify game's command history to remove a bunch of strcpy()s. Also fixes ASAN error.
9b7bd5ad7 | [Dino Bollinger] Duke3D: Prevent double allocation of qputs strings inside a switch.
Fixes terminx/eduke32#102
2b4fa55fb | [sirlemonhead] SW: Prevent invalid array access in drawoverheadmap()
df7d573e1 | [Dino Bollinger] Duke3D: Do not apply crouch speed modifier when shrunk
Fixes terminx/eduke32#108
39ac4bc84 | [Dino Bollinger] Duke3D: Replace klabs(x) with max(0, x) in overhead sprite computation
Fixes terminx/eduke32#139
458cfc8e9 | [sirlemonhead] SW: Wrap index to sintable with NORM_ANGLE() in PlayerOnLadder() to prevent overflow.
6733535fe | [sirlemonhead] SW: Don't allow backspacing on an empty text input buffer
73aac5b2d | [Dino Bollinger] Duke3D: Disable midi driver menu items when music is off
Changing the values while the music is off is not supposed
to be possible. Disable the menu items for consistency.
b10f9112e | [Dino Bollinger] Engine: Fix problems when changing renderer after having seen a mirror
If the player saw a mirror at some point while playing in Polymer,
his view would get messed up on changing renderer. This fixes that.
Fixes terminx/eduke32#49 and terminx/eduke32#50
1c63be27c | [Dino Bollinger] Duke3D: Do not spawn the dummyplayer sprite when standing on TROR water
Fixes terminx/eduke32#76 and terminx/eduke32#91
1d13a4d4c | [Dino Bollinger] Duke3D: Fix bug that prevents active enemies from crushing the player
Fixes terminx/eduke32#53
028928223 | [Dino Bollinger] Duke3D: Fix usermap not reloading properly after opening newgame menu
Fixes terminx/eduke32#63
d89344059 | [Dino Bollinger] Duke3D: Fix ST 30 sectors playing the wrong sound after save load
Fixes terminx/eduke32#75
f4ec044ea | [Dino Bollinger] Duke3D: Fix GTK window searching wrong path for custom game directories
Also made it respect the user_profiles_disabled file.
Fixes terminx/eduke32#73
891bbb927 | [Dino Bollinger] Alter modeline that causes Vim to complain
ddb266f07 | [Dino Bollinger] SW: Clean up boss music code. Remove unnecessary calls and checks
a29f2436d | [Richard C. Gobeille] mact: don't attempt to decode animation frames at offsets beyond the end of the current page
184e64e76 | [Richard C. Gobeille] Duke3d: make MenuAnimation_t start member uint32_t, remove menu animation reset hacks from demo playback
065284b2f | [Dino Bollinger] SW: Fix Wangulator crashing on launch
65c6a359c | [sirlemonhead] SW: When loading a level from the main menu, try play a wave/redbook music track
a7381d00c | [Richard C. Gobeille] engine: revise ae52bec9e6735770c752e9db538e0eb1782a7daa
8faeab611 | [Dino Bollinger] Mapster32: log application parameters
a1fe4ce21 | [Dino Bollinger] Duke3D: Fix RADLOGO not having the sounds of cineov3
This is required for DukeDC's ending sounds to play.
Fixes terminx/eduke32#12
cd768b4ed | [Richard C. Gobeille] Duke3d: uncomment DYNTILEREMAP_ENABLE, oops
f10a3d972 | [Richard C. Gobeille] Duke3d: rework actor zsum invalidation, skip getzrange for floor sprites in A_CheckNeedZUpdate()
Fixes terminx/eduke32#157
87711a7be | [Richard C. Gobeille] Duke3d: enable camera smoothing when setting player angles from script
Fixes terminx/eduke32#146
ad8def49f | [Richard C. Gobeille] Duke3d: animate menus independently from totalclock
Fixes terminx/eduke32#83
1bc4006f1 | [Richard C. Gobeille] engine: apply 88f90a19 to SDL 1.2 builds
307b51de4 | [Richard C. Gobeille] Duke3d, engine: hijack unused parameter passed to videoShowFrame()
A value of -1 now indicates that the GL state should be preserved.
This is used to fix terminx/eduke32#159
6144f3be2 | [Richard C. Gobeille] engine: fix warnings introduced by e0ee1bfe
f42e32adb | [Dino Bollinger] Duke3D: Update g_animPtr before and after cutscene loops
This will allow all CUTSCENE events to use the ifcutscene command.
Before, only EVENT_CUTSCENE for ANM files could use it.
8d1510221 | [Daniel Gurney] Fix ARM64 Windows build by updating SDL
33e98f55a | [sirlemonhead] SW: Set correct user volume when playing non midi music tracks
d34f542a8 | [Richard C. Gobeille] Duke3d: fix stupid typo/copy & paste error
08e1ac98b | [Richard C. Gobeille] engine: update to SDL 0c4ac33a on Windows
2e8ac3f9c | [Richard C. Gobeille] Revert "Duke3d: MASTERSWITCH counting down before activation blocks re-triggering switches"
This reverts commit 33d4dc3d3f1ff041491ac61a72076a36dcf4572c.
5857f70f1 | [Richard C. Gobeille] engine: fix Polymer rotatesprite texture clamping
Fixes terminx/eduke32#150
6ce050b43 | [Richard C. Gobeille] audiolib: replace linear search for voices by handle with a table
88f90a193 | [Richard C. Gobeille] engine: fix Discord streaming issue
Fixes terminx/eduke32#152
ae52bec9e | [Richard C. Gobeille] engine: remove wrappers around glBindTexture() and glActiveTexture() in favor of explicitly calling polymost_activeTexture() and polymost_bindTexture()
This is better for clarity, I think.
1d10d93d6 | [Richard C. Gobeille] Remove jwzgles stuff from Visual Studio project
d3746e924 | [Richard C. Gobeille] Duke3d: break from CON while loops on VM_RETURN
This should fix terminx/eduke32#16
37da4ebfe | [Richard C. Gobeille] engine: add missing check for r_useindexedcolortextures cvar in polymost_usetileshades()
Fixes terminx/eduke32#153
e0ee1bfe3 | [Richard C. Gobeille] engine: #ifdef out "POLYMOST2" stuff
dcdde6cfe | [Richard C. Gobeille] engine: allocate yax_vsp[] on heap according to map requirement
eb13ca38f | [Richard C. Gobeille] engine: fix usage of GrowArray for osdstrings
9fcccd073 | [Richard C. Gobeille] engine: fix allocator mismatch in GrowArray
d4e36c4f8 | [Richard C. Gobeille] Update Visual Studio projects
Debug is now configured to use AddressSanitizer on 64-bit, and various other build options have been made uniform with each other across all projects. This means 64-bit debug builds built with Visual Studio will only run if the VS ASan dlls are in your PATH, but I believe this is fine as we don't distribute any VS builds.
bc4358b12 | [Richard C. Gobeille] Duke3d: virtual address space bandaid fix
I didn't test this.
691e3fc19 | [Richard C. Gobeille] engine: MSVC build fix
1c760288c | [Richard C. Gobeille] Duke3d: revise dynamic tile mapping
180bede4c | [Richard C. Gobeille] Duke3d: fix overlapping strcpy in startup window
e8470bd29 | [Richard C. Gobeille] Duke3d: CON control over player height and other properties
You're gonna have to talk to me or read the source for full details on usage, sorry. These are also all still liable to change in future builds, either in name or in functionality.
4fdd8dc8c | [Richard C. Gobeille] Duke3d: per-player gravity control through .gravity member of player struct
The default value is 256 (GRAVITATIONALCONSTANT value from USER.CON + 80).
fc8230b54 | [Richard C. Gobeille] Duke3d: add left and right triggers to controller button setup menu, hide start button
37622870d | [Richard C. Gobeille] Duke3d: controller hotplug fixes
78864da31 | [Richard C. Gobeille] Duke3d: controller setup menu cleanup
This is still technically a work in progress, but it's at the point where it's definitely better than things were before.
3b3cd0e0a | [Richard C. Gobeille] Duke3d: aim assist for game controllers
A helpful side-effect of this commit is that several of the previous changes to how screen re-centering etc work can now be deterministic again, which somewhat fixes demo recording and playback. For now, recording a demo will limit input to the game tickrate like it did in the old days.
a57a6e1a5 | [Richard C. Gobeille] engine: update to SDL 814285d6 on Windows
9f75af111 | [Richard C. Gobeille] engine: FORCE_INLINE getclipmask()
d62782030 | [Richard C. Gobeille] engine: __fastcall ksqrt(), move ksqrtasm_old()
d8422c4f1 | [Richard C. Gobeille] engine: remove getkensmessagecrc()
It's beyond useless at this point and nobody ever even ported the assembly to C. I left the actual kensmessage string because I didn't want to remove a copyright declaration from the source code.
3c908cc57 | [Richard C. Gobeille] engine: rename clip_nsqrtasm() -> ksqrt_inline() since that's literally what it is
This is possibly a good candidate for outright deletion.
388457bba | [Richard C. Gobeille] engine: I can think of zero reasons for these to be templates
27c3b5ec8 | [Richard C. Gobeille] engine: don't inline ksqrtasm_old()
a16687ab1 | [Richard C. Gobeille] engine: tweak/"optimize" the C version of nsqrtasm()
Disassembly of the tweaked version versus the original is very similar, but MSVC doesn't seem to want to inline the original version without forcing it. I tested the performance of the change under GCC using a very large loop and the results were in favor of the tweaked version by a negligible margin. FORCE_INLINE was added after the fact.
7d7c1c69c | [Richard C. Gobeille] Duke3d: minor A_GetClipdist() rework
This shouldn't have any impact whatsoever on gameplay. The point was simply to eliminate branches that arrive at the same result, and reduce function calls for cases where they aren't needed (i.e. calling A_CheckEnemySprite() for sprites that are STAT_PROJECTILE).
814a94626 | [Richard C. Gobeille] Duke3d: address a possible performance issue with the newer swing door changes
e8f445f21 | [Richard C. Gobeille] engine: move wallength() helper function from editor into engine
93e249fe7 | [Richard C. Gobeille] Duke3d: fix incorrect sound_t struct member type
This didn't really affect anything because this functionality isn't exposed to CON yet.
4a5e1dbca | [Richard C. Gobeille] Duke3d: boost projectile velocity by the velocity of the projectile's owner when PROJECTILE_MOVED is unset
This is a hack intended to fix an issue introduced back in SVN r7409, where the reduced speed of a projectile during its first tic (required for fixing the issues with projectiles passing through ledges immediately in front of the player) could inadvertently allow the player to do stuff like SR50 into their own RPGs.
8ef01860b | [Richard C. Gobeille] Duke3d: remove unneeded argument from A_GetClipdist()
e4edbb172 | [Richard C. Gobeille] Duke3d: change A_MoveSprite() from taking a ptr to a ref for read-only vector data
cfe32090a | [Richard C. Gobeille] Duke3d: fix hiccup in movement at internal CAMERA1 panning transition points
The way this code works is pretty weird. It seems like the movement hiccup here was caused by intentionally skippping the state of the camera where pData[1] == 0, but I can't find anything else in the code that depends on the value of this field for CAMERA1, and fixing the hiccup causes no issues in any of the setups with panning cameras that I looked at for testing.
2f920c9c7 | [Richard C. Gobeille] Duke3d: smooth security camera view angle
88f1e53cb | [Richard C. Gobeille] engine: update SDL to db5cd8c6 on Windows
b815dca81 | [Richard C. Gobeille] Duke3d: improve menu navigation with controller analog stick
529fb65c9 | [Richard C. Gobeille] Duke3d: fix application of y axis for controllers
This shouldn't depend on the variable turning rates imposed by having run mode enabled or not.
03f813941 | [Richard C. Gobeille] audiolib: don't allow SDL to change the change the playback frequency from what was requested
This sounds good in theory, but in practice it can lead to playback rates beyond what is allowed in the menu and beyond what is supported by e.g. libxmp-lite.
a412a7c8e | [Richard C. Gobeille] Duke3d: simplify menu options to reset the controller layout to default, tweak default layout
76bc19e2e | [Dino Bollinger] Prevent negative bases for powf in videoSetGamma()
Otherwise causes NaN results. Not sure if this algorithm is even doing
what it's supposed to do, but this makes the color correction somewhat
functional again.
ec11cbc72 | [sirlemonhead] SW: Play the theme song at the user's specified volume level
39e8f1852 | [Dino Bollinger] SW: Fix commandline parameter inconsistencies and errors.
45e167f6d | [Dino Bollinger] Duke3d: Fix typo in G_CheckActivatorMotion()
189ed2930 | [Richard C. Gobeille] Duke3d: fix warnings in EDUKE32_STANDALONE build
7784da28d | [Richard C. Gobeille] Amend library build instructions to specify --disable-libc for SDL and remove instructions for SDL_mixer
b0b2ac9bf | [Richard C. Gobeille] engine: update SDL to e13b43ac on Windows
dec2f8b70 | [Richard C. Gobeille] Duke3d: move player jumping_counter check
33d4dc3d3 | [Richard C. Gobeille] Duke3d: MASTERSWITCH counting down before activation blocks re-triggering switches
97620ffbc | [Richard C. Gobeille] Duke3d: remove STATIC prefix from the CON dynamic label preprocessor definitions because it's ugly
This also adds bounds checking to the DYNAMICSOUNDMAP and DYNAMICTILEMAP macros, and reduces the size of the corresponding arrays to something more reasonable.
b4e32467f | [Richard C. Gobeille] Duke3d: preprocessor definitions for extbits, bump extbits up to uint32_t
c7b180ecf | [Richard C. Gobeille] Duke3d: preprocessor definitions for a couple more hard-coded constants
9f7b817b9 | [Richard C. Gobeille] Duke3d: fix a minor refactoring error in the player falling code
I don't think this broke anything, but I noticed it when working on the player height stuff.
bcc1cb0db | [Richard C. Gobeille] engine: update to SDL 2af3f64e on Windows
da291bb1e | [Richard C. Gobeille] Update gamecontrollerdb.txt
bad1649c0 | [Richard C. Gobeille] Duke3d: revise 06d30fafbcac5fb3b3e9b0ea74bf2906cabc7567
15b657827 | [Richard C. Gobeille] engine: move crc16 functions into main engine definitions
52d445555 | [Richard C. Gobeille] editor: artdump tile range support
36416d20d | [Richard C. Gobeille] engine: fix sloped sprite drawing error
fa750c6db | [Richard C. Gobeille] Duke3d: expose gotsector[] to CON for checking to see if a particular sector was drawn during the last frame
f66d2f34e | [Richard C. Gobeille] engine: update gotsector[] in polymer_drawsector()
f6ee47e2b | [Richard C. Gobeille] Duke3d: first pass at implementing rotatesprite position interpolation for the weapons and hands and whatnot
f898677f2 | [Richard C. Gobeille] engine: RS_FORCELERP overrides flags check
b924fabe0 | [Richard C. Gobeille] engine: basic support for rotatesprite position interpolation
This is only really in the engine to avoid codedup across all supported games.
8f6358260 | [Richard C. Gobeille] Mapster32: fix drawing bug with highlighted sectors in 2d mode
55d3b5a28 | [Richard C. Gobeille] Duke3d: update SE enums
fbf4ab594 | [Richard C. Gobeille] Duke3d: ACTIVATOR/MASTERSWITCH parity for SE2, SE3, SE18, SE21, SE31, SE32, and SE36
6111ca311 | [Richard C. Gobeille] Duke3d: remove added distance check from sound playback
This fixes a longstanding bug with the TELEPORTER sound. Unfortunately, I no longer remember what problem this distance check was added to address.
645941b8f | [Richard C. Gobeille] Duke3d: change goofy picnum check I didn't like
ec133d2c2 | [Richard C. Gobeille] Duke3d: pal 23 MASTERSWITCH repeat activation
ab07a4d3a | [Richard C. Gobeille] engine: force feedback support for SDL backend
This is most of the work to support force feedback (rumble) for controllers, but it isn't hooked up to anything yet. Your controller will rumble once during game startup.
0578f9003 | [Richard C. Gobeille] Duke3d: reclaim a ridiculous amount of wasted space in the player struct
This converts the storage for LOOGIE sprite coordinates to vec2_16_t and reduces the storage to 6 sets of coordinates, the max the game uses.
c02417145 | [Richard C. Gobeille] Duke3d: experimental game controller tweak to level the player's view while moving
c435ccbf5 | [Richard C. Gobeille] Duke3d: experimental game controller tweak to weight aiming movement toward whichever axis has the highest input
Enable with the 'in_joyweight' cvar. Values are 1-10, 0 for disabled.
07ac4ecc4 | [Richard C. Gobeille] engine: print game controller s/n to log when initializing controller
9221df25d | [Richard C. Gobeille] mact: minor formatting/cleanup
cc7d7b21d | [Richard C. Gobeille] Duke3d: hide buttons missing from the current controller in the controller setup menu
1c9f53685 | [Richard Gobeille] engine: game controller hotplug support
de0ed7125 | [Richard C. Gobeille] Duke3d: don't show button double press options for controllers in the menu
The support will remain internally, but these aren't useful for the vast majority of users using modern controllers, serving only to overwhelm them with options that are of limited use. This has the bonus of letting the entirety of the standard Xbox controller's buttons fit on one screen without scrolling.
ad6bcb7d5 | [Richard C. Gobeille] engine: add joyHasButton() function to determine whether a controller has a particular button or not
This is needed because not all controllers supported by SDL's game controller API support all buttons exposed by said API, leaving gaps between valid button indexes.
3cd951d7f | [Richard C. Gobeille] Duke3d: reduce default joystick dead zone
d58318a39 | [Richard C. Gobeille] mact: double MAXCONTROLVALUE to effectively increase the max controller axis sensitivity
b2ed09c8a | [Richard C. Gobeille] Duke3d: useless cleanup change to A_DoProjectileEffects()
6cbbf2d91 | [Richard C. Gobeille] Duke3d: increase default scale/sensitivity of the x axis on the right analog stick
7f8532c26 | [Richard C. Gobeille] Duke3d: fix inconsistent controller analog stick input with fluctuating framerate
aba6343b8 | [Richard C. Gobeille] engine: add user-friendly names for the rest of the controller buttons exposed by SDL 2.0.14
c974c5cfb | [Richard C. Gobeille] engine: cap joystick .numAxes and .numButtons to the highest index actually valid for the current controller
Since there's no function to just return the number of valid axes and buttons, I suspect SDL expects us to keep track of which indexes are valid ourselves as the range of valid values may not be contiguous. We aren't doing that yet.
9326d7a32 | [Richard C. Gobeille] Duke3d: add nullptr checks for joyGetName() return values
e5f900e9e | [Richard C. Gobeille] engine: don't return NULL in joyGetName() for valid axes and buttons
Instead, return SDL_GameControllerGetStringForAxis()/SDL_GameControllerStringForButton() for axis and button indexes beyond what is provided by axisStrings[]/buttonStrings[].
115f75158 | [Richard C. Gobeille] engine: update to SDL 2.0.14 on Windows
The ARM64 Windows libraries still need a rebuild.
a3dbdea4a | [Richard C. Gobeille] Duke3d: revise a359877b2a01182f06e1db910c660a654a0727a2
83278aecf | [Richard C. Gobeille] engine: vector type equality operators
7ee31baaf | [Richard C. Gobeille] engine: expand "toggle" console command to also work for cycling through a cvar's allowed range
50f2590b4 | [Richard C. Gobeille] Duke3d: remove extraneous actor bpos updates
These sprites are covered by G_RecordOldSpritePos().
186470142 | [Richard C. Gobeille] Duke3d: fix loogie display bug
8e28ea254 | [Richard C. Gobeille] Duke3d: fix mouse input regression
0072a8ce8 | [Richard C. Gobeille] Duke3d: this isn't necessary because these can never return null...
97445542a | [Richard C. Gobeille] Duke3d: sort menu mouse button setup entries differently and throw the data into a struct
b1629dc7a | [Richard C. Gobeille] engine: slightly simplify texcache_calcid()
It's still terrible.
6e87c186b | [Richard C. Gobeille] engine: update lz4 to a8e888774a5fd2563e6e085e7274465175696476
bb429e8f2 | [Richard C. Gobeille] editor: clamp m32script line drawing color range to 255 instead of 15
c9503fc49 | [Richard C. Gobeille] editor: handle negative color indexes for m32script printext16 the same as the line drawing commands
2363635c2 | [Richard C. Gobeille] engine: bump MAXYDIM to 4320 and fix two marginally related assertions in dorotatesprite()
Note that MAXXDIM and MAXYDIM only really control which video modes will be added to the list of available modes found in the startup window and in-game menu, and that the engine itself hasn't had an arbitrary limit imposed on which resolutions are actually supported for a while now.
6c1e7f6fe | [Richard C. Gobeille] Always pass -latomic when linking on Linux, no longer conditional on IMPLICIT_ARCH
d7bf4d129 | [Richard C. Gobeille] engine: print warning to console when loading maps that contain extra data appended to the end of the file
I think TekWar is the only game that did this, but it's worth detecting since it means even simply re-saving those maps without purposeful changes will break them.
44164e591 | [Richard C. Gobeille] engine: fix backwards EDUKE32_NO_XINPUT getenv check...
ae004ec70 | [Richard C. Gobeille] Duke3d: add ZOFFSET7 preprocessor definition for another hard-coded height offset
fa0c33eeb | [Richard C. Gobeille] Duke3d: demo recording crash fix
Note that this does not fix the player input issue.
fdafd724e | [Richard C. Gobeille] Duke3d: SE_11_SWINGING_DOOR improvements
2207d1f34 | [Richard C. Gobeille] engine: default value for last argument to addclipline()
7974b5428 | [Richard C. Gobeille] engine: change first argument passed to clipinsidebox() to pass by value instead of a ptr, remove separate clipinsidebox() implementation in favor of clipinsideboxline()
71abac33e | [Richard C. Gobeille] engine: fix clipping issue where the player could get squished between a 2-sided blocking wall sprite and a wall in rare instances
438238474 | [Richard C. Gobeille] engine: don't allow pushmove() to push anything out of bounds
b1f476642 | [Richard C. Gobeille] editor: the VS debugger says this is used uninitialized but it's not
Shut up, VS debugger.
7225643e3 | [Jordon Moss] Fix undefined behavior/potential OOB access in ST_21_FLOOR_DOOR. g_AnimateGoal does not take a sector number, it takes an animation index, and caps at 1024, not 4096.
68a114854 | [Jordon Moss] Added seed_krand(int32_t* seed), a function for performing RNG that reads from and writes to a custom seed pointer.
c38987bbb | [Jordon Moss] Move S_DefineSound, S_DefineMusic, and S_DefineAudioIfSupported out of game.cpp and into sounds.cpp, and made CON_DEFINESOUND use S_DefineSound, reducing code duplication.
2d6473e4f | [Dino Bollinger] Duke3D: Fix default SE26 speed if no GPSPEED tile is present.
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NBlood / Rednukem / PCExhumed - r12211
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a1689a4f5 | [sirlemonhead] Merge pull request #485 from BSzili/master
NBlood: fix building without NOONE_EXTENSIONS
3ea59313c | [BSzili] NBlood: fix building without NOONE_EXTENSIONS, small cleanup
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NBlood / Rednukem / PCExhumed - r12209
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f33fa70a4 | [sirlemonhead] Merge pull request #484 from BSzili/master
NBlood: Human readable names for some enums
d6ac055df | [BSzili] NBlood: VECTOR_TYPE human readable names
c75f34a39 | [BSzili] NBlood: DAMAGE_TYPE human readable names
1d596fb13 | [BSzili] NBlood: VIEW_EFFECT human readable names
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NBlood / Rednukem / PCExhumed - r12205
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25d08f8ab | [sirlemonhead] EWitchaven: Add the GOG path detection for Witchaven 1 and 2 for now
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NBlood / Rednukem / PCExhumed - r12204
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9caafc566 | [sirlemonhead] Merge pull request #481 from CommonLoon102/cl102/remove-atexit
Remove atexit from everywhere
520e99cc7 | [CommonLoon102] engine: move enet deinit to game
b71924bf3 | [CommonLoon102] audiolib: remove unnecessary assignment of NULL
e42530a94 | [CommonLoon102] update enet initialization state flag after deinitializing
917ce2b67 | [CommonLoon102] audiolib: remove atexit
53beac6ef | [CommonLoon102] enet: remove use of atexit
93601badc | [CommonLoon102] Remove commented out atexits
10882f719 | [CommonLoon102] engine: move uninitsystem() into engineUnInit and remove atexit
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NBlood / Rednukem / PCExhumed - r12196
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cc2774ffd | [sirlemonhead] Merge pull request #479 from CommonLoon102/cl102/cred-file-load-fix
Blood: search for the credit videos in the movie folder too
16045c746 | [CommonLoon102] Blood: search for the credit videos in the movie folder too
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NBlood / Rednukem / PCExhumed - r12194
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ab1984d8f | [sirlemonhead] Merge pull request #430 from nukeykt/mapedit
Mapedit
50f5e0312 | [NoOneBlood] Merge branch 'master' of https://github.com/nukeykt/NBlood into mapedit
285058f87 | [NoOneBlood] Remove viewSetSystemMessage() when setting dude flags via command
6f786cf1b | [NoOneBlood] Use dude physics as base for debris physics Remove dude flags commands Update kModernSlopeChanger Add stealth dude flag Update for sector pause/continue motion
8cffbe540 | [NoOneBlood] - Fixed getPlayeById() function in multiplayer. - Fixed debris physics flags was not properly reset on level restart. - Added new modern type "kModernSlopeChanger" that can manipulate sector and sprite slopes. - Allow to drop items and keys for players in multiplayer (gModernMap only). - Added event commands to manipulate dude flags. - Patrol enemies (xsprite.dudeFlag4, gModernMap only):   - Added path markers following.   - Added stealth mechanics.   - Added spot target progress bar.   - Added alarm dude flag.   - Added blind dude flag.   - Added deaf dude flag.   - Added conditions for kModernCondition related to patrol enemies. - kModernDamager can work like generator and damage anyone in sectors or in map. - kSectorDamage is not does the damage if in Off state (gModernMap only). - Additional options kModernSeqSpawner. - Effects that created with kModernEffectSpawner now inherits offset of the sprite. - Added kCmdSectorMotionPause and kCmdSectorMotionContinue event commands that allows to pause or continue sector motion (gModernMap only, WIP). - Various minor fixes.
a6e174f29 | [NoOneBlood] Merge branch 'master' of https://github.com/nukeykt/NBlood into mapedit
345d2f954 | [NoOneBlood] - Disable STD random for autobuilds - kModernEffectGen: fix getting middle of the sprite
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NBlood / Rednukem / PCExhumed - r12187
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21cea950a | [sirlemonhead] Merge pull request #474 from BSzili/master
PCExhumed: improved precache
30583363f | [Szilárd Biró] PCExhumed: improved precache
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NBlood / Rednukem / PCExhumed - r12185
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7b25ce9a6 | [sirlemonhead] Merge pull request #473 from BSzili/master
PCExhumed: Add a crosshair
1abadb6f1 | [Szilárd Biró] PCExhumed: Add a crosshair
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NBlood / Rednukem / PCExhumed - r12183
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cdf833ff8 | [sirlemonhead] Merge pull request #469 from CommonLoon102/cl102/key7
Blood: Fix key 7 related crash
5efd91ec4 | [CommonLoon102] Blood: Fix key 7 related crash
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NBlood / Rednukem / PCExhumed - r12181
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8b85cbe46 | [sirlemonhead] Merge pull request #463 from BSzili/master
PCExhumed: Give some struct fields human readable names
0c21c3609 | [Szilárd Biró] PCExhumed: Name the Switch struct pause field
b7fccd991 | [Szilárd Biró] PCExhumed: Wasp struct human readable field names
98a73832e | [Szilárd Biró] PCExhumed: BlockInfo human readable field names
41a9288cf | [Szilárd Biró] PCExhumed: Give the Player struct fields human readable names
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NBlood / Rednukem / PCExhumed - r12176
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82028271d | [nukeykt] Merge remote-tracking branch 'remotes/eduke32/master'
fe2bcb7b5 | [NY00123] Duke3D: Process empty skill name definitions as if they were " ". Fixes assertion failure with Suburbs TC.
d85d0e070 | [NY00123] Duke3D: Comment out writes of unused values to k while preparing the skill menu
b177c05ae | [NY00123] Duke3D: Fix buffer overflows with parsing out of range strings in CON files
a2d4c2794 | [Evan Ramos] Duke3D: Factor out display math common to Knee, Knuckles, Access, Tip
0c81bc8c6 | [Evan Ramos] Duke3D: Simplify P_DisplayAccess a little bit
283c4f146 | [Evan Ramos] Duke3D: Minor cleanup to FLAMETHROWER_WEAPON draw code
fa9e9de42 | [Evan Ramos] Duke3D: Fix avel and horz input getters to use fix16_to_int
b7d4ae3a5 | [Dino Bollinger] Fix another per-map tile regression that could cause tiles to fail to load
d2ee87aea | [Jonathon Fowler] SW: Fix Lo Wang's Rap from being skipped at endgame
The song should play once before returning to the menu, so the 'loop'
parameter needs to be honoured within PlaySong() too.
Fixes #35
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NBlood / Rednukem / PCExhumed - r12166
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6980e8b35 | [CommonLoon102] Fix next/prev weapon
RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT
NBlood / Rednukem / PCExhumed - r12165
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542caa41c | [CommonLoon102] fix vanilla case
30088482a | [CommonLoon102] Do not put away lighter if TNT was selected while throwing a spray can.
7230b562e | [CommonLoon102] Do not put away lighter after TNT is thrown if while throwing the weapon was switched already to spray.
b2da24fff | [CommonLoon102] Fix bug when switching to another weapon from the spray while firing with primary fire won't switch to the new weapon. And telling Caleb not to put away his lighter if the spray is being switched to TNT.
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NBlood / Rednukem / PCExhumed - r12161
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421d8532a | [sirlemonhead] Merge pull request #460 from BSzili/master
PCExhumed: Demo recording big endian fix
e7a87a9a8 | [Szilárd Biró] PCExhumed: Demo recording big endian fix
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NBlood / Rednukem / PCExhumed - r12159
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e28976b68 | [nukeykt] Blood: replicate DOS Blood volume calculation quirk in sndStartSample
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NBlood / Rednukem / PCExhumed - r12158
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e5f421cac | [Szilárd Biró] NBlood: Fix the NETCODE_DISABLE build (#456)
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NBlood / Rednukem / PCExhumed - r12157
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34ade176f | [sirlemonhead] PCExhumed: demo playback/record handling improvements
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NBlood / Rednukem / PCExhumed - r12156
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56177e043 | [sirlemonhead] Merge pull request #455 from fhomolka/witchaven_code_cleanup
EWitchaven: minor code cleanup
ebaaa6e03 | [Filip Homolka] Merge branch 'master' into witchaven_code_cleanup
c93bad1ed | [Filip Homolka] EWitchaven: Witchaven doesn't need to care about other games in it's searchpathtypes
c3167b477 | [Filip Homolka] EWitchaven: additional macros and cleanups
3192c1fd4 | [Filip Homolka] Merge remote-tracking branch 'upstream/master' into witchaven_code_cleanup
4f6a50742 | [Filip Homolka] Merge remote-tracking branch 'origin/witchaven_code_cleanup' into witchaven_code_cleanup
857965abe | [Filip Homolka] EWitchaven: replaced some of the magic numbers with definitions, replaced some of the integers used as booleans to boolean
9c1e26389 | [Filip Homolka] replaced some of the magic numbers with definitions, replaced some of the integers used as booleans to boolean
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NBlood / Rednukem / PCExhumed - r12148
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ff093c7a7 | [sirlemonhead] EWitchaven: Black out the visible 3D game area at screen sides when viewing the menu
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NBlood / Rednukem / PCExhumed - r12147
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a02c4051b | [sirlemonhead] EWitchaven: Use ewitchaven.cfg and ewitchaven_cvars.cfg for config saving
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NBlood / Rednukem / PCExhumed - r12146
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4e7123558 | [sirlemonhead] ETekWar: Use etekwar.cfg and etekwar_cvars.cfg for config saving
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NBlood / Rednukem / PCExhumed - r12145
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be8664e35 | [Evan Ramos] Merge pull request #453 from BSzili/master
PCExhumed: Exhumed Demo support
31013e7c7 | [Szilárd Biró] PCExhumed: Exhumed Demo support
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NBlood / Rednukem / PCExhumed - r12143
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70f186bcd | [Evan Ramos] Merge pull request #452 from BSzili/master
PCExhumed: added waloff checks before tileLoad calls
0f0e749ff | [Szilárd Biró] PCExhumed: added waloff checks before tileLoad calls
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NBlood / Rednukem / PCExhumed - r12141
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60f9e42ab | [sirlemonhead] PCExhumed: Use better 3rd person camera implementation
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NBlood / Rednukem / PCExhumed - r12140
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5c3ae24a5 | [sirlemonhead] Merge pull request #450 from BSzili/master
PCExhumed: Don't try to open the CD track every frame
f4e54ce3e | [Szilárd Biró] PCExhumed: Don't try to open the CD track every frame
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NBlood / Rednukem / PCExhumed - r12138
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4988e5cf6 | [Evan Ramos] Update build.yml
RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT
NBlood / Rednukem / PCExhumed - r12137
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563f61f62 | [Evan Ramos] Merge remote-tracking branch 'eduke32/master'
421b54a8a | [nukeykt] Polymost: fix transparent floor/ceiling double drawing
9d549534d | [Evan Ramos] Fix typos in FLAMETHROWERFLAME code
b265b855e | [Dino Bollinger] Fix a regression that could lead to crashes with per-map tiles
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NBlood / Rednukem / PCExhumed - r12133
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e2b6d2561 | [Evan Ramos] Merge remote-tracking branch 'eduke32/master'
dd8c088fb | [Evan Ramos] Ensure that cvars adjusting sound settings re-initialize what they need to
9ee394fb8 | [Evan Ramos] Don't set the r_useindexedcolortextures cvar to 0 when enabling filtering
The cfg file should reflect the user's preferences even if the features
don't take effect. The cvars' descriptions document the incompatibility
that is happening.
71782260f | [Evan Ramos] Clarify the descriptions of conflicting renderer cvars
- r_texfilter
- r_anisotropy
- r_useindexedcolortextures
0f77f5df8 | [Evan Ramos] Re-enable the r_texfilter cvar
525828c43 | [Evan Ramos] Apparently aarch64 sometimes needs -latomic too, contrary to my own testing
a32832192 | [Richard C. Gobeille] editor: add drawline256 command for scripting
1f0bc1748 | [Richard C. Gobeille] engine: vec2_t linetype
371ba6096 | [Richard C. Gobeille] engine: bump MICROPROFILE_STACK_MAX to 128
I hit an assertion at 64.
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NBlood / Rednukem / PCExhumed - r12124
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da139c22b | [sirlemonhead] PCExhumed: 2D Map enhancements - bigger discovery range, scroll mode, show towers cheat markers and player pic.
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NBlood / Rednukem / PCExhumed - r12123
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d694cf02b | [sirlemonhead] PCExhumed: Tidy player and gun code a bit.
RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT
NBlood / Rednukem / PCExhumed - r12122
---
116f59b81 | [sirlemonhead] PCExhumed: Fix phantom M-60 bullet
RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT
NBlood / Rednukem / PCExhumed - r12121
---
b3cb43733 | [littletijn] Fixed morale on large status bar (#443)
Co-authored-by: Martijn van Antwerpen 
RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT
NBlood / Rednukem / PCExhumed - r12120
---
4cb90b1a4 | [sirlemonhead] Merge pull request #441 from BSzili/master
PCExhumed: Misc code cleanup
7e4ba8c47 | [Szilárd Biró] PCExhumed: Replace a cast style in AddFlash
a676dd40c | [Szilárd Biró] PCExhumed: Add some braces to the mapNamePlaques and MapLevelFires arrays in the menu
cd46e6755 | [Szilárd Biró] PCExhumed: Make Min, Max, Sin and Cos static
10a0c00df | [Szilárd Biró] PCExhumed: add some missing UNUSED function arguments
RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT
NBlood / Rednukem / PCExhumed - r12115
---
6ae5ab57d | [Evan Ramos] Merge pull request #440 from jonathangray/big-endian-fix
Blood: fix big endian build
efa708ee6 | [Jasper Lievisse Adriaanse] Blood: fix big endian build
Fixes: 622ff258e ("Blood: Rename some SEQ variables to their proper human readable names.")
RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT
NBlood / Rednukem / PCExhumed - r12113
---
b770b2274 | [sirlemonhead] PCExhumed: Update README.md
RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT
NBlood / Rednukem / PCExhumed - r12112
---
edc76dee4 | [sirlemonhead] PCExhumed: Add newlines to GNU license headers.
RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT
NBlood / Rednukem / PCExhumed - r12111
---
622ff258e | [sirlemonhead] Blood: Rename some SEQ variables to their proper human readable names.
RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT
NBlood / Rednukem / PCExhumed - r12110
---
49d4ad3bc | [sirlemonhead] Blood: Rename some level info variables to their proper human readable names.
RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT
NBlood / Rednukem / PCExhumed - r12109
---
d9a996726 | [sirlemonhead] PCExhumed: Fix RE mistake - need to pass player sprite for falling sound playback.
RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT
NBlood / Rednukem / PCExhumed - r12108
---
cda98d283 | [sirlemonhead] PCExhumed: Change some config types from short to int32_t, remove some unnecessary casts.
RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT
NBlood / Rednukem / PCExhumed - r12107
---
8826e7f1c | [sirlemonhead] PCExhumed: Use pcexhumed.cfg and pcexhumed_cvars.cfg for config saving. Retired psa.ini.
RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT
NBlood / Rednukem / PCExhumed - r12106
---
d614f8798 | [Evan Ramos] Merge remote-tracking branch 'eduke32/master'
2bb6cbcae | [Evan Ramos] Remove xxh_x86dispatch
It is an optional part of xxHash we are not using that breaks the build
everywhere but x86*.
RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT
NBlood / Rednukem / PCExhumed - r12104
---
716b2553b | [Evan Ramos] Add VS release builds back to Appveyor CI
c15ea126a | [Evan Ramos] Merge remote-tracking branch 'eduke32/master'
6f67bd5fd | [Richard C. Gobeille] engine: include xxhash.h instead of xxh3.h and update data types to account for 64-bit hash values
334bbeab1 | [Richard C. Gobeille] VS: 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.
6b752a570 | [Richard C. Gobeille] engine: switch a few things over to xxh3
3ef484c4c | [Richard C. Gobeille] engine: update xxHash
RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT
NBlood / Rednukem / PCExhumed - r12098
---
707d5d04c | [sirlemonhead] Merge pull request #434 from BSzili/master
PCExhumed: Add Caps lock as the auto run toggle key
82f4df33e | [BSzili] PCExhumed: Add Caps lock as the auto run toggle key
RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT
NBlood / Rednukem / PCExhumed - r12096
---
83e40df2e | [sirlemonhead] PCExhumed: Lets not let the player next/prev weapon if they're currently firing
RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT
NBlood / Rednukem / PCExhumed - r12095
---
4397c10a7 | [sirlemonhead] PCExhumed: Add next/previous weapon switching and bind-able functions
RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT
NBlood / Rednukem / PCExhumed - r12094
---
933189fb7 | [Evan Ramos] RR: Add detection of Steam install paths
d5b9a5d21 | [Evan Ramos] RR, Exhumed: Add detection of macOS GOG Galaxy install paths
ad3d2bf49 | [Evan Ramos] RR: Add GOG macOS path detection
aed94002a | [Evan Ramos] Rednukem: Update path detection to match EDuke32
0917c239e | [Evan Ramos] Blood, RR, Exhumed: Standardize some minor details of the paths code
16a6293ab | [Evan Ramos] Merge remote-tracking branch 'eduke32/master'
1e060a199 | [Filip Homolka] Duke3D: Removed unnecessary vid_* CVars, as they are available through the engine
a8446dfcd | [Filip Homolka] BUILD & Duke3D: lower the clamp value for "vid_brightness" from 0 to -10, allowing for negative brightness config to be saved
391766426 | [Evan Ramos] SW: Save console variable settings to voidsw_cvars.cfg
cb02aa6cb | [Evan Ramos] Duke3D, SW, NAM: Add detection of GOG Galaxy install paths
f7da5bfeb | [Evan Ramos] NAM: Add GOG path detection
f665a1c7d | [Evan Ramos] macOS: Add osx_getdocumentsdir
Needed because GOG .pkg installers default to the Documents folder
RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT
NBlood / Rednukem / PCExhumed - r12082
---
6b13a929d | [sirlemonhead] Rednukem: Add GOG.com Redneck Rampage and Rides Again detection for newer installer/Galaxy install
RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT
NBlood / Rednukem / PCExhumed - r12081
---
cbd500fe6 | [sirlemonhead] NBlood: Add GOG.com One Unit Whole Blood detection for newer installer/Galaxy install
RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT
NBlood / Rednukem / PCExhumed - r12080
---
65012cc1c | [Evan Ramos] Update build.yml
RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT
NBlood / Rednukem / PCExhumed - r12079
---
2433b3ebb | [Evan Ramos] Move from Travis CI to Github Actions
RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT
NBlood / Rednukem / PCExhumed - r12078
---
00e5b465f | [sirlemonhead] PCExhumed: Add GOG's MUSIC folder to search path and handle music filename case on Linux.
RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT
NBlood / Rednukem / PCExhumed - r12077
---
45fbfa8be | [Evan Ramos] Update .travis.yml
RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT
NBlood / Rednukem / PCExhumed - r12076
---
41d1a15a9 | [Evan Ramos] More CI fixes
RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT
NBlood / Rednukem / PCExhumed - r12075
---
72ef115fa | [Evan Ramos] Merge remote-tracking branch 'eduke32/master'
74aceda66 | [Evan Ramos] SW: Add icns icon to macOS .app bundle
d0a3ac5c9 | [Evan Ramos] More CI fixes
c15c31092 | [Evan Ramos] Apparently std::abs is not constexpr everywhere
RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT
NBlood / Rednukem / PCExhumed - r12071
---
d47b519dc | [Evan Ramos] Merge remote-tracking branch 'eduke32/master'
a220b8533 | [Evan Ramos] NBlood, PCExhumed: Fix instant crash on launch under macOS
65558c4f1 | [Evan Ramos] Hopefully fix CIs
6b2725479 | [Evan Ramos] Rednukem: Set up macOS .app bundle
0d2b8a769 | [Evan Ramos] NBlood: Fix incorrect fallthrough__ in nnexts
e6ba808b1 | [sirlemonhead] PCExhumed: Set up GOG install detection on macOS
Co-authored-by: Evan Ramos 
4dc04486c | [Evan Ramos] PCExhumed: Set up macOS startup window
faffa69e7 | [Evan Ramos] PCExhumed: Set up macOS .app bundle
fbb133031 | [Evan Ramos] Avoid error with some toolchains where klabs(int16_t) turns into abs(double)
3ad3d65f9 | [Evan Ramos] Duke3D: Add GRP scanning support for Penthouse Paradise
ZOOM Platform ships it with their DLC Pack.
84e622dfa | [Evan Ramos] Add detection of ZOOM Platform paths for Duke3D (Win/Mac) and SW (Win)
cbc1bd449 | [Evan Ramos] SW: Add GRP scanning for the actual original tdragon.zip
1103059ec | [Evan Ramos] Fix mismatch of initprintf and initputs signatures in compat_tools object
b89e16fbe | [Filip Homolka] Duke3D/CON: fix for disallowing digits at the start of var labels
RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT
NBlood / Rednukem / PCExhumed - r12057
---
6bad2c0b0 | [AgostinoSturaro] Explain how to edit GOG's Blood game.ins (#432)
Without this change, `WinCDEmu` (or any tool) shows an error without a clear explanation.
I also made a little more obvious that the list of files `BLOOD000.DEM-BLOOD003.DEM` is ... a list.
I was in a hurry to try the game and searched for `BLOOD000.DEM-BLOOD003.DEM` (which is a valid file name) before realizing it was meant as a list of files.

Co-authored-by: Evan Ramos 
RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT
NBlood / Rednukem / PCExhumed - r12056
---
591020d13 | [sirlemonhead] Merge pull request #429 from BSzili/master
PCExhumed: Torch bouncing fix
bb712d88d | [Szilárd Biró] PCExhumed: Torch bouncing fix
RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT
NBlood / Rednukem / PCExhumed - r12054
---
284a17058 | [Evan Ramos] Rednukem: Fix mdpitch compilation error
RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT
NBlood / Rednukem / PCExhumed - r12053
---
2b479767e | [Evan Ramos] Merge remote-tracking branch 'eduke32/master'
2b9da706b | [Evan Ramos] Link with -latomic on 32-bit ARM architectures
23f674084 | [Evan Ramos] Revert "GNUmakefile: compile enet.cpp only if NETCODE!=0."
This reverts commit f1aec344e4bc7706cc4c7bad465f08218009cd66.
42c62c58f | [Dino Bollinger] Locale: Replace std::string with a char* wrapper
This avoids a bug which causes linking to fail for MinGW32 builds.
Co-authored-by: Evan Ramos 
6256d4bf7 | [Dino Bollinger] Duke3D: Fix internal compiler errors when script buffer is resized.
e31090375 | [gu3] Enable more screen resolutions such as 1280x1024
3df9e02a6 | [Dino Bollinger] Mapster32: Fix artdump osd command
c356f5923 | [Dino Bollinger] Mapster32: Fix reported number of deleted sprites with special func 2
83a6addae | [Richard C. Gobeille] Duke3d: address savegame crash issue
014a74970 | [Dino Bollinger] Mapster32: Increase MAXQUOTES from 2048 to 16384
382e9fb57 | [Dino Bollinger] Duke3D: improve how labels are loaded into memory and introduce MAXLABELS limit
Previous to this commit, the game would hijack the sprite, wall and sector
arrays to store the label data temporarily, which would get copied into
freshly allocated arrays once the scripts were fully parsed.
This lead to the maximum number of labels depending on MAXSPRITES.
This coupling is now removed, and an independent limit MAXLABELS
has been introduced, which is currently set to 16384.
Additionally, the limit is now checked before character data is loaded
into memory, rather than afterwards, preventing out of bounds accesses.
48026d0fc | [Dino Bollinger] Duke3D: Only update previous boardfilename if differs
22c2334cc | [Dino Bollinger] Amend commit 298d80a2 by restoring only per-map tiles from backup.
No longer backup the walock, waloff and picsiz arrays as this caused
problems elsewhere.
Fixes terminx/eduke32#66
ead785f47 | [Dino Bollinger] Mapster32: Fix picnum upper bound for special function 2
188e14622 | [Richard C. Gobeille] Mapster32: limit 3d mode mouse sloping to left ctrl instead of both ctrl keys
778901d0b | [Philipp Kutin] duke32: in savegame.cpp, use Bstrncpyz() for copying from/to '_savehead::boardfn'.
With 'RELEASE := 0', gcc (Raspbian 8.3.0-6+rpi1) 8.3.0 said:
 savegame.cpp: In function 'int32_t G_LoadPlayer(savebrief_t&)':
 savegame.cpp:655:12: warning: 'void* memcpy(void*, const void*, size_t)' offset [297, 328]
   from the object at 'h' is out of the bounds of referenced subobject '_savehead::boardfn'
   with type 'char [224]' at offset 72 [-Warray-bounds]
      Bmemcpy(boardfilename, h.boardfn, sizeof(boardfilename));
It also emits many warnings about possible truncation with (B)snprintf(),
presumably based on computed upper bounds on the length of the input varargs.
Also, resurrect static assert for post-commit-687000e2d9 situation and
remove comment referencing a tag which was removed in commit bd3a933afc.
e2ba35f2f | [Philipp Kutin] audiolib: in driver_adlib.cpp's macros LL_{AddToTail,Remove}(), use offsetof().
source/audiolib/src/driver_adlib.cpp:499:13: runtime error: member access within null pointer of type 'AdLibVoice'
SUMMARY: UndefinedBehaviorSanitizer: undefined-behavior source/audiolib/src/driver_adlib.cpp:499:13 in
f1aec344e | [Philipp Kutin] GNUmakefile: compile enet.cpp only if NETCODE!=0.
Background: gcc (Raspbian 8.3.0-6+rpi1) 8.3.0
I'm getting a missing compiler-provided symbol:
 /usr/bin/ld: obj/build/enet.o: in function `enet_time_get':
 source/build/include/enet.h:4948: undefined reference to `__atomic_load_8'
 /usr/bin/ld: source/build/include/enet.h:4958: undefined reference to `__atomic_compare_exchange_8'
 collect2: error: ld returned 1 exit status
so have a means of omitting the object file when it is not actually needed.
54883815c | [Dino Bollinger] Mapster32: Fix parsing hex literals
2cd7754fc | [Dino Bollinger] Duke3D: Make player[].weaprecs read/writeable again.
5facfef38 | [Dino Bollinger] Duke3D: Fix setarraysequence by removing superfluous bounds check.
The condition inside VM_Assert always returned false because
`ResizeArray()` ensures that `sequenceSize == aGameArrays[arrayNum].size`.
9e7758243 | [Dino Bollinger] Duke3D: Fix out of bounds array accesses in newgamechoices code
93f62bbad | [Philipp Kutin] sdlayer.cpp: remove an '#ifndef __ANDROID__' block with only commented code in it.
64ea64d8e | [Philipp Kutin] 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.)
c18af2a11 | [Philipp Kutin] build: update zpl.h for build and runtime fixes on 32-bit ARM.
See:
 https://github.com/zpl-c/zpl/pull/44
 https://github.com/zpl-c/zpl/issues/45
7306a1e11 | [Daniel Gurney] Disable microprofile on ARM64 Windows
156963ddc | [nukeykt] Engine: experimental TROR rendering fixes
a47a99b33 | [nukeykt] Engine: fix TROR rendering glitch in polymost when camera Z is outside of sector boundaries
2609d8cbf | [nukeykt] Engine: Check all TROR layers in collision code
546711155 | [nukeykt] Polymost: fix editor sprite select in TROR sectors
175ae4cd5 | [Richard C. Gobeille] Duke3d: fix CON_GETPLAYER/CON_SETPLAYER access to palette member and loogiex/loogiey arrays
1a79d820d | [Richard C. Gobeille] engine: only bypass SDL_SetWindowGrab() for SDL 2.0.12 and lower
b2a8d74e2 | [Richard C. Gobeille] Duke3d: rename "Widescreen" menu option to "Aspect ratio"
008bf9ecc | [Richard C. Gobeille] Duke3d: 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.
320f53410 | [Richard C. Gobeille] Duke3d: add SK_WEAPON_MASK macro, comprised of the four SK_WEAPON_BITS values
950780533 | [nukeykt] Polymost: bare bones editor check for models
Fixes terminx/eduke32!40
47afa9d5a | [nukeykt] Polymost: add invalid polygon check in editor mode
f21351f06 | [Jordon Moss] mapster32/build: Make AlignWalls_ not a partially broken, cryptic mess. Correctly aligns textures of any size now.
4c1d40cc3 | [Jordon Moss] engine: 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)
281d49439 | [Jordon Moss] engine: 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).
6165e34c4 | [Richard C. Gobeille] engine: 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.
917da2e35 | [Richard C. Gobeille] engine and Duke3d: fix a bunch of direct calls to libc free() to call Bfree() instead
786869b14 | [Richard C. Gobeille] engine: move osdstrings cleanup out of engineUnInit() and into OSD_Cleanup()
bad080c04 | [Richard C. Gobeille] editor: artdump console command
2e77d96c6 | [Richard C. Gobeille] just a reference
0e3fb3d13 | [Richard C. Gobeille] Duke3d: reduce use of temporary variables in a few VM opcodes
Also moves a bunch of VM_ASSERT statements up next to the variables they check.
When this macro was first introduced, all of an instruction's operands needed to be read from the bytecode before aborting due to failure. Since this isn't the case anymore, all of the VM_ASSERTs can be moved up.
d907aeeb7 | [Richard C. Gobeille] Duke3d: fix copy/paste error in CON_[GET/SET]PLAYER error message for a bad player index
a7a71e30a | [Richard C. Gobeille] Duke3d: split getactorvar/setactorvar instructions
These are actually fairly commonly used, so I'm not sure why I bothered with having them the other way before.
b63ad5319 | [Richard C. Gobeille] Duke3d: remove INTERNAL ERROR messages from Gv_GetVarIndex() and Gv_GetArrayIndex()
This is only ever used for refreshing pointers to certain special gamevars and for checking if variables in savegames exist in the currently running script--it doesn't need to print errors to the console.
d7db07f35 | [Richard C. Gobeille] Duke3d: inline the array get/set functions
2a6a35bf4 | [Richard C. Gobeille] Duke3d: get rid of separate check for common gamevar types before the switches in getvar__ and setvar__
It wasn't any faster.
b3f769856 | [Richard C. Gobeille] Duke3d: move bounds check out of SetArray()
45dbc0f25 | [Richard C. Gobeille] Duke3d: #if 0 out weird runtime check for array writability in SetArray()
19e20197e | [Richard C. Gobeille] Duke3d: optimize VM_GetStruct()
I've heard several times that functions with a single exit point are faster, but profiling showed that removing the intermediate variable and returning directly from the switch wins here.
d25fc0b53 | [Richard C. Gobeille] Duke3d: rework PlayerLabels[] to use the LABEL_SETUP macro
c398a6dd2 | [Richard C. Gobeille] Duke3d: hook up MicroProfile counters to track the number of event executions
Also lowers MICROPROFILE_MAX_COUNTERS to 256.
de49453fd | [Richard C. Gobeille] Duke3d: get rid of dynamic allocation for input_t inside playerdata_t
At some point years ago I switched the input_t struct inside the player struct to use dynamic memory allocation for some reason. This changes that back--input_t is only 20 bytes and dynamically allocating it saves at most a couple hundred bytes of memory. Pointless.
7d38c5d65 | [Richard C. Gobeille] Duke3d: more work on updated savegame format
15ef402cc | [Richard C. Gobeille] engine: update spriteext_t structure
Like DukePlayer_t, I do not intend to modify this structure again in a way that breaks backwards compatibility, unless 100% absolutely necessary.
06d30fafb | [Richard C. Gobeille] Duke3d: optimize out millions of calls to getzrange
687000e2d | [Richard C. Gobeille] Duke3d: savegame format update WIP
RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT
NBlood / Rednukem / PCExhumed - r11992
---
4c1273029 | [sirlemonhead] Merge pull request #428 from BSzili/master
PCExhumed: more big endian fixes
9dadf1424 | [Szilárd Biró] PCExhumed: demo playback big endian fix
1312f0a2b | [Szilárd Biró] PCExhumed: MemoryReadStream big endian fix
RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT
NBlood / Rednukem / PCExhumed - r11989
---
dd7c5f7b7 | [sirlemonhead] PCExhumed: Lion typo fix
RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT
NBlood / Rednukem / PCExhumed - r11988
---
20904d632 | [sirlemonhead] PCExhumed: Fix demo filename case for Linux
13020448a | [sirlemonhead] PCExhumed: Fix demo playback sync. Fixes issue 425
RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT
NBlood / Rednukem / PCExhumed - r11986
---
900d8203e | [sirlemonhead] PCExhumed: Attempt #2: Add support for reading BOOK.MOV from GOG version. To be revised later.
RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT
NBlood / Rednukem / PCExhumed - r11985
---
fc7103e09 | [sirlemonhead] Revert "PCExhumed: Add support for reading BOOK.MOV from GOG version. To be revised later."
This reverts commit de4dc98d3fa32c7c6e708401e44c490652f32f94.
RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT
NBlood / Rednukem / PCExhumed - r11984
---
de4dc98d3 | [sirlemonhead] PCExhumed: Add support for reading BOOK.MOV from GOG version. To be revised later.
RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT
NBlood / Rednukem / PCExhumed - r11983
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db24da1b0 | [sirlemonhead] PCExhumed: Play either trackxx or exhumedxx trackname format .Ogg/.FLAC files in root or /music/ folders
RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT
NBlood / Rednukem / PCExhumed - r11982
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51f6d9667 | [sirlemonhead] PCExhumed: Load 'pcexhumed.pk3' file automatically from game folder
RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT
NBlood / Rednukem / PCExhumed - r11981
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ddb881487 | [Barry] PCExhumed: Add GOG.com game path detection for Linux
RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT
NBlood / Rednukem / PCExhumed - r11980
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4c3b7a41f | [sirlemonhead] PCExhumed: Initial GOG version support. Should find path on Windows (Linux/OSX TODO)
RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT
NBlood / Rednukem / PCExhumed - r11979
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d3c5f9c08 | [sirlemonhead] Merge pull request #418 from CommonLoon102/asbestos-pwup
Blood: Add asbestos armor and other power-ups to power-up displayer
8b47d7e0d | [CommonLoon102] Blood: Add back comments about power-ups
0dcca2895 | [CommonLoon102] Blood: Add asbestos armor and other power-ups to power-up displayer
RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT
NBlood / Rednukem / PCExhumed - r11976
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710698c9c | [sirlemonhead] Merge pull request #421 from CommonLoon102/nnexts-compile
Blood: Do not compile nnexts.cpp and aiunicult.cpp if NOONE_EXTENSIONS=0
277d472a6 | [sirlemonhead] Merge pull request #419 from CommonLoon102/automap-nofollow
Blood: Fix moving the 2d map on the Y axis when follow mode is turned off
ec5ea6b01 | [CommonLoon102] Blood: Do not compile nnexts.cpp and aiunicult.cpp if NOONE_EXTENSIONS=0
a2453ae53 | [CommonLoon102] Blood: Fix moving the 2d map on the Y axis when follow mode is turned off
RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT
NBlood / Rednukem / PCExhumed - r11972
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c905e4cd7 | [sirlemonhead] NBlood: Add meaningful variable names and enums to GetOpt
RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT
NBlood / Rednukem / PCExhumed - r11971
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710fbc555 | [sirlemonhead] EWitchaven: Fix linux build
RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT
NBlood / Rednukem / PCExhumed - r11970
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426ab93b1 | [sirlemonhead] ETekWar/EWitchaven: Remove some legacy stuff, and whitespace fixes.
RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT
NBlood / Rednukem / PCExhumed - r11969
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133c95c6e | [sirlemonhead] Merge pull request #402 from nukeykt/hmp
Add FM music to tekwar and witchaven
dd8fe2def | [nukeykt] TekWar: fix menusong argument
bf2b4d273 | [nukeykt] Witchaven: enable music
df6a5652a | [nukeykt] TekWar: enable music
507a6873d | [nukeykt] HMPPlay: HMP player and FM OPL3 driver
40ef1ec5e | [nukeykt] HMPPlay: add makefile/msvc project
RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT
NBlood / Rednukem / PCExhumed - r11963
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e85109545 | [nukeykt] Blood: fix slope sprite load from map
RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT
NBlood / Rednukem / PCExhumed - r11962
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052e56301 | [CommonLoon102] Blood: Use kMaxXSectors instead of magic number (#410)
RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT
NBlood / Rednukem / PCExhumed - r11961
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4b806df9c | [CommonLoon102] Blood: Fix grammar in console message
RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT
NBlood / Rednukem / PCExhumed - r11960
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539ff5f99 | [CommonLoon102] Blood: Call viewResizeView after r_upscalefactor sets the video mode
b0e617f41 | [CommonLoon102] Blood: Fix mouse cursor position in menu when r_upscalefactor is being used
RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT
NBlood / Rednukem / PCExhumed - r11958
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53b033c2b | [nukeykt] Rednukem: fix dn64 shader compile
RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT
NBlood / Rednukem / PCExhumed - r11957
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7854cf99e | [nukeykt] Revert "Raise x objects max count (experimental)"
This reverts commit 4372228914392a7925eced5e229c5aa1fddba4a7.
RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT
NBlood / Rednukem / PCExhumed - r11956
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71a2ddac4 | [nukeykt] Blood: fix rxbucket index size
RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT
NBlood / Rednukem / PCExhumed - r11955
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41c8b6039 | [nukeykt] Blood: workaround doppler effect crash
RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT
NBlood / Rednukem / PCExhumed - r11954
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437222891 | [nukeykt] Raise x objects max count (experimental)
RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT
NBlood / Rednukem / PCExhumed - r11953
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5e496bf48 | [CommonLoon102] Blood: Fix found secrets count in level stats displayer
RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT
NBlood / Rednukem / PCExhumed - r11952
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f410e0200 | [CommonLoon102] Rednukem: fix building with USE_OPENGL=0
RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT
NBlood / Rednukem / PCExhumed - r11951
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08bcfc017 | [sirlemonhead] Merge pull request #396 from CommonLoon102/cl102/exhumed/osd-printf-noopengl
Exhumed: fix USE_OPENGL=0 build
67994d1f9 | [CommonLoon102] Exhumed: fix USE_OPENGL=0 build
RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT
NBlood / Rednukem / PCExhumed - r11949
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e7d1f7be2 | [Evan Ramos] Merge remote-tracking branch 'eduke32/master' into master
02d5b61ed | [Evan Ramos] Make reading of picanm from ART files robust if picanm_t is extended
Backported from NBlood.
c59cfb186 | [Evan Ramos] Fix applying sprite[].yoffset to models
Backported from NBlood.
38fff7261 | [Evan Ramos] AudioLib: Add FX_StartDemandFeedPlayback3D
Backported from Rednukem.
17337e637 | [Evan Ramos] Merge remote-tracking branch 'eduke32/master' into master
1cec46ec0 | [Evan Ramos] SW: 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.
c297a7f84 | [NY00123] ALSADrv_MIDI_Init: Don't try to open device if it isn't in the list as returned by ALSADrv_MIDI_ListPorts. Opening a device with ALSA_PortID == 0 might technically be successful even if not present.
7c1c12bf9 | [NY00123] Audio / Duke3D: Modify alsa_mididevinfo_t to manage memory use of the "name" field on its own. Also make sure that the for loop in Menu_RefreshSoundProperties isn't accessing copies of the objects, including temporary copies of the "name" strings. It could be managed in a better way, but this should be usable for now.
b1cfcd435 | [Mitchell Richters] ALSA MIDI: Improve implementation as per discussions in terminx/eduke32!16.
* Don't call ALSADrv_MIDI_ListPorts() from driver_alsa.cpp. There is no need to do this as ALSADrv_MIDI_Init() just connects to the client and port specified and succeeds or fails accordingly.
* Remove nullDevice vector from driver_alsa.cpp. Calculate whether returned vector from ALSADrv_MIDI_ListPorts() is null or not within game's menu and handle accordingly.
* Remove static declaration of validDevices from driver_alsa.cpp. Vector is of no use inside of driver_alsa.cpp and is only required game-side.
* Return declaration of devices found back to ALSADrv_MIDI_ListPorts() and return whether it's empty or not.
* Declare alsadevices as an empty non-constant in menus.cpp, then populate from Menu_RefreshSoundProperties() in menus.cpp. This allows us to fill alsadevices with an empty vector if no devices found and allows a user to plug new MIDI devices in and have the game find them without restarting the game.
69c9d0b5e | [NY00123] ALSADrv_MIDI_Shutdown: Do free driver name strings duplicated using Xstrdup
dc22897f5 | [NY00123] ALSADrv_MIDI_Init: Refuse to initialize if Client:Port pair isn't in the list
f13fbf66e | [NY00123] Duke3D: Fix potential crashes in menu if no ALSA MIDI device is found
16a4d06be | [Richard C. Gobeille] Duke3d: add runtime check to 81c5c99ec517ad8422a5c4caa33c38639c3b9a56
81c5c99ec | [Dino Bollinger] Duke3D: Fix blocking OOZ and OOZ2 not transporting the player upwards
This fixes terminx/eduke32#105
878f7d6eb | [Jordon Moss] Engine: Apply pogokeen's fix for hightile texture seams in polymost.
74f7b0da9 | [Dino Bollinger] Mapster32: Fix tilescreen drawing for Polymer renderer.
According to pogo in a previous commit, GL_TEXTURE_2D is deprecated.
However, polymer cannot draw the tiles in the tilescreen correctly
without enabling it first, else it shows white boxes instead.
This fixes terminx/eduke32#93
7c3b3e67a | [Dino Bollinger] Duke3D: prevent hash lookup on empty keybinds
This fixes terminx/eduke32#98
RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT
NBlood / Rednukem / PCExhumed - r11932
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fb7fa1fc1 | [sirlemonhead] PCExhumed: Fix Selkis boss AI stupid typo
RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT
NBlood / Rednukem / PCExhumed - r11931
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72f58ce79 | [nukeykt] Rednukem: fix non dn64 savegames
RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT
NBlood / Rednukem / PCExhumed - r11930
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0d4e44708 | [Evan Ramos] Update .gitignore
0c7a47cc6 | [Evan Ramos] Remove check_filename_casing from ETekWar and EWitchaven for now
Fixes compiler errors.
db68c2cbc | [Evan Ramos] Merge remote-tracking branch 'eduke32/master'
e181de8de | [Evan Ramos] Remove process_vaca artifacts from non-Duke games' grpscan
94179a4dc | [Dino Bollinger] Duke3D: Fix faulty call to getzrange() in player jump code
This fixes terminx/eduke32#45
edac43bc4 | [Richard C. Gobeille] engine: FORCE_INLINE mutex_lock() and mutex_unlock(), make mutex_try() actually work
4716881b3 | [Richard C. Gobeille] engine: return length from printf-style functions
a359877b2 | [Richard C. Gobeille] Duke3d: add an additional layer of camera vec3_t position smoothing across frames
This is intended to mask a slight jitter that occurs when strafing and turning at the same time as a result of turning being decoupled from movement.
ca76197c6 | [Richard C. Gobeille] Duke3d: testing an alternate version of calc_smoothratio_demo() that returns values based on fractional tics
9f44ddb1d | [Richard C. Gobeille] Duke3d: only allow doubled up game updates if we're behind at least 2 tics
fc43c0415 | [Richard C. Gobeille] Duke3d: remove the do {} while (0) from the VM_ASSERT macro
This makes the macro less flexible, but I'm not sure that using __builtin_expect within the loop is doing what I want. I guess I should fire up godbolt.org...
6dc2eaeae | [Richard C. Gobeille] engine: re-enable EDUKE32_PREDICT_TRUE and EDUKE32_PREDICT_FALSE
cc9b22369 | [Richard C. Gobeille] Duke3d: remove a few instances of EDUKE32_PREDICT_FALSE
92ea05b36 | [Richard C. Gobeille] Duke3d: remove "printtimes" console command
This information is pretty much useless compared to using the profiler.
0ef581498 | [Richard C. Gobeille] engine: #define EDUKE32_UNREACHABLE_SECTION as debug_break() in DEBUG builds
dd7594f82 | [Richard C. Gobeille] Duke3d: split [get/set][wall/sector] into separate opcodes for direct access through VM_GetStruct()/VM_SetStruct()
This makes them match [get/set]actor.
ec55c692c | [Richard C. Gobeille] Remove etcpak
f5550063c | [Richard C. Gobeille] Duke3d: replace outdated "gamepad" terminology in menu with "controller"
d8323c7d1 | [Richard C. Gobeille] Duke3d: make frag[] in DukeStatus_t unsigned
9a9750fde | [Richard C. Gobeille] Duke3d: add STR_REVISION to CON_QGETSYSSTR
It returns the binary's revision string without the "r".
13342dcb3 | [Richard C. Gobeille] Duke3d: allow setting the scale for the mouse axes to 0
976a53631 | [Richard C. Gobeille] Duke3d: update the types of the player's .horizAngleAdjust and .horizSkew to match current usage
86219e11b | [Richard C. Gobeille] Duke3d: remove dead function prototype
d59d0077c | [Richard C. Gobeille] engine: more fix16 cleanup
There's an optimization or two in here, but tbh I just like deleting shit.
2723852d7 | [Richard C. Gobeille] Duke3d: don't invalidate TILE_SAVESHOT until after G_ReadGLFrame() and don't set the cache1d entry lock byte to the unlocked state until the data has actually been used
3a06b402f | [Richard C. Gobeille] Duke3d: fix issues with the player looking up/down after loading a save
This limits the output of scaleAdjustmentToInterval() to a maximum of one second worth per frame drawn, clamps q16horizoff to the same range as q16horiz, and zeroes the last input clock after loading.
2b7c5d826 | [Richard C. Gobeille] Duke3d: fix potential OOB memory access through player .wackedbyactor member
24e5d5fc1 | [Richard C. Gobeille] engine: add an extra clipupdatesector() call before returning from clipmove() in ENGINE_EDUKE32 mode
da1ee5818 | [Richard C. Gobeille] Duke3d: mark in_mousebias cvar as deprecated
68257c79f | [Richard C. Gobeille] Build fix
293548547 | [Richard C. Gobeille] Mapster32: fix compilation warning in release builds
5ac27a96c | [Richard C. Gobeille] engine: update miniz
This doesn't change any functionality for us and the only benefit is in our copy being closer to current upstream.
794b346d2 | [Richard C. Gobeille] engine: fix microprofile warnings
Some of these fixes aren't optimal, but I'm not exactly looking to make heavy changes here.
6a452a53b | [Richard C. Gobeille] engine: add microprofile (https://github.com/zeux/microprofile)
Build with "make MICROPROFILE=1" and browse to http://localhost:1338 to use. A pass over it to fix warnings will probably be in a future commit.
494a13572 | [Richard C. Gobeille] glad: add GL_ARB_timer_query
694f5c841 | [Richard C. Gobeille] Duke3d: move CON_SETVAR_GLOBAL/PLAYER/ACTOR out of #ifdef CON_DISCRETE_VAR_ACCESS
These were verified as being useful via profiling.
363fb9329 | [Richard C. Gobeille] engine: use libdivide in fix16_div()
e14fc8457 | [Richard C. Gobeille] engine: remove some leftover declarations for fix16 functions we don't have
f5b6270f9 | [Richard C. Gobeille] engine: combine rotatepoint() output into single write
f89ca0406 | [Richard C. Gobeille] engine: shitcan zerovec and add rotatevec()
2c94362a9 | [Richard C. Gobeille] engine: FORCE_INLINE compat_maybe_truncate_to_int32()
32096f6c6 | [NY00123] Revert "sw/src/game.cpp: Use initsingleplayers instead of initmultiplayers"
This reverts commit 4274a6160ce2f64676b79364cf83f185814811f6, i.e., SVN r8667.
09e684284 | [NY00123] mmulti: Rename danetmode -> networkmode and make it use the same values as in the previously used newer mmulti revision from JFBuild. Also use MMULTI_MODE_MS and MMULTI_MODE_P2P, now a part of an enum.
587d3644e | [NY00123] mmulti: Constify the string params in a few functions
ce8f841b7 | [Jordon Moss] Engine: Switch to mmulti.cpp from EDuke32-OldMP repo. Loses IPv6 support, but gains stability and XP support.
5de1d4f14 | [Jordon Moss] Add wrapper defines to mmulti.h
b4b054dda | [NY00123] SW: If a saved load is loaded at a point which is right after killing a boss, ensure that FinishTimer and FinishAnim are appropriately updated. This commit bumps GameVersion. Additionally, the set of FinishAnim to 0 in NewLevel had to move to a different location (InitLevelGlobals2), so it doesn't override the value stored in the saved game.
168f19943 | [NY00123] SW: Remove unused BetaVersion variable
dcc28cbf1 | [Dino Bollinger] Duke3D: Fix volume parameter of sounds defined through DEF
Fixes terminx/eduke32#89
RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT
NBlood / Rednukem / PCExhumed - r11881
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84ca9ec30 | [Alexey Khokholov] Update AUTHORS.md
RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT
NBlood / Rednukem / PCExhumed - r11880
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ec8dccf1a | [nukeykt] Rednukem: fix transition between Dreadnought and Overlord levels
RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT
NBlood / Rednukem / PCExhumed - r11879
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0ef6bb420 | [Alexey Khokholov] Update README.md
RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT
NBlood / Rednukem / PCExhumed - r11878
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dbab0bee7 | [nukeykt] Rednukem: fix misaligned texture in raw meat
RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT
NBlood / Rednukem / PCExhumed - r11877
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cc23b6def | [nukeykt] Rednukem: Add 'auto-aim max' menu option
RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT
NBlood / Rednukem / PCExhumed - r11876
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785605a16 | [nukeykt] Rednukem: improve dn64 rom detection code
RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT
NBlood / Rednukem / PCExhumed - r11875
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4dc4fd303 | [nukeykt] Rednukem: fix sprite clipdist property not being initialized on level load
RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT
NBlood / Rednukem / PCExhumed - r11874
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6417376ca | [nukeykt] Rednukem: fix incorrectly drawn sbar text shadows
RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT
NBlood / Rednukem / PCExhumed - r11873
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c8345eb41 | [nukeykt] Rednukem: clear input after intro logos
RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT
NBlood / Rednukem / PCExhumed - r11872
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ee5d66ae9 | [nukeykt] Rednukem: typo in dn64 credits table
RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT
NBlood / Rednukem / PCExhumed - r11871
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2f9ca5b39 | [Alexey Khokholov] Update README.md
RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT
NBlood / Rednukem / PCExhumed - r11756
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3bc928cff | [Alexey Khokholov] Update AUTHORS.md
RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT
NBlood / Rednukem / PCExhumed - r11755
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87e9fe76f | [Alexey Khokholov] Update AUTHORS.md
RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT
NBlood / Rednukem / PCExhumed - r11754
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a7ba38d39 | [Alexey Khokholov] Update README.md
RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT
NBlood / Rednukem / PCExhumed - r11753
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ce8f23d2c | [sirlemonhead] PCExhumed: Voxel rotation
RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT
NBlood / Rednukem / PCExhumed - r11752
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72a0a49c3 | [nukeykt] Merge remote-tracking branch 'remotes/eduke32/master'
# Conflicts:
#	platform/Windows/eduke32.sln
#	source/build/src/voxmodel.cpp
437e61efe | [nukeykt] engine: enable xoffset for face sprite voxel replacements
b3f0866a4 | [Daniel Gurney] Initial ARM64 Windows 10 support
a399f5b05 | [Richard Gobeille] Update menus.cpp
40ed13aa3 | [Dino Bollinger] Duke3D: Sounds resume playback after demo pause is turned off.
Also fixed an edge case.
c28adba37 | [Dino Bollinger] Duke3D: Fix sound disabling when rewinding and fast forwarding in a demo.
I assume that the sound toggling was originally done for
helix' old profiling system built into the demo playback.
Fixes terminx/eduke32#84.
4fc0c6f32 | [Dino Bollinger] Duke3D: Re-enable exiting main menu while demo is playing.
Fixes terminx/eduke32#82
d0d892928 | [Dino Bollinger] Duke3D: Prevent demo pause from making the menu unusable
However, menu animations are still disabled when pausing a demo.
449605e62 | [Dino Bollinger] Duke3D: reset menu transition animation when totalclock is reset by a demo
Fixes terminx/eduke32#81
9c9cbc8a2 | [Dino Bollinger] Duke3D: Fix frozen players floating in mid-air
14138a5a6 | [Richard C. Gobeille] Duke3d: fix player still being able to look around while frozen
5c8110d35 | [Dino Bollinger] Expose newgamecustom menu and submenu index to CON (read-only).
New userdef struct members: ud.m_newgamecustom, ud.m_newgamecustomsub
54c864c35 | [Dino Bollinger] Fix crash during demo playback caused by a mistake in 5132b41f
RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT
NBlood / Rednukem / PCExhumed - r11739
---
eba1bf361 | [sirlemonhead] PCExhumed: Turn off fade to map screen before starting level 20 until fades are fixed.
RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT
NBlood / Rednukem / PCExhumed - r11738
---
12653ab29 | [sirlemonhead] PCExhumed: Handle the rest of the possible overflows for ksqrt()
RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT
NBlood / Rednukem / PCExhumed - r11737
---
b920e155f | [CommonLoon102] Blood: fix episode selection
RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT
NBlood / Rednukem / PCExhumed - r11736
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a7dcae9a7 | [sirlemonhead] PCExhumed: WIP save/load code & some misc changes (sound defines etc.)
RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT
NBlood / Rednukem / PCExhumed - r11735
---
717bba94a | [sirlemonhead] PCExhumed: Handle integer overflow in PlotCourseToSprite()
RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT
NBlood / Rednukem / PCExhumed - r11734
---
956bb5c25 | [Richard C. Gobeille] exhumed: fix overflow in feebtag()
RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT
NBlood / Rednukem / PCExhumed - r11733
---
1820abba9 | [nukeykt] Merge remote-tracking branch 'remotes/eduke32/master'
f1bbd9111 | [Richard C. Gobeille] engine: add klabs() back into ksqrtasm_old()
d279acc6a | [Dino Bollinger] Fix minor memory leak in Net_Connect()
6ec133c99 | [Richard C. Gobeille] engine: fix function signatures of ksqrtasm_old() and clip_nsqrtasm()
These functions were specified as accepting int32_t values, but wrap functions (or are wrapped by functions) that take uint32_t.
ae953a75e | [Richard C. Gobeille] engine: set g_loadedMapVersion in engineLoadBoardV5V6()
RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT
NBlood / Rednukem / PCExhumed - r11728
---
ecbbd66aa | [sirlemonhead] PCExhumed: Process console commands when on ingame menu
RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT
NBlood / Rednukem / PCExhumed - r11727
---
4edea63ca | [nukeykt] Rednukem: fix longstanding bug with unfrozen GREENSLIME
Backported from eduke32
4d2723ee1 | [nukeykt] Merge remote-tracking branch 'remotes/eduke32/master'
e3946bf81 | [Richard C. Gobeille] Duke3d: fix GREENSLIME issue introduced by 6335a9a2e515329a159b03ba0c8a32136dc6ac42
1bc4d5fcf | [Richard C. Gobeille] Duke3d: add some labels for the different GREENSLIME states
6335a9a2e | [Richard C. Gobeille] Duke3d: add player .somethingonplayer check to GREENSLIME, and reset the player's .somethingonplayer to -1 if the player is dead
58aa447e5 | [Richard C. Gobeille] Duke3d: fix longstanding bug with unfrozen GREENSLIME
This fixes some undefined behavior that occurred as a result of reading far past the bounds of slimeFrames[].
e4f787ecd | [Richard C. Gobeille] engine: disable SDL's automatic relative mouse input scaling that is applied when the rendering output is scaled
See https://bugzilla.libsdl.org/show_bug.cgi?id=4811
RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT
NBlood / Rednukem / PCExhumed - r11720
---
caaa9e9d9 | [Evan Ramos] Merge remote-tracking branch 'eduke32/master'
71f0c4465 | [Evan Ramos] Add SDL headers missed in e9d85352705ad4b22e8f3027e8fc8fa06c049b28
d772dedfe | [Richard C. Gobeille] audiolib: fix warning
e9d853527 | [Richard C. Gobeille] Update SDL to hg-13909:7c2f418f701b
55757fa4b | [Richard C. Gobeille] engine: update libdivide
ecd401b96 | [Richard C. Gobeille] audiolib: calculate RateScale using 64-bit math
Fixes terminx/eduke32#67
8b34b1dd3 | [Richard C. Gobeille] engine: add divideu64()/divideu64_noinline()
2db56a308 | [Dino Bollinger] Duke3D: This should fix players being able to superjump out of water
bf0ff6cf0 | [nukeykt] engine: do not change GL_ALPHA_TEST state in model rendering code
b1e510f63 | [nukeykt] engine: fix sprite rendering order in polymost Fixes terminx/eduke32#65
4627e16f0 | [Dino Bollinger] Fix 3D model animation depending on the number of sprites present on the map.
Fixes terminx/eduke32#64.
0585b8298 | [Richard C. Gobeille] Duke3d: fix regression with the Devastator's ability to damage sprites in sectors other than the sector the rocket hit
Fixes terminx/eduke32#62.
6a78dde88 | [Richard C. Gobeille] Duke3d: fix jittery view on moving sectors
This also fixes the interpolation for gamefunc_TurnAround and stomping on enemies. Fixes terminx/eduke32#60.
7ac897a55 | [Richard C. Gobeille] Duke3d: fix issue with player movement not being locked when crushing shrunken enemies
Fixes terminx/eduke32#59.
15c084b5e | [Richard C. Gobeille] Duke3d: fix issue where the player was unable to look or move under some circumstances after being "killed" with god mode enabled
Fixes #56.
66b4971f2 | [Richard C. Gobeille] engine: fix compiler warnings
a091a89d7 | [Richard C. Gobeille] VS: fix build.vcxproj after merge error with ab90c721b94d2e683b909f1a49b35f6ed8af8901
3d3db3df1 | [Richard C. Gobeille] engine: add error checking to and slightly clean up engineLoadBoardV5V6()
2a0bb5f83 | [Richard C. Gobeille] engine: add error checking to engineLoadBoard()
520a927ee | [Richard C. Gobeille] engine: potentially improve dealing with corrupt .md2/.md3 models
I didn't test any actual corrupt models, just noticed the lack of any error checking when looking at something else.
7f741c271 | [Richard C. Gobeille] engine: use kread_and_test() instead of regular kread() where appropriate
ab90c721b | [Richard Gobeille] Merge branch 'goodbye_lunatic' into 'master'
Remove Lunatic-related code
This removes almost anything related to Lunatic, not just LunaCON. It may remove a bit more than desired, e.g., functions that can be used as possible hooks (I believe that this was one purpose of LUNATIC_EXTERN, now replaced with static anywhere).
Some bits like the optional fix for software rendering of walls with non-POT tile heights remain, albeit they're still compile-time disabled.
As previously written, I still know that Philipp Kutin was spending a lot of time on this.
See merge request terminx/eduke32!13
f3b7ab974 | [NY00123] source/build/include: Remove elauxlib.h and elua.h. Again, it is clear that Helixhorned was spending a lot of time on Lunatic for EDuke32.
b34dc1632 | [NY00123] Remove LPeg sources
e1e17c3ae | [NY00123] Remove LPeg Windows libraries
f27854c69 | [NY00123] Remove LPeg from platform/Windows/lib/instructions.txt
cc3f96421 | [NY00123] GNUmakefile: Remove re LPeg-related code
1c0c05871 | [NY00123] Remove jit directory
e19ec17fe | [NY00123] Duke3D: Remove KEEPINSYNC comments referencing LUA code
4de04462e | [NY00123] platform/Windows/lib/instructions.txt: Remove references to LuaJIT
2ff1d752a | [NY00123] Remove LuaJIT headers and libraries for Windows
c9648f813 | [NY00123] Engine: Remove lunatic.h and lunatic.cpp
11a165337 | [NY00123] Remove lunatic.cpp from platform/Windows/build.vcxproj*
72b25e0cc | [NY00123] Remove LuaJIT/LUNATIC definitions from GNUmakefile and Common.mak
5f1e4f57b | [NY00123] Keep NEW_MAP_FORMAT undefined
c24a13697 | [NY00123] Remove LUNATIC_CB
8b0998cd7 | [NY00123] Use static instead of LUNATIC_EXTERN
f02b96a25 | [NY00123] Let's just use __fastcall instead of LUNATIC_FASTCALL
7266ceafa | [NY00123] Engine: Let's not define CLASSIC_NONPOW2_YSIZE_WALLS for now, regardless of LUNATIC, but keep the code, since it may become useful in the future.
47f07f5e6 | [NY00123] Engine: Remove a few more LUNATIC-specific definitions
17f139344 | [NY00123] Engine: Adjust krand for removal of LUNATIC
eb1a8353c | [NY00123] source/build/*/palette.*: Remove LUNATIC-specific definition of paletteGetBlendTable, but keep using the non-LUNATIC macro instead of blendtable[blend]
dd26d46ab | [NY00123] Engine: Remove the LUNATIC-specific definitions of engine_main_arrays_are_static, engine_v8 and Mulscale.
6f1c22908 | [NY00123] source/duke3d/src/actors.h: Remove last remaining mention of the LUNATIC macro in Duke3D. AC_ACTIONTICS and AC_MOVFLAGS are still used.
aa1a3c6da | [NY00123] source/duke3d/src/osdcmds.cpp:osdcmd_spawn: Remove LUNATIC-specific code while defining the two loop vars at once.
74128b234 | [NY00123] Duke3D: Remove a few more LUNATIC-specific definitions and macro references
bd7465918 | [NY00123] source/duke3d/src/m32common.cpp:M_RegisterFunction: Remove param which was not used in non-LUNATIC builds
44433d612 | [NY00123] source/duke3d/src/m32common.cpp: Remove LUNATIC/MENU_HAVE_DESCRIPTION code
3a6999078 | [NY00123] source/duke3d/src/gamevars.cpp: Remove LUNATIC definition of ADDWEAPONVAR
524873c36 | [NY00123] source/duke3d/src/gamevars.cpp: Remove POSTADDWEAPONVAR, since this is a no-op in non-LUNATIC builds, which will be the only ones to stay.
1a6c22437 | [NY00123] source/duke3d/src/player.cpp: Remove LUNATIC implementation of G_HandlePal. In fact, let's not use a separate P_HandlePal function.
4e1ee797b | [NY00123] source/duke3d/src/premap.cpp:P_ResetTintFade: Remove LUNATIC-specific assignment, but keep the function instead of separately setting pals.f.
955fc06e2 | [NY00123] source/duke3d/src/network.cpp: Remove LUNATIC-specific code
b15d3ae31 | [NY00123] source/duke3d/src: Remove almost all "#ifdef LUNATIC" blocks. Surrounding "#if !defined LUNATIC"/"#endif" pairs are also covered.
b8993fb9a | [NY00123] Start removing all Lunatic-related code, with source/duke3d/src/lunatic being the first. Thanks to Helixhorned for originally experimenting with the idea. It's clear that a lot of time and work was spent on it.
RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT
NBlood / Rednukem / PCExhumed - r11665
---
216a03c2c | [sirlemonhead] PCExhumed: Tidy light.cpp (palette code)
RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT
NBlood / Rednukem / PCExhumed - r11664
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ec3bac4ca | [sirlemonhead] PCExhumed: Add code to draw serpent cam status text on screen
RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT
NBlood / Rednukem / PCExhumed - r11663
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c06b12fa3 | [sirlemonhead] PCExhumed: Don't restore mid level save point if re-entering a just completed level
RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT
NBlood / Rednukem / PCExhumed - r11662
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a16b4069a | [sirlemonhead] ETekWar: Fix invalid array access
RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT
NBlood / Rednukem / PCExhumed - r11661
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9f14ad05d | [sirlemonhead] ETekWar: Compiling on Linux
RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT
NBlood / Rednukem / PCExhumed - r11660
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b15e4daba | [sirlemonhead] PCExhumed: Fix cheat messages
RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT
NBlood / Rednukem / PCExhumed - r11659
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565c1064e | [sirlemonhead] PCExhumed: Move code from cdaudio.cpp into cd.cpp - should next ideally be renamed to music.cpp
8dc3c4412 | [sirlemonhead] PCExhumed: Use common.cpp for consistency with other games
RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT
NBlood / Rednukem / PCExhumed - r11657
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ab30c81c6 | [sirlemonhead] PCExhumed: Remove unused files (sorry Paul...)
RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT
NBlood / Rednukem / PCExhumed - r11656
---
b4c838c70 | [Evan Ramos] Merge remote-tracking branch 'eduke32/master'
dc0e6cc00 | [Evan Ramos] Clean up ksqrtasm_old to avoid compiler mis-optimizations
82b94a722 | [Evan Ramos] wad2map: Fix error: 'filelength' was not declared in this scope
64bc0cb71 | [Evan Ramos] enumdisplay: Handle -Wcast-function-type warnings
a0a1daca9 | [Evan Ramos] Add Build Tool target names to .gitignopre
23173ae40 | [NY00123] Fix a possible jitter upon changing the player's action (e.g., beginning to jump, or landing on ground); Reproduced with the input being tied to framerate while SO interpolation is toggled on.
This involves the following modifications:
- PF2_INPUT_CAN_TURN and PF2_INPUT_CAN_AIM are now additionally set
from various DoPlayerBegin* functions, allowing the player to continue
turning/aiming as usual (right before the next call to domovethings),
even in specific instances of player action changes.
- If PF2_INPUT_CAN_TURN/PF2_INPUT_CAN_AIM was set before and
after calling pp->DoPlayerAction from domovethings altogether,
ensure that the player's oq16ang/oq16horiz is updated by
making an appropriate call to DoPlayerTurn/DoPlayerHorizon. This
is done in case a call to DoPlayerTurn/DoPlayerHorizon is missed.
This change is not applied for a dead player, though.
b47b123e8 | [NY00123] sw/src/draw.cpp:drawscreen: Removing the PF_DEAD test in 1a3c9e3a15ba788607dfd96ebcc75a2198be6d69 was a mistake. The interpolation should still apply, albeit not while the viewing angle is changed via the player's own input. We should also continue interpolating in coop view.
5b33797ce | [NY00123] SW: This should hopefully be a better way of fixing the lack of interpolation of player turning/aiming/movement, while being carried by a sector object, without SO interpolation. This is a continuation of 73a0aa394e906a65633d61f3c749c9b9b7e66aaa and bf31bc2987a3eccd31d343622327bd4ee0f9c5a1, aiming to fix a jitter in case the player is continuously getting pushed by a wall (e.g., on the boat in level 5).
Basically, this moves the relevant assignments from track.cpp:MovePlayer
and MovePoints to player.cpp:DoPlayerMove. Unless a call to one of these
functions has been missed, pushwall and clipmove can be called from
player.cpp in the following instances, which should be covered:
- Via DoPlayerMove, which is the function getting the fix now.
- Via DoPlayerSlide, which is called in the beginning of DoPlayerMove.
- Via DoPlayerCurrent when called from DoPlayerCrawl/DoPlayerWade,
followed by DoPlayerMove.
- Via DoPlayerCurrent when called from DoPlayerDive,
followed by DoPlayerMove if the player doesn't stop diving.
c842f1736 | [Richard C. Gobeille] Duke3d: fix CON_INITTIMER issue where the timer callback wasn't being set again after changing the rate
659c2ec21 | [Richard C. Gobeille] engine: move REVSTR stuff to rev.h so it doesn't need to be duplicated between rev.cpp and windows_inc.h
55d9f801e | [Richard C. Gobeille] Makefile: specify 9 characters of length when generating VC_HASH
This is the default for current versions of git, but older versions used a default of 7.
8a08e7823 | [Richard C. Gobeille] engine: fix rev.cpp so it works properly outside of builds on Windows
15f5d0223 | [Richard C. Gobeille] Makefile: use HEAD instead of origin for generating VC_HASH
3623df019 | [Richard C. Gobeille] Duke3d: EDUKE32_STANDALONE build fix
afa1e5715 | [Richard C. Gobeille] Duke3d: add source control version information to window title strings, and refactor all calls to wm_setapptitle() to go through G_UpdateAppTitle()
2117042ae | [Richard C. Gobeille] engine: fix winlayer wm_setapptitle() to deal with being passed a pointer to apptitle[]
659537d6d | [Richard C. Gobeille] engine: move swallf[] and lookups[] allocation to videoAllocateBuffers()
4e481d134 | [Richard C. Gobeille] Revert "Duke3d: throw S_Update() back into the main loop to prevent audio popping"
This reverts commit 0a877c0cd325ccfce6e7fbe26ac51cc750977f04.
c7c88db84 | [Richard C. Gobeille] engine: change calcFrameDelay() to no longer reduce the frame limit by 1 fps per 60Hz of refresh rate with r_maxfps -1
This worked fine with G-SYNC displays, but I guess it sucked for regular 60Hz setups for some people. This should be tested for regressions...
b521ab9a6 | [Richard C. Gobeille] Assignments
067206e0a | [Dino Bollinger] Prevent tripbombs from being placed at extreme distances.
Technically, an overflow is still possible, but with unsigned integers
it is highly unlikely to satisfy (sum_squares < 290*290) in practice.
d498eaac9 | [Dino Bollinger] Clear mouse wheel input when tile selection cannot be moved.
Fixes #55.
968573535 | [Dino Bollinger] Fix previousboardfilename not being updated on newgame or level transition.
Prevents per-map art from disappearing on savegame load. Fixes #46.
a02c8a897 | [Dino Bollinger] Fix sounds reactivating during pause when menu is closed.
Fixes #43.
e11ae4fbf | [Jordon Moss] Fix bad call to updatesector in G_CollectSpawnPoints that broke spawns in overlapping sectors and TROR. p->cursectnum should equal the sprite's sectnum on initial spawn.
b6d97513e | [Jordon Moss] Fix bad call to updatesector in G_CollectSpawnPoints that broke spawns in overlapping sectors and TROR. p->cursectnum should equal the sprite's sectnum on initial spawn.
RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT
NBlood / Rednukem / PCExhumed - r11630
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e2c776cc7 | [sirlemonhead] PCExhumed: New executable icon. Thanks oasiz!
RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT
NBlood / Rednukem / PCExhumed - r11629
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8d775105d | [nukeykt] Merge remote-tracking branch 'remotes/eduke32/master'
176a7790f | [Richard C. Gobeille] audiolib: fix DemandFeed playback
Broken in 09dc0cc9489d33e86ddd5f1605014b63cb612139.
98351ddf7 | [Richard C. Gobeille] Duke3d: mark compiled CON_MOVE/CON_AI/CON_ACTION with a trailing value
This is so I can tell the difference between actor .t_data[] values that are actually set to something defined in CON versus bullshit arbitrary internal usage of the same variable, which I need for a future commit.
fb4c4d5f2 | [Richard C. Gobeille] Duke3d: improve WT FLAMETHROWERFLAME enemy type check
I don't expect anyone to make an EDuke32-compatible WT mod where other enemies shoot FLAMETHROWERFLAME, but if they do the behavior will at least be consistent across enemy types.
56a6ba602 | [Richard C. Gobeille] Duke3d: optimize A_RadiusDamage()
This results in far fewer calls to getwalldist(), inside(), and cansee(), which should significantly lessen the performance hit from a large number of A_RadiusDamage() calls in areas with many small detail sectors.
3b20f6102 | [Richard C. Gobeille] four spaces
e784aa3e9 | [Richard C. Gobeille] Duke3d: remove extraneous call to videoNextPage() when handling savegames initiated from CON
4e2a326fb | [Richard C. Gobeille] Duke3d: amend b164d944351463696e43eba4179dbd51c8c13885 to take slopes into account
d55c4e960 | [Richard C. Gobeille] mact: call handleevents() from CONTROL_PollDevices()
0224524e4 | [Richard C. Gobeille] Duke3d: improve nextsectorneighborz() return value checks
Improves the messages printed to console when bailing out of sector effect processing due to nextsectorneighborz() returning -1. This also adds such a check to ST_21_FLOOR_DOOR, which was missing it entirely. (!!)
RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT
NBlood / Rednukem / PCExhumed - r11619
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5578526ef | [sirlemonhead] ETekWar: Misc changes (config, progress towards linux compilation, cleanup etc)
RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT
NBlood / Rednukem / PCExhumed - r11618
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fe3634b9c | [sirlemonhead] Exhumed/TekWar/Witchaven: Add mouse axis scale cvars
RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT
NBlood / Rednukem / PCExhumed - r11617
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2c63f6bcb | [nukeykt] Blood: fix mouse axis scale slider initial value
RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT
NBlood / Rednukem / PCExhumed - r11616
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8d27fdf15 | [nukeykt] Rednukem & Blood: Add mouse axis scale cvars
RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT
NBlood / Rednukem / PCExhumed - r11615
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5a3f17acc | [nukeykt] Blood: prevent colmatch palette from tint effects
RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT
NBlood / Rednukem / PCExhumed - r11614
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cfe5658d0 | [sirlemonhead] PCExhumed: Fix inaudible sounds when game volume isn't on full. Fixes #365
RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT
NBlood / Rednukem / PCExhumed - r11613
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a189828bf | [nukeykt] Blood: main loop and input code improvements
RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT
NBlood / Rednukem / PCExhumed - r11612
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6b43f6282 | [nukeykt] Merge remote-tracking branch 'remotes/eduke32/master'
888bda5c1 | [nukeykt] Engine: fix sprite sorting issue that caused broken voxel rendering in polymost
e32f897aa | [NY00123] SW: Call OSD_DisplayQueued in DemoPlayback, so OSD commands can have an effect from here
0b9804480 | [NY00123] SW: Remove TitleLevel (probably dating back to 1995 prototype builds)
d2dd9f003 | [NY00123] SW: Remove DemoOverride, ScenePlayBack and SceneLevel
88dc2234c | [NY00123] SW - interpso.cpp: Imperfect hack for jittery coolies in level 1's train (with SO interpolation turned on). It would be nicer to have something better structured than the given hack, but this currently seems to work, while not breaking the sprites on the boat in the beginning of level 5.
b62927ee7 | [NY00123] sw/src/interpso.cpp:so_dointerpolations: Move ratio calculation out of inner loop.
e8ed7efb5 | [NY00123] SW: Write Numsprites to saved game (and update/dup nearby comment)
9dacdfbc8 | [NY00123] Typo fix in mmulti.cpp:netinit warning message related to IPV6
249a40a1d | [Evan Ramos] Fury: Set font traits before overwriting MF_Minifont with MF_Bluefont
3cbb6adfb | [Richard C. Gobeille] audiolib: #if 0 out some dead code in XA and XMP support
This doesn't look like it's intended to be dead code, but nothing sets Loop.Size anywhere.
fb8073157 | [Richard C. Gobeille] Bump libxmp-lite back to version 4.5.0
This reverts commit 8914e7b6a62b05762b363dc7b2be247370fdf089.
453f774d6 | [Richard C. Gobeille] engine: use an additional bitmap in clipupdatesector() to mark which sectors have been checked with inside()
4bb267836 | [Richard C. Gobeille] engine: disable annoying clipupdatesector() console warning in release builds
23b0d6b3e | [Richard C. Gobeille] engine: make a few things in clipmove() const that I must have missed the last time I worked on it
Not a particularly exciting set of changes.
bb8db7d43 | [Richard C. Gobeille] engine: better handle the GL driver enforcing a particular SwapInterval
31bd7eb18 | [Richard C. Gobeille] audiolib: non-MIDI music is no longer affected by reverb
0a877c0cd | [Richard C. Gobeille] Duke3d: throw S_Update() back into the main loop to prevent audio popping
09dc0cc94 | [Richard C. Gobeille] audiolib: cleanups and consolidations
Zeroing of fields when starting playback moved to common functions, revised allocation of memory for FLAC, Vorbis, XA, and XMP, addition of "snd_lazyalloc" cvar to control reusal of memory blocks allocated for Vorbis, XA, and XMP playback, other misc code cleanup.
6e54cbb1b | [Richard C. Gobeille] audiolib: less nasty looking MV_Voices[] allocation
This removes the +2 bytes at the end of the allocation--I checked out the valgrind_errors.log referenced by the deleted comment and it looks like the issue fixed by 2e2e0e3af3378734c4f0b890c6b4d10253628416.
This is the commit to revert if weird audio crashes start happening.
b164d9443 | [Richard C. Gobeille] Duke3d: further tweak swinging door behavior
This adds a z position check to the collision check that controls the reversing swinging door behavior.
1c7b65755 | [Richard C. Gobeille] engine: fix poorly written time comparison in vsync handling
This only affected KMT mode, and only on certain system configurations.
02eff8c8c | [Evan Ramos] Duke3D: Fix breaking glass
Amends dc46c60e9fb511c0bc955ca39ea48ccfa3b02a24
9a9418bd7 | [Evan Ramos] sw/src/demo.cpp:DemoPlayBack: Add a call to timerUpdateClock, which is now required. Previously, it would be called from faketimerhandler, which in turn is called from the engine.
07eba992f | [Evan Ramos] sw/src/copysect.cpp: Temporarily disable interpolation of sector object if any of its sectors is impacted by CopySectorWalls. Fixes a possible flicker with the drill at the end of level 2.
3da461bd6 | [Evan Ramos] SW: Don't interpolate a sector object if the corresponding lasttic value is 0
09d3c6011 | [Evan Ramos] SW: Add the macro SO_EMPTY and use it instead of separate checks of the form sop->xmid == INT32_MAX
4c97870fd | [Evan Ramos] sw/src/sync.cpp:SOSync: Remove commented out code
0d7532544 | [Evan Ramos] SW: Remove unused DoubleInitAWE32 variable
ac45341a0 | [Evan Ramos] SW: Modify getinput to update oq16ang/oq16horiz with the same amount of change that camq16ang/camq16horiz gets. Such an update is possible after making sure that UpdateInputs (faketimerhandler) is never called from domovethings.
f0e94f098 | [Evan Ramos] sw/src/network.cpp: Remove from UpdateInputs the checks of totalclock and ready2send and the call to timerUpdateClock, which are now done before calling UpdateInputs itself from RunLevel.
2d77a8185 | [Evan Ramos] Rename faketimerhandler -> UpdateInputs and keep an empty faketimerhandler stub in SW. This basically deprecates the usage of faketimerhandler in the game.
ffccc7c35 | [Evan Ramos] sw/src/game.cpp:RunLevel: Call faketimerhandler in a loop, based on code from EDuke32-OldMP. Main difference from EDuke32-OldMP is that this is done even while staying in the menu; Behaviors will otherwise break. We should also call timerUpdateClock() before the loop, especially after removing the call to this function from faketimerhandler soon.
c79af6518 | [Evan Ramos] SW: Remove commented out code accessing non-existing variable
5f16a9a65 | [Evan Ramos] SW: Remove FAKETIMERHANDLER and calls to faketimerhandler via this macro
0f0cc9369 | [Evan Ramos] SW: While not exactly a favorite of mine, this fixes the floorz updates of the secret rotating pillar in level 1 with SO interpolation. The drill in level 2 is also covered. So far, SetVatorActive seems to be the only place where interpolation of ceiling/floorz may be set, outside of the SO interpolation code.
RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT
NBlood / Rednukem / PCExhumed - r11576
---
c4cec18b5 | [sirlemonhead] PCExhumed: MoveSector() updates player position variables. Fixes #366
RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT
NBlood / Rednukem / PCExhumed - r11575
---
6f666991b | [nukeykt] Blood: fix sprite rendering glitch related to ROR
7ec6cd910 | [nukeykt] Merge remote-tracking branch 'remotes/eduke32/master'
d473e6028 | [Evan Ramos] SW: Fail gracefully from WarpToArea instead of aborting
cf3f6a1c8 | [Evan Ramos] SW: Clear the background during cinematics
9a1370307 | [Evan Ramos] SW: Add -j command line parameter
e7a5a2979 | [Evan Ramos] Defs: Fix logical error in ifmatch size, plus cleanup
8302839cd | [Evan Ramos] Makefile: Only pass --high-entropy-va when we pass --dynamicbase
RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT
NBlood / Rednukem / PCExhumed - r11568
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197c38fe2 | [sirlemonhead] Rednukem: Fix VS2019 16.6 build error
RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT
NBlood / Rednukem / PCExhumed - r11567
---
3793222a3 | [nukeykt] Merge remote-tracking branch 'remotes/eduke32/master'
01b867167 | [Richard C. Gobeille] Duke3d: this bit of the main loop needs to go
The logic here is incorrect when considering anything run from within G_DoMoveThings() that may directly trigger drawing.
2876a3819 | [Richard C. Gobeille] engine: remove weird framejitter shit from FPS limiter because it doesn't do what I wanted it to
8b733c163 | [Richard C. Gobeille] Duke3d: split chunks of main loop off into Net_DedicatedServerStdin() and G_DrawFrame()
438ba9baf | [Richard C. Gobeille] Duke3d: fix VS2019 16.6 build error
RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT
NBlood / Rednukem / PCExhumed - r11562
---
8eee4f89d | [Evan Ramos] Merge remote-tracking branch 'eduke32/master'
00c669564 | [Evan Ramos] SW: Allow Strafe Left and Right to turn vehicles
04f50a6e5 | [Evan Ramos] Allow '.' to stand for 'this host' in the P2P mmulti host sequence
Same as JFBuild commit 274d8d886dde7cac081acf9698348d1168c18852
RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT RELEASE 32-BIT 64-BIT DEBUG 32-BIT 64-BIT
NBlood / Rednukem / PCExhumed - r11559
---
8b1ff9315 | [Evan Ramos] Merge remote-tracking branch 'eduke32/master'
48c8d3b4b | [Evan Ramos] SW: Remove pre-release software warning
aee713b59 | [Evan Ramos] Synchronize file extensions for GRP scanning between Duke 3D and SW
This way running both from the same folder won't invalidate the cache.
ba2dc6978 | [Evan Ramos] SW: Add forgotten call to FreeGroupsCache()
f8286c718 | [Evan Ramos] SW: Fix warning: function 'MNU_ClearFlags' is not needed and will not be emitted [-Wunneeded-internal-declaration]
0e9331843 | [Evan Ramos] SW: Fix music volume slider
7c9331a21 | [Evan Ramos] SW: Add FOV slider
3e9cbdd65 | [Evan Ramos] SW: Add "Game Saved" message
c1db471dd | [Evan Ramos] SW: Fall back gracefully if map mirror tags are not fully correct
1fe56a764 | [Evan Ramos] SW: Instrument Saveables with debug_break
c19a28c85 | [Evan Ramos] SW: Add PanelSpriteFunc values to saveables
07df0ebb7 | [Evan Ramos] SW: Afraid that we should disable almost all kinds of SOs in multiplayer for now, due to possible jitters. Currently leaving remote-controlled SOs.
bb3ead12e | [Evan Ramos] SW: Call FunctionKeys from getinput only if the latter is called from faketimerhandler. This should fix the timing of playing an RTS file's sound and sending the corresponding message.
5e14c8f90 | [Evan Ramos] SW: Fix aiming in coop view
00ed85d50 | [Evan Ramos] SW: Don't interpolate a non-remote sector object controlled by the player. Make sure looking up/down is still smooth.
5ea24e827 | [Evan Ramos] SW: Disable interpolation of sector objects that don't move as smooth as possible in multiplayer
cac10455d | [Evan Ramos] Store sector object interpolation data in saved game
8a4c9ba0e | [Evan Ramos] Remove the preceding sprite interpolation functions, not needed anymore
95485ac55 | [Evan Ramos] SW: Let's make use of interpso.*. Still need to do a few more things.
b7dbf6221 | [Evan Ramos] Add Sector Object interpolation menu toggle; Still having no impact.
d3c0b9e1e | [Evan Ramos] SW: Add the currently-unused interpso.* files, enabling interpolation of sector objects as whole groups of points and sprite angles.
The following goals are intended to be achieved with this code:
- Make it easy to let the user toggle sector object interpolation.
- Interpolate the angles of sprites carried by sector objects.
- Use the right amount of samples for interpolating a sector object,
depending on the players' locations, as done in the checks within
DoSector. Unfortunately, modifying DoSector itself to
unconditionally call MoveSectorObjects(sop, synctics) technically
changes the way sectors move (in the logical sense), and was
found out to make a specifically constructed user map unbeatable.
- Make it easy to disable interpolation of a whole sector object in
case of a need. This is especially important if such an object
is controlled by a player in multiplayer, mostly since this
isn't compatible with the way player prediction is working.
9ea0503b0 | [Evan Ramos] SW: Add the currently unused InterpolateSO option. A known issue, which also applies to existing settings like the voxel toggle, is that its value gets written to the saved game, and when such a game is loaded, the its value gets overwritten by the one in the saved game. Options should move to settings.cfg later, anyway.
c7125c9dd | [Evan Ramos] SW: Add the oangdiff field to USER struct as suggested by Hendricks, and use it in MovePoints. This will be used for interpolating the angles of sprites carried by SOs soon.
999a491c7 | [Evan Ramos] SW: Interpolate the player's bob_z, based on suggestion by Striker. Using pp instead of ppp seems to work better with prediction.
2b1a271cb | [Evan Ramos] sw/src/network.cpp: Disable most of the packet transmission debug messages unless NET_DEBUG_MSGS is defined
c3773c20d | [Evan Ramos] sw/src/draw.cpp: Import from Duke3D the Polymost shadow drawing hacks
dbf1e3736 | [Evan Ramos] sw/src/network.cpp: Fix waitforeverybody in Master/Slave modes. This uses SVN r1135 and r1143 as a reference.
6f4e76862 | [Evan Ramos] sw/src/network.cpp: Fix sending of messages in Master/Slave. Thanks Dynamo for spotting the bug.
4a8175566 | [Evan Ramos] sw/src/draw.cpp:analyzesprites: Interpolate other players' sprites, in a similar manner to what's done in Duke3D (with the addition of the angle).
There seem to be some jitters with this, mostly in Master/Slave mode.
Decreasing PAKRATE in mmulti.cpp might also increase the frequency
of this occuring in Peer-2-Peer mode.
989cc96df | [Evan Ramos] sw/src/jsector.cpp:JS_DrawMirrors: Make camera oscilation less dependent on the frame rate. It would probably be better to update this from the game loop side, like in Duke3D, but it's still better than the preceding situation.
9d6c8da02 | [Evan Ramos] SW: Q16.16 refinements in DoPlayerDeathFollowKiller.
1f5442791 | [Evan Ramos] SW: Add GetDeltaQ16Angle.
4c71e46e3 | [Evan Ramos] Add PedanticQ16AngleFloor to sw/src/game.h and use it in DoPlayerTurn
0c6a86e0b | [Evan Ramos] SW: Remove drive_oangvel from PLAYERstruct. We can use local variables instead.
b2b278767 | [Evan Ramos] SW - Hopefully a better way to decide if getinput should call DoPlayerTurn/DoPlayerHorizon while input is tied to the frame rate: Introduce the new player flags PF2_INPUT_CAN_TURN and PF2_INPUT_CAN_AIM. Set PF2_INPUT_CAN_TURN if DoPlayerTurn can be called outside of getinput. Similarly set PF2_INPUT_CAN_AIM if DoPlayerHorizon can be called in this manner. getinput will only call DoPlayerTurn/DoPlayerHorizon if PF2_INPUT_CAN_TURN/PF2_INPUT_CAN_AIM is set. These flags are reset right before the call to the player's current DoPlayerAction function.
For one example in which this assists, it's not always the
case that DoPlayerDeathFollowKiller may call DoPlayerTurn,
even if we assume that pp->input.q16angvel is never zero.
dd867e71f | [Evan Ramos] SW: Temporarily lock angle and horiz right upon player death
f2d8af9bc | [Evan Ramos] sw/src/draw.cpp:drawscreen: Don't interpolate while the game is paused
bcddc01a9 | [Evan Ramos] sw/src/game.cpp: Remove unused ReloadPromptMode variable
3cdeeab05 | [Evan Ramos] Minor SW cleanup: Have a single declaration of GamePaused within game.h. Do the same with ReloadPrompt.
30eb858f8 | [Evan Ramos] SW: Migrate the player's RevolveAng field to Q16.16 format. This fixes truncations of q16ang in MovePlayer. One known fixed issue is a minor micro-shaking effect, reproduced while standing on a non-moving SO (e.g., the bus in level 1). The latter is also related to the use of camq16ang.
Based in idea on patch from mjr4077au.
82c02f420 | [Evan Ramos] sw/src/draw.cpp:drawscreen: Use GetQ16AngleFromVect for pointing at a remote-controlled SO. In case PedanticMode == FALSE, this leads to small improvements with aiming at the car in EXAMPLE.MAP.
bdd4cd86f | [Evan Ramos] Add GetQ16AngleFromVect wrapper function to sw/src/game.h
9bdb87cea | [Evan Ramos] Add gethiq16angle and the getq16angle wrapper to the engine
c8887525e | [Evan Ramos] SW: Lock angle and horiz right after teleporting to sprite
1a3c9e3a1 | [Evan Ramos] sw/src/draw.cpp:drawscreen: Removing the check that pp->sop_control is non-null seems to resolve the newly introduced interpolation issue for looking up/down while controlling a sector object. We can also remove the PF_DEAD test, since game.cpp:getinput should lock any kind of aiming.
src/src/game.cpp:getinput: We now, however, need to further
lock turning here while controlling a sector object.
5e6acf23d | [Evan Ramos] SW: Ensure the player's rendering angle is in sync with a rotating sector. This re-introduces the angle interpolation in drawscreen while sector object interpolation is in use.
A side-effect of this is that looking up/down is now less smooth
while controlling a sector object (e.g., a turret).
966e9bdb5 | [Evan Ramos] sw/src/track.cpp:MovePlayer: We also need to update pp->camq16ang here. Note that this angle is currently not interpolated, as done for the sector.
bf31bc298 | [Evan Ramos] sw/src/track.cpp:MovePlayer: Missed this in preceding interpolation fixes
ab8aee8e3 | [Evan Ramos] sw/src/track.cpp: If interpolation is enabled, also cover the SO's midpoint. Fixes aiming at a remote controlled SO.
2e2e0e3af | [Richard C. Gobeille] audiolib: fix buffer overflow crash
a868d2a0e | [Richard C. Gobeille] Duke3d: block horiz input while the player view is returning to center
dc46c60e9 | [Evan Ramos] Duke3D: Disable dead code in implementation of undocumented SE 128
Avoids warning: bitwise or with non-zero value always evaluates to true [-Wtautological-bitwise-compare]
7ea9abc4e | [Evan Ramos] KenBuild: Fix redundant sqr/ksqr functions
a7820e669 | [Evan Ramos] KenBuild: Fix -Wformat warnings
53dec9835 | [Evan Ramos] Link with -pthread when building with clang on Windows
52cad3a8e | [Evan Ramos] fix16: Add FIXMATH_FUNC_ATTRS to relevant function definitions
Avoids warning: missing exception specification [-Wmissing-exception-spec]
365d3c941 | [Evan Ramos] screentext: Change TEXT_* from enums to #defines
Avoids warning: bitwise operation between different enumeration types is deprecated [-Wdeprecated-enum-enum-conversion]
5f2229f6d | [Evan Ramos] ENet: Move ENET_PROTOCOL_COMMAND_FLAG_* to ENetProtocolCommand
Avoids warning: bitwise operation between different enumeration types is deprecated [-Wdeprecated-enum-enum-conversion]
781a84e7c | [Evan Ramos] debugbreak.h: Use FORCE_INLINE macro instead of attributes
Avoids warning: 'gnu_inline' attribute without 'extern' in C++ treated as externally available, this changed in Clang 10 [-Wgnu-inline-cpp-without-extern]
96a29cecf | [Evan Ramos] BuildGLErrorCheck: Avoid C++20 -Wvolatile warning
9bf7e41be | [Evan Ramos] Replace deprecated is_pod with is_standard_layout && is_trivial
8c39e5970 | [Evan Ramos] compat.h: Add CXXSTD definition for C++20
7053134e4 | [Richard C. Gobeille] Remove GitLab CI/CD configuration
Synthesis builds are now kicked off with a post-commit hook.
22a0cc6d6 | [Richard C. Gobeille] MSVC: remove LIBXMP_CORE_DISABLE_IT preprocessor definition
This seems to fix memory corruption issues with .xm playback... ???
0b14f61b4 | [Richard C. Gobeille] engine, audiolib: clean up most SDL_MAJOR_VERSION checks so they're relative to version 2
9462774c9 | [Richard C. Gobeille] engine: comment the reason SetWindowGrab exists
d15855499 | [Richard Gobeille] Fix trains not moving spawn points with higher indexes than player count.
74da38c9c | [Richard C. Gobeille] Duke3d: use timerGetPerformanceCounter() instead of timerGetHiTicks() for CON performance profiling
0fb637fd9 | [Richard C. Gobeille] Duke3d: move gameHandleEvents() (and therefore system event pumping) back to directly in the main loop
I'm hoping this is OK now that the issues with SDL and GetClipCursor() have been worked around.
0f6a696a6 | [Richard C. Gobeille] engine: bypass SDL_SetWindowGrab on Windows
0f6398abd | [Richard C. Gobeille] Duke3d: make CON_GETFLORZOFSLOPE and CON_GETCEILZOFSLOPE TROR aware
a73e8e6e9 | [Richard C. Gobeille] engine: add yax_getflorzofslope() and yax_getceilzofslope()
28f04d094 | [Richard C. Gobeille] Duke3d: restore previous version of VM_ASSERT macro for compilers other than MSVC
dfb6ed351 | [Richard C. Gobeille] engine: make cliptestsector() (used by clipmove(), etc) TROR aware
This is intended to help with issues where enemies get stuck in thin TROR layers.
329c25d4b | [Evan Ramos] screentext: Guard new !(o & RS_TOPLEFT) behavior behind TEXT_VARHEIGHT
f978d49b2 | [Evan Ramos] Menus: Use MF_Minifont struct for shadowminitext and creditsminitext
597dbfa25 | [Richard C. Gobeille] audiolib: revert Vorbis handling to standard memory allocation instead of cache1d
297e5e2d1 | [Richard C. Gobeille] engine: clean up classic mode sloped sprite drawing a little
99ca1255d | [Richard C. Gobeille] Duke3d: flip CON_USE_COMPUTED_GOTO dispatch macro logic around so the branch is taken less often
85bf4c04b | [Richard C. Gobeille] Duke3d: change random_angle hack in CON_MOVE to match CON_AI
4022d4405 | [Richard C. Gobeille] Duke3d: zero player return_to_center when setting horizRecenter to false
94bdfe1a2 | [Richard C. Gobeille] Duke3d: convert several more VM error checks into VM_ASSERT statements
9d4880776 | [Richard C. Gobeille] Duke3d: VM_ASSERT fix
1284ab266 | [Richard C. Gobeille] audiolib: minor XMP support cleanup
Ditches the struct full of unused members.
797ee637a | [Richard C. Gobeille] audiolib: minor cleanup to the dummy playback functions used when missing support for a format
0af5a215a | [Richard C. Gobeille] VS project: add driver_alsa.h and driver_alsa.cpp
8914e7b6a | [Richard C. Gobeille] Revert "Update libxmp-lite"
This reverts commit dd86318e14f78f2e428e747aa4c3dcfb360b1204.
60625fb39 | [Richard C. Gobeille] audiolib: bring MV_ReleaseVorbisVoice() in line with the other MV_ReleaseVoice() functions
b1cbe0267 | [Richard C. Gobeille] audiolib: factor common code from MV_AllocVoice() and MV_VoiceAvailable() into new MV_GetLowestPriorityVoice() function
687dde700 | [Richard C. Gobeille] audiolib: this commit is literally nothing but "auto"
7b8dc310f | [Richard C. Gobeille] audiolib: useless formatting
edf0962c6 | [Richard C. Gobeille] audiolib: skip voices without rawdataptr set
This shouldn't really ever happen, but I'm trying to figure out an elusive crash.
65c367a9f | [Richard C. Gobeille] Revert "Duke3d: set .horizRecenter when handling SK_CENTER_VIEW"
This reverts commit ef06d8c3dba3e4ccf9388bf31404ab23ebdcb37e.
78c8593ed | [Richard C. Gobeille] Duke3d: replace VM_CONDITIONAL macro with a lambda
7ad1cf177 | [Richard C. Gobeille] Duke3d: this is intended to fix an issue where CON VM errors within a CON_FOR loop could cause an infinite loop
e6fefb59d | [Richard C. Gobeille] Duke3d: add a few missing VM_ASSERT checks
543d0ac23 | [Richard C. Gobeille] Fix playback hang in Windows MME MIDI driver
Fixes #23.
711f59f8e | [Richard C. Gobeille] engine: add mutex_try()
Not used anywhere yet.
9e682b35d | [Richard Gobeille] Duke3d: interpolate player view angle when dead
1374c8b3a | [Richard Gobeille] ALSA code cleanup/standardization
0b0e9923c | [Richard Gobeille] Merge branch 'AudioLib_ALSAMIDI' into 'master'
audiolib: Import ALSA MIDI support from JFAudioLib and patch through the menu system as appropriate.
See merge request terminx/eduke32!5
79e457cbe | [Richard Gobeille] source/audiolib: Initial commit of ALSA MIDI code from jfaudiolib, with EDuke32 audiolib-specific changes as required.
02aae9426 | [Richard C. Gobeille] Duke3d: fix OOB memory access in CON_FOR
ef06d8c3d | [Richard C. Gobeille] Duke3d: set .horizRecenter when handling SK_CENTER_VIEW
This seems so obvious that I almost think I intentionally left it out before, but I can't remember why I would have.
5b3b3a140 | [Richard C. Gobeille] Duke3d: zero .horizAngleAdjust and .horizSkew after checking playerquitflag instead of before
I don't think this actually makes a difference, but it's more consistent.
ee44e834a | [Richard C. Gobeille] Duke3d: zero .horizSkew in P_DoJetpack()
da5d130c9 | [Richard C. Gobeille] Duke3d: fix bug with sound device configuration menu
This fixes an issue where the values for the options in the device configuration menu weren't being populated when entering the device configuration menu from the in-game sound menu (F4) without having entered the regular sound menu by navigating to it through the main menu first.
46c0b1b3e | [Richard C. Gobeille] Duke3d: zero player .horizRecenter, .horizSkew, and .horizAngleAdjust in P_ResetPlayer()
c1bc5e421 | [Richard C. Gobeille] audiolib: add nullptr checks to MV_ReleaseXMPVoice(), MV_ReleaseFLACVoice(), and MV_ReleaseXAVoice()
38bb54b75 | [Richard C. Gobeille] audiolib: disable mus_xmp_interpolation cvar and hard-code XMP interpolation to XMP_INTERP_NEAREST
Both linear and spline interpolation seem to be broken with some of the .xm tracks in Ion Fury.
3e43bed62 | [Richard C. Gobeille] Duke3d: allow SE_14_SUBWAY_CAR to move STAT_PLAYER sprites
Fixes #18.
af5d96cab | [Richard C. Gobeille] Duke3d: hoist checks for ST_2_UNDERWATER outside of loops in SE_14_SUBWAY_CAR processing
71a7f4a79 | [Richard C. Gobeille] Duke3d: remove interpolation fixups from subway
These aren't needed anymore after Striker's patch to improve overall interpolation.
0c956619d | [Richard C. Gobeille] Duke3d: fix APLAYER radius damage distance calculation regression
Fixes #20.
b8c077170 | [Richard C. Gobeille] audiolib: slightly clean up fix16 usage for volume
6ad4f7ba0 | [Richard C. Gobeille] audiolib: fix crash when a configuration file contains mus_xmp_interpolation but multivoc isn't initialized when the cfg is parsed
f70802932 | [Richard C. Gobeille] Get rid of FIXMATH_NO_OVERFLOW
We're explicitly using the functions that rely on the overflow detection functionality, so this will never be useful to us.
67bc82c57 | [Richard C. Gobeille] audiolib: reset rawdataptr to nullptr in MV_ReleaseVorbisVoice()
This also resets wavetype to FMT_UNKNOWN in MV_CleanupVoice(), and moves the resetting of a few structure members common to different voice types there.
472cb8416 | [Evan Ramos] Game-side locale stuff: save menu, TEXT_NOLOCALE, ':' captions
ef469091b | [Evan Ramos] G_ScreenText: Replace alloca with dedicated heap buffer
8ae26a42b | [Evan Ramos] Fury: Disable drawing color correction menu tiles
b545e719b | [Evan Ramos] Menus: Draw title bar text with y-centering
(No difference with Duke.)
18125453f | [Evan Ramos] Fury: Shrink menutext zoom and introduce ypadding
1d6a45627 | [Evan Ramos] Fury: Remove orientation 16 from hardcoded text drawing
4c89f58cf | [Evan Ramos] screentext: Change behavior when RS_TOPLEFT is not set
Add internal standardhalfheight and tilesizx
9558d76e2 | [Evan Ramos] TileFont
5260da850 | [Evan Ramos] Locale
26f683cad | [Richard C. Gobeille] audiolib: work around crash when ov_read fails
13a90f046 | [Richard C. Gobeille] Duke3d: fix level warp and skill cheats in the cheat menu
Fixes #17.
613565b7c | [Richard C. Gobeille] audiolib: call ov_clear before telling cache1d the block of memory can be reused!
39bed3e89 | [Richard C. Gobeille] audiolib: minor optimization to MV_SetVoiceMixMode()
0aabd7f55 | [Richard C. Gobeille] Mapster32: disable error message printed when m32help.hlp is missing
f9d0f1186 | [Richard C. Gobeille] Clarify clipupdatesector() log message a bit
198d5bcee | [Richard C. Gobeille] Derp...
Probably actually fixes #4. Regardless, I want to note that this is really sub-optimal.
fca35e8eb | [nukeykt] Properly display non power of 2 floor aligned sprites in 2d mode
0f5414e94 | [Richard C. Gobeille] Fix G_PlaySoundWhileNoInput()
Fixes #2.
734dddbea | [Richard C. Gobeille] Fix crash with CONs that only define one skill
Fixes #3.
c2ed7ae28 | [Richard C. Gobeille] Fix really stupid error with CON_NULLOP branch detection
Fixes #4.
e6a2bcc71 | [Richard C. Gobeille] Fix a crash with tabledivide64()
Fixes #1.
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NBlood / Rednukem / PCExhumed - r11420
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aba6655f1 | [Alexey Khokholov] - Disable STD random for autobuilds - kModernEffectGen: fix getting middle of the sprite
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NBlood / Rednukem / PCExhumed - r11419
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e9d4df753 | [nukeykt] Blood: do not use tile offsets for voxels
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NBlood / Rednukem / PCExhumed - r11418
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35405683d | [Evan Ramos] Fix the USE_OPENGL=0 build
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NBlood / Rednukem / PCExhumed - r11417
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e0635a657 | [GitHub] Merge pull request #331 from nukeykt/mapedit
- Event redirection support for modern types
ec9f9211d | [NoOneBlood] - Fix kModernPlayerControl (qav scene)
963095212 | [NoOneBlood] - Damage scale, health, ammo and apperance changes for Custom Dude's life leech - Fix Custom Dude was not able to detect if life leech is thrown after loading a save game - Remove optional auto-aim flag for Pod enemies (wrong and deprecated) - Damage scale changes for Custom Dude (for surface type) - Use nnExtProcessSuperSprites() for tracking conditions processing instead of callback - ELSE IF detection for conditions (WIP) - Add more conditions - Ai fight: remove "annoying unit" detection (deprecated) - kModernPlayerControl: add powerup erase - Fix kModernSequentialTX and kModernRandomTX was sending wrong command - Fix kModernPlayerControl was not able to stop / play qav scene - Fix crash when kModernDudeTargetChanger have data4 == 0 and data3 != 0 - kModernSeqSpawner: remove statnum. - Fix wrong reserved statnums detection
03dcfd300 | [NoOneBlood] - Don't change statnum of thing converted to debris back to thing on impact  trigger when firing with vector weapon. - Change damage scale and min firedist for Custom Dude. - Remove unnecessary checks in callback of tracking condition. - Fix picWidth() function. - Better initialization of modern stuff. - kModernSeqSpawner: disable all other spawners with same TX ID when enabling current. - Fix: sceneQav was not playing if resurrected with COUSTEAU cheat. - kModernPictureChanger: remove kModernFlag01 feature (deprecated). - kModernSectorFXChanger: add flags to control where exactly light effect should appear. - kModernCondition:  - add delay before sending command if condition is true.  - take in account state, so kCmdState and kCmdNotState is useful.  - fix wrong comparison result in some conditions.  - add new various conditions. - kModernPlayerControl:  - fix start / stop playing qav scene when triggered with event command converted to sprite command.  - add a way to resurrect / heal player.  - add event commands to toggle inventory item status via trigger.  - fix that Remote and Proximity detonators cannot be given.  - add clear all screen effects option.  - proper percents for changing movement / jumping. - kModernRandomTX, kModernSequentialTX: change event redirection mode activation from kModernTypeFlag02 to kCmdLink. - kModernSpriteDamager: treat damage value as percents by default, take in account god mode. - kModernEffectGen: fix wrong cstat for effects. - kModernPropertiesChanger: proper underwater status for sectors and players or enemies in it. - Players: assign or update current player's sprite index for all conditions.
fdc4bbee7 | [NoOneBlood] Merge branch 'master' of https://github.com/nukeykt/NBlood into mapedit
b5a813556 | [NoOneBlood] - Removed link support for various upper / lower stacks (deprecated) - Removed link support for path marker (deprecated) - Removed link support for counter sector (deprecated) - STD random for wind generator
b0d52c830 | [NoOneBlood] - Custom start health fix - Check for system reserved statnums in gModerMap
c116aeafc | [NoOneBlood] Merge branch 'master' of https://github.com/nukeykt/NBlood into mapedit
7ffaf4c39 | [NoOneBlood] - More compact code for event redirection - Fix demo desync - Fix MINGW compile warnings - Move custom start health from data4 to sysData2 in gModern maps - Proper respawn for custom dude
315fc3570 | [NoOneBlood] Merge branch 'master' of https://github.com/nukeykt/NBlood into mapedit
659c85e4f | [NoOneBlood] - Player control: more strict rules for copying properties of xsprite - Fix for custom health when respawning enemy - Fix for custom dude when respawning it - Conditions: added way to refresh sprite index in tracking conditions
d91dd04e9 | [NoOneBlood] Merge branch 'master' of https://github.com/nukeykt/NBlood into mapedit
b7c04af90 | [NoOneBlood] - Changes for conditions (WIP) - Fix for picWidth();
99fc32e9a | [NoOneBlood] - Double print in console fix for consoleSysMsg - Changes for kModernCondition
04db968c8 | [NoOneBlood] - Changes in damage scale for Custom Dude - Conditions: added conditions for player and enemies (WIP)
23663b228 | [NoOneBlood] Merge branch 'master' of https://github.com/nukeykt/NBlood into mapedit
e349ff8c0 | [NoOneBlood] - Added tracking type of conditions. Generally conditions is still WIP. - Update aim for player while playing qav scenes. - Fix compile warnings
5008e0a46 | [NoOneBlood] Merge branch 'master' of https://github.com/nukeykt/NBlood into mapedit
a3ef534a3 | [NoOneBlood] - Condition type update (WIP) - IncDec type update (can iterate multiple data fields) - Fix compile warning (?)
755db6eaa | [NoOneBlood] - Event redirection support for modern types - New modern type "Condition" (WIP) - Fix damage scale for custom dude - Extend Impact and Vector flags so they can be used with dudes - Impact condition can be triggered with missiles and explosions - Updates for Teleport Target type (gModernMap) - Updates for Effect Gen type - Updates for Wind Gen type
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NBlood / Rednukem / PCExhumed - r11397
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335ab4805 | [sirlemonhead] Clean up the FileStream code: Remove non-working Is_Eos() and make Seek() and Skip() return int.
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NBlood / Rednukem / PCExhumed - r11396
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6d73139cf | [sirlemonhead] libsmackerdec: Fix incorrect version comparison (though it wasn't breaking anything)
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NBlood / Rednukem / PCExhumed - r11395
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9dae9facf | [sirlemonhead] ETekWar: Make flags32[] unsigned
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NBlood / Rednukem / PCExhumed - r11394
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63341ea2d | [sirlemonhead] ETekWar/EWitchaven: Fix up wrong game names in header files. woops.
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NBlood / Rednukem / PCExhumed - r11393
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541f0576d | [sirlemonhead] ETekWar: Fix typo in kenmovesprite()
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NBlood / Rednukem / PCExhumed - r11392
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802740e4d | [sirlemonhead] ETekWar: Get things compiling under Visual Studio
2a3062262 | [sirlemonhead] EWitchaven: Correct header file license
f94847070 | [sirlemonhead] libsmackerdec: Implement GotoFrame() function
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NBlood / Rednukem / PCExhumed - r11389
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b4112c31a | [sirlemonhead] PCExhumed: Play Ramses swirly sound with pitch changing effect
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NBlood / Rednukem / PCExhumed - r11388
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472d58256 | [Evan Ramos] RR: fix stupid input scaling bug
0906b6b0b | [Evan Ramos] Fix stupid typo that broke the camera aiming at the enemy that killed you in Duke3D
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NBlood / Rednukem / PCExhumed - r11386
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21686228a | [Evan Ramos] TekWar: Add preliminary Makefile definitions
a0cf370a6 | [Evan Ramos] TekWar: Rename source files to .cpp/.mm
7f52ceaec | [Evan Ramos] Import unmodified JFTekWar game sources
0957b5bbc | [Evan Ramos] Remove Duke 3D rsrc/source duplicated in other games' folders
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NBlood / Rednukem / PCExhumed - r11382
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67f41e216 | [sirlemonhead] EWitchaven: Add files for initial unfinished support for Witchaven.
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NBlood / Rednukem / PCExhumed - r11381
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84482f2ae | [sirlemonhead] PCExhumed: Move the Ramses talking head code out to it's own cpp/h files
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NBlood / Rednukem / PCExhumed - r11380
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069c52b26 | [GitHub] Merge pull request #354 from CommonLoon102/multi-map-select
Blood: Add user map selector menu for multiplayer too
171c14000 | [CommonLoon102] Blood: Add user map selector menu for multiplayer too
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NBlood / Rednukem / PCExhumed - r11378
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0e42143f0 | [sirlemonhead] Blood: rename SAMPLE2D struct var, at0 -> hVoice
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NBlood / Rednukem / PCExhumed - r11377
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13ff982a0 | [nukeykt] Rednukem: fix brightness effect in polymost
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NBlood / Rednukem / PCExhumed - r11376
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b9a4556dc | [sirlemonhead] Blood: Correct implementation of SoundCallback()
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NBlood / Rednukem / PCExhumed - r11375
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d9e507eb4 | [sirlemonhead] Build & Rednukem: Add palette brightness hack. Will fix Redneck Rampage thunder and lightning effect.
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NBlood / Rednukem / PCExhumed - r11374
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1c1795e9f | [Evan Ramos] Merge remote-tracking branch 'eduke32/master'
c4e58ebe9 | [Richard C. Gobeille] Duke3d: fix stupid input scaling bug
29f60f541 | [Richard C. Gobeille] Mapster32: slash resets sprite slope
cca9170c1 | [NY00123] Use pragma pack in sw/src/network.h instead of the locally defined PACKED macro. This is more consistent with the current Duke3D codebase, and further fixes build with older versions of MinGW GCC, in which attribute packed is broken without specifying -mno-ms-bitfields.
1051f0015 | [NY00123] SW: Remove unused wfe_Clock variable
4f83a7571 | [NY00123] sw/src/game.cpp: Add missing wfe_Esc callback from SW 1.2 after minor adjustments. Originally recreated for sw-src-and-build-addendum-20190129.7z.
e572a4209 | [NY00123] Fix usage of possibly wrong address in sw/src/player.cpp:DoPlayerHorizon
adba7fad4 | [NY00123] mmulti.cpp: Change PAKRATE to 250 (4ms) as previously done in SVN r365, and also as currently in use in EDuke32-OldMP.
f436b11c5 | [NY00123] sw/src/network.cpp: I think that it's safe to enable the sync check on the slave side in Master/Slave mode.
54fe355dd | [NY00123] SW: This hopefully resolves issues with leaving multiplayer games
6bf8d9cc3 | [NY00123] SW: Interpolate sector objects in non-demo, single player games. Let's see if this is breaking anything.
3b29b1c8b | [NY00123] Another change modifying saved game format in SW: Increase MAXINTERPOLATIONS from 1024 to MAXSPRITES.
4fd724107 | [NY00123] SW change breaking compatibility with existing saved games: Remove startofdynamicinterpolations and short_startofdynamicinterpolations.
f91e681be | [NY00123] SW: Reset the number of interpolations on level load
742ae8a6c | [NY00123] SW: Let's replace the macro PEDANTIC_MODE with variable PedanticMode
73a0aa394 | [NY00123] Interpolation fixes for SW:
draw.cpp: Fix the lack of interpolation while walking on a sector
object, like the bus roof or the floor of the train in Seppuku Station.
track.cpp: Make sure the player's location and angle aren't mistakenly
interpolated while standing on a moving sector object as a consequence.
4129b794f | [Richard Gobeille] Merge branch 'Engine_StutterFixes' into 'master'
build/src/sdlayer.cpp: Add new CVARs r_glfinish & r_finishbeforeswap.
See merge request terminx/eduke32!1
4b3321e99 | [Richard Gobeille] Update source/build/src/sdlayer.cpp, source/build/src/polymost.cpp, source/build/src/baselayer.cpp, source/build/include/baselayer.h files
e15e2efe6 | [Mitchell Richters] build/src/sdlayer.cpp: Add new CVAR r_glfinish to make 'glFinish()' optional.
- Issues requiring glFinish() aren't really apparent on Linux, therefore not needed.
- Running glFinish() can have an detrimental impact of Polymer users depending on whether they use the HRP or not.
c92fe8f70 | [Mitchell Richters] build/src/sdlayer.cpp: Add new CVAR r_finishbeforeswap.
- glFinish() after swapping stabilises stuttering issues and has minimum performance impact.
- glFinish() before swapping stabilises should be better but sometimes isn't, and is needed for KMT not to tear. Offer as an option.
12086fff8 | [NY00123] Add mjr4077au to the VoidSW credits
234a272b3 | [NY00123] SW: Rename q16avel -> q16angvel and q16horz -> q16aimvel. While it is understandable that avel and horz came from Duke3D, having both q16horiz and q16horz in the updated SW_PACKET struct can be confusing, and the alternative notation is more consistent with the original struct field names of angvel and aimvel, as well as the differing uses of the name angvel still present in player.cpp.
1f5a4cfae | [NY00123] SW (DoPlayerTurn): The 180-degrees turns should be clockwise
62c2ab050 | [NY00123] sw/src/player.cpp:PlayerAutoLook: Modify function to test for PF_MOUSE_AIMING_ON only if PEDANTIC_MODE == FALSE
1972c1612 | [NY00123] Revert SVN commit 8677; It wasn't sufficient in case one of the players toggled mouse aiming in the middle of a game, and it worked even worse in Master/Slave mode. Additionally, tying input to frame rate made the problem disappear.
af68572d4 | [NY00123] SW: This is a better place for a slave which quits to set QuitFlag
d3403822b | [NY00123] SW: Use the old interpolation path in drawscreen if player is dead
87beaad8a | [NY00123] SW: With the input tied to frame rate, disable aiming while the player is dead, and also disable horizontal aiming while on a ladder.
618e73a84 | [NY00123] SW: Make horiz centering a bit less immediate again
88a7a6c65 | [NY00123] SW: Tie player input to frame rate.
5c68222bb | [NY00123] SW: Add and use elapsedInputTicks and scaleAdjustmentToInterval as one more step before tying input to frame rate.
3e82292d7 | [NY00123] SW: Add the q16ang and q16horiz fields to SW_PACKET. These will be filled by faketimerhandler with the current player's most recent camq16ang and camq16horiz values, respectively.
aba6b2f36 | [NY00123] SW: Modify DoPlayerTurn/DoPlayerHorizon to make it possible for them to modify the player's camq16ang/camq16horiz field instead of q16ang/q16horiz. Additionally, pass to them the change in angle/horiz via a parameter, as an alternative to direct access to the corresponding player input field.
b371d767e | [NY00123] SW - First step in tying player input to frame rate: Add the camq16ang and camq16horiz fields to the player struct. With the exception of DoPlayerTurn and DoPlayerHorizon, whenever code in player.cpp updates player's q16ang/q16horiz, also write the updated values to camq16ang/camq16horiz. These variables' preceding values are never used in these functions.
9cc7a326b | [NY00123] sw/src/game.cpp:LoadLevel: Rename q16ang -> ang
a84d0009a | [NY00123] SW: We can revert the change of siang to q16 now
b26899be2 | [NY00123] sw/src/draw.cpp:drawscreen: We can set the pp->si* fields just once, a bit later.
c2f620aca | [NY00123] SW: Revert commented out horiz->q16horiz renames in DSPRINTF strings
5b3467aff | [NY00123] SW: Fix typo in DoPlayerTeleportToSprite, following the migration to q16 angles
6edb20689 | [NY00123] Fix multiplayer desync after the change to q16 angle and horiz. Note that this includes non-portable unaligned accesses, but this already applies to surrounding code. Just add comments for now.
96c0005a0 | [NY00123] SW: Trim q16 angle and horiz during demo playback/recording. This uses the newly introduced PEDANTIC_MODE macro.
fe5db301c | [NY00123] sw/src/player.cpp:DoPlayerTurn: Increase turning precision with q16 angle. This uses the new NORM_Q16ANGLE macro.
25bce29df | [NY00123] Another fix for "SW: Refinements for Q16.16 implementation", including an amend to a change from "SW: Make all the changes compile with GCC.": Pass q16-formatted angles to drawroomstotile.
8a88061bb | [NY00123] Consistency fix for "SW: Refinements for Q16.16 implementation.": Additionally update the commented out implementation of drawroomstotile
5249472f7 | [NY00123] Fix compatibility with existing demo files after the migration to q16 angle and horiz. The original SW_PACKET structure, named OLD_SW_PACKET here, is used while accessing demo files.
4110d6a08 | [NY00123] SW: Make all the changes compile with GCC.
b48ea760d | [NY00123] SW: Make it actually work.
01d4c3ecb | [NY00123] SW: Refinements for Q16.16 implementation.
0fc47dd3e | [NY00123] SW: Use Q16.16 for angle.
896f5768e | [NY00123] SW: Use Q16.16 for horiz.
9de473573 | [nukeykt] Correctly display sloped sprites in side view mode
5e5cfd9a5 | [Jordon Moss] Fix player sprite disappearing and chat indicator using the wrong sprite when typing.
61e40bccf | [Jordon Moss] Re-added a check in VM_Move that probably should't have been removed.
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NBlood / Rednukem / PCExhumed - r11321
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48a4a0450 | [nukeykt] Blood: poll player input at least once to prevent skips
Fixes #329
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NBlood / Rednukem / PCExhumed - r11320
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3d20e208e | [GitHub] Merge pull request #345 from MexMeRcUrY/MoviePlusAddons_TextureCountFix
Blood: MoveFolder+Addons texture count fix
9c1da5be5 | [MexMeRcUrY] fixes #343
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NBlood / Rednukem / PCExhumed - r11318
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Merged with EDuke32 codebase.
Changelog is skipped for this release.
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NBlood / Rednukem / PCExhumed - r2488
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cca54af7 | [Evan Ramos] Avoid warnings when defining only extra in tilefromtexture
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NBlood / Rednukem / PCExhumed - r2487
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599a22b7 | [Evan Ramos] Blood: Make voxels and models loaded via def inherit rotation automatically
c010f679 | [Evan Ramos] Disable the call to WIN_UpdateClipCursorForWindows in WIN_PumpEvents
Achieved by hex-editing libSDL2.a to change a JE (0x74) to JMP (0xEB).
This should improve micro stuttering-issues on Windows. My settings:
r_vsync 2
r_maxfps 0
win_systemtimermode 1
win_performancemode 1
4af48014 | [Evan Ramos] Replace hackish old PALETTE.DAT format detection with robust file length method
aefe9109 | [nukeykt] Blood: Fix model yoffset
d15ac4c7 | [GitHub] Merge pull request #341 from CommonLoon102/maxpath-fix
Blood: Use BMAX_PATH instead of MAX_PATH in CGameMenuFileSelect
94b5d32a | [CommonLoon102] Blood: Use BMAX_PATH instead of MAX_PATH in CGameMenuFileSelect
1b96a9bc | [GitHub] Blood: Add User Map menu to episode select (#340)
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NBlood / Rednukem / PCExhumed - r2480
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2916fda2 | [GitHub] Merge pull request #339 from CommonLoon102/illusion-map-crash-fix
Blood: fix ILLUSION.MAP crash
212485c0 | [CommonLoon102] Blood: fix ILLUSION.MAP crash
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NBlood / Rednukem / PCExhumed - r2478
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f320d308 | [nukeykt] Blood: fix build