- Use fluid_patchset to specify the SoundFont(s) for FluidSynth instead of doubling up with
snd_midipatchset, which is already used by FMOD.
SVN r2555 (trunk)
which is painfully apparent on hexen.wad MAP01's music, which hits around 90 voices.
- Patch from Chris:
* Add FluidSynth to the menu.
* Enable FluidSynth for MIDI as well as MUS.
* Fix CmakeLists.txt.
SVN r2554 (trunk)
to try compiling it myself on Windows to see if it's really that slow or if
Ubuntu just ships an unoptimized version, because performance is pretty pathetic
when compared to the other options. (I understand that it's a complete SoundFont2
renderer, so it is understandably slower than something like TiMidity++, but still.
Does it really need to be around 10x slower? I played with the chorus, reverb, and
interpolation settings, and none of them seemed to make much difference in
performance.)
SVN r2545 (trunk)
- Fixed: P_LoopSidedefs() needs to clean out sidetemp[] because when it's called a second time, the maximum of the number of vertices and that of sides may have increased compared to when P_AllocateSideDefs() created the array, which led to access violations.
SVN r2541 (trunk)
- added Polyobj_MoveToSpot action specials. They are functionally identical to Polyobj_MoveTo but get the target coordinate from a map spot instead.
SVN r2503 (trunk)
- fixed: AActor::CanSeek had the check for the visibility of the target actor's alpha reversed.
- added an Alt HUD icon for Hexen's fighter's fist.
SVN r2501 (trunk)
of the type declaration rather than split it up after the variable name.
- More AST work. At this rate, maybe I'll finally be building a complete AST by the end of the
month!
SVN r2499 (scripting)
grabbed. At least if the pointer is visible when the debugger break happens, I don't worry
about it getting stuck hidden. (Note that that seems to be related to Alt+Tabbing out of the
game and coming back. I wish I knew what's going on.)
SVN r2497 (trunk)
example. Do not modify the window class pointer. I still had an instance where I was left with
an invisible pointer no matter where I moved it, so hopefully this takes care of that. (edit:
it doesn't.)
SVN r2496 (trunk)
- Two tweaks to raw mouse input to make it better behaved when the window suddenly has focus
removed (e.g. because of a debugger break):
* Keep the pointer centered in the window, as for Win32Mouse. Even though it's not generating
any traditional input events, it's still moving all over the screen. e.g. If we have focus
yanked away and you're pressing the right mouse button as it happens, you can suddenly find
yourself with a popup menu open.
* Use SetCursorState() like the other mouse modes instead of ShowCursor() to hide the
pointer. This way, we don't need to worry about being stuck with trying to use the system
with an invisible pointer, because only the game window will be pointer-less.
SVN r2495 (trunk)
the sector. Note that this contrasts with sound sequence things in that it takes a name and
not a number. Also, placing a sound sequence thing in a sector will override this property.
SVN r2492 (trunk)
* 0. Do not clear. This is the standard behavior.
* 1. Clear to black.
* 2. Clear to white.
* 3. Alternate between black and white every 128 ms.
* 4. Step through the palette one color at a time every 32 ms.
* 5. Epileptic seizure inducing random colors every frame.
SVN r2491 (trunk)