* Fix alt+tab and Windows key when using exclusive fullscreen
* Fix OpenGL exclusive fullscreen
Ignore window events during initialization.
* Raise priority at launch, remove redundant calls
* Get SDL events in batches
* Clean up `I_StartTic()`
* Clean up `I_ReadMouse()`
* Ignore unused controller events
Triggers are now based on their state, like other axes.
* Combine controller update functions
* Separate mouse and gamepad ticcmd prep
* Simplify "store demo" check and disable it
From Chocolate Doom, but commented out.
* Cosmetic changes
* Remove "store demo" check
* fade out 8-bit mono sound samples
Fixes#1730
* apply to FadeInOutMono16() and FadeInOutMonoFloat32()
* Fix crash
* Check fade in and fade out separately
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Co-authored-by: ceski <56656010+ceski-1@users.noreply.github.com>
* Flush mouse motion when clearing relative state
* Clear relative mouse state when clearing input variables
* Prevent mouse motion when returning from message prompts
* Revert input refactoring
* Add back independent `raw_input` and `fake_longtics`
* Don't rotate camera during invalid state
* Simplify viewangle calc
* Move side calcs to g_input
* Move gamepad calcs to g_input
* Move mouse calcs to g_input
* Keep local view update in g_game
* Move error accumulation to g_input
* Reduce scope
* fix replacement of `author` umapinfo string (assumed to be lump name)
* remove some variables that are never read
* remove `toolsrc` from the build (we don't package it anyway)
* make sure that `dropoff` parameter is boolean
* allow `i` values outside enum mobjtype_t range
* `oldgamestate` out of range for `gamestate_t` enum
* false positive (?) for leaking memory in U_SaveState
* use the `__VA_ARGS__` macro instead of functions with variable parameters
In standard C, using NULL to terminate the argument list of a variadic
function is undefined behaviour.
* move V_LinearToTransPatch function to v_fmt.c
* add simplified V_LinearToPatch function
* rename the appropriate W_CacheLump* to V_CachePatch* or V_CacheFlatNum