Wed, 03 Apr 2019 23:37:14 -0400Some minor (and not entirely correct) palette fixes. default tip
Ryan C. Gordon <icculus@icculus.org> [Wed, 03 Apr 2019 23:37:14 -0400] rev 120
Some minor (and not entirely correct) palette fixes.

Restores the missing 3D Realms logo on Duke Nukem 3D, etc.

Fixes Bugzilla #4556.

Tue, 02 Apr 2019 15:05:00 -0400Fixed SDL_ListModes() to not return pointers to things that got realloc'd.
Ryan C. Gordon <icculus@icculus.org> [Tue, 02 Apr 2019 15:05:00 -0400] rev 119
Fixed SDL_ListModes() to not return pointers to things that got realloc'd.

Tue, 02 Apr 2019 14:15:37 -0400Add an error message to SDL_ListModes() if subsystem isn't initialized.
Ryan C. Gordon <icculus@icculus.org> [Tue, 02 Apr 2019 14:15:37 -0400] rev 118
Add an error message to SDL_ListModes() if subsystem isn't initialized.

Tue, 02 Apr 2019 14:15:06 -0400Fixed SDL_GetVideoInfo()
Ryan C. Gordon <icculus@icculus.org> [Tue, 02 Apr 2019 14:15:06 -0400] rev 117
Fixed SDL_GetVideoInfo()

Now vfmt is binary compatible with SDL 1.2, and this is now calculated earlier
during init.

Fri, 22 Mar 2019 23:11:59 -0400SDL 1.2 timers run at a 10 millisecond resolution, so round appropriately.
Ryan C. Gordon <icculus@icculus.org> [Fri, 22 Mar 2019 23:11:59 -0400] rev 116
SDL 1.2 timers run at a 10 millisecond resolution, so round appropriately.

Partially fixes Bugzilla #4556.

Fri, 22 Mar 2019 10:54:17 -0400First shot at adding the idTech4 extentions.
Ryan C. Gordon <icculus@icculus.org> [Fri, 22 Mar 2019 10:54:17 -0400] rev 115
First shot at adding the idTech4 extentions.

Fixes Bugzilla #4551.

Fri, 22 Mar 2019 09:43:16 -0400SDL 1.2 ignores SDL_FreeSurface() attempts on the screen surface.
Ryan C. Gordon <icculus@icculus.org> [Fri, 22 Mar 2019 09:43:16 -0400] rev 114
SDL 1.2 ignores SDL_FreeSurface() attempts on the screen surface.

Fixes Bugzilla #4559.

Sun, 10 Mar 2019 00:18:10 -0500Call SDL_StopTextInput() during init.
Ryan C. Gordon <icculus@icculus.org> [Sun, 10 Mar 2019 00:18:10 -0500] rev 113
Call SDL_StopTextInput() during init.

Otherwise, macOS might pop up a choose-an-accented-letter window if you hold
down a key, which looks really weird in an FPS.

I had never seen this happen before, so it's not clear why this has to be
done here or if it was a fluke or something. But for now it works, and it's
not like SDL 1.2 has proper text input anyhow.

Sun, 10 Mar 2019 00:16:12 -0500This is probably a better name for the SDL2 library on macOS.
Ryan C. Gordon <icculus@icculus.org> [Sun, 10 Mar 2019 00:16:12 -0500] rev 112
This is probably a better name for the SDL2 library on macOS.

Fri, 08 Mar 2019 21:31:21 -0500Implemented SDL_GetKeyState().
Ryan C. Gordon <icculus@icculus.org> [Fri, 08 Mar 2019 21:31:21 -0500] rev 111
Implemented SDL_GetKeyState().

Now Psychonauts works. :)