EDuke32 Changelog Archivio non ufficiale

Cosa è cambiato in EDuke32, build per build

2.117 build · 8.866 commit · 25 autori · Ottobre 2009 – Agosto 2026

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Era SVN · r1519 – r8798 Era Git · voidpoint.io, da aprile 2020
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Agosto 2025 1 build · 1 commit

Luglio 2025 1 build · 1 commit

Build 10622

3 lug 2025 · 2 commit · 1 autore GIT
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  • Add EVENT_OPERATEACTIVATORS

    oasiz 506ca57 scritto il 30 giu 2025 FixEngineCON
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    EVENT_OPERATEACTIVATORS is run against each STAT_ACTIVATOR with a matching lotag when a typical Duke3D button/touchplate is triggered. Current sprite will be stored in THISACTOR and setting RETURN -1 will skip the normal processing of any remaining activator logic. This does not work with Masterswitches as they use a completely different logic instead.

    Risolve
    terminx/eduke32#323
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Giugno 2024 1 build · 2 commit

Ottobre 2023 3 build · 6 commit

Build 10478

3 ott 2023 · 19 commit · 1 autore GIT
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  • use internal CONs if external CON compilation fails, like the DOS version did.

    TerminX 4d8264c 3 ott, 05:43 CON
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    I see now that Todd was actually very wise.

  • detect invalid .sectnum and .statnum with setactor

    TerminX af4d604 scritto il 22 set 2023 CON
  • fix bug in CON EVENT_SCREEN where keypresses weren't being cleared between loop iterations, preventing animations where each keypress skips a segment without bailing out of the whole thing

    TerminX a213113 scritto il 18 set 2023 FixCON
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Aprile 2022 2 build · 2 commit

Build 10040

29 apr 2022 · 3 commit · 1 autore GIT
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  • Introduce actor event 'EVENT_PREACTORDAMAGE'

    Dino Bollinger 9c9518f scritto il 6 feb 2022 CON
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    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.

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Marzo 2022 1 build · 5 commit

Build 9983

25 mar 2022 · 20 commit · 1 autore GIT
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  • improve CON VM debug dump output

    TerminX a91e9f3 scritto il 10 feb 2022 CON
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    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.

  • add debug vm_preempt cvar to control CON VM preemption by frame drawing

    TerminX 8964f51 scritto il 10 feb 2022 CON
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    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.

  • add projectile flags to CON default definitions

    TerminX 27d15fd scritto il 8 gen 2022 CON
  • disallow drawing frames between EVENT_PREGAME iterations

    TerminX 446930d scritto il 7 feb 2022 CON
  • stupid CON VM optimizations

    TerminX c1429cd scritto il 1 feb 2022 CON
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    Replaces VM_ASSERT macro with new VM_ABORT_IF macro, ~1-2% perf increase in real world tests using heavy scripts (Ion Fury)

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Febbraio 2022 1 build · 1 commit

Gennaio 2022 1 build · 1 commit

Dicembre 2021 5 build · 5 commit

Build 9881

23 dic 2021 · 1 commit · 1 autore GIT
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  • Fix an error with the bonus tile, and extend EVENT_GETBONUSTILE

    Dino Bollinger 7c0a304 23 dic, 09:39 FixCON
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    Within EVENT_GETBONUSTILE, you can now set ud.return[0] to ud.return[4] to change each frame of the bonus screen animation separately.

Build 9880

22 dic 2021 · 1 commit · 1 autore GIT
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  • Add event EVENT_GETBONUSTILE to change bonus screen pic

    Dino Bollinger c1d069e scritto il 20 nov 2021 CON
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    The RETURN value will be set to the current base bonusscreen tile, and changing it will change the tiles displayed in the bonusscreen.

Build 9841

10 dic 2021 · 1 commit · 1 autore GIT
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  • Only attempt to switch subweapon if we actually have the weapon

    Dino Bollinger a6dfd93 scritto il 9 dic 2021 FixCON
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    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.

Build 9839

8 dic 2021 · 7 commit · 2 autori GIT
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  • Reset all actor vars in prelevel() regardless of the sprite's statnum

    Dino Bollinger 452f818 8 dic, 10:02 EngineCON
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    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.

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Build 9830

1 dic 2021 · 2 commit · 1 autore GIT
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  • Add sanity checking to CON decimals, hex constants and labels

    Dino Bollinger f33c7ce 1 dic, 14:55 CON
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    * 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.

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Novembre 2021 3 build · 3 commit

Build 9828

28 nov 2021 · 10 commit · 2 autori GIT
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  • WIP controller force feedback (rumble) support

    TerminX 38eba41 scritto il 24 nov 2021 CON
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    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.

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Build 9750

1 nov 2021 · 2 commit · 1 autore GIT
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  • Add the CON commands `getngcflags` and `setngcflags`

    Dino Bollinger e3df820 scritto il 18 set 2021 CON
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    Usage: ``` getngcflags <var> <idx1> [<idx2>...] setngcflags <const/var> <idx1> [<idx2>...] ``` 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`.

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Ottobre 2021 3 build · 6 commit