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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Giugno 2020 15 build · 24 commit

Build 9141

11 giu 2020 · 4 commit · 1 autore GIT
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  • add some labels for the different GREENSLIME states

    TerminX 1bc4d5f 11 giu, 08:48
  • add player .somethingonplayer check to GREENSLIME, and reset the player's .somethingonplayer to -1 if the player is dead

    TerminX 6335a9a 11 giu, 08:16
  • fix longstanding bug with unfrozen GREENSLIME

    TerminX 58aa447 11 giu, 07:03 Fix
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    This fixes some undefined behavior that occurred as a result of reading far past the bounds of slimeFrames[].

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Build 9126

8 giu 2020 · 1 commit · 1 autore GIT
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  • fix jittery view on moving sectors

    TerminX 6a78dde 8 giu, 12:21 FixEngine
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    This also fixes the interpolation for gamefunc_TurnAround and stomping on enemies. Fixes terminx/eduke32#60.

Build 9125

8 giu 2020 · 1 commit · 1 autore GIT
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  • fix issue with player movement not being locked when crushing shrunken enemies

    TerminX 7ac897a 8 giu, 09:39 Fix
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    Fixes terminx/eduke32#59.

Build 9124

7 giu 2020 · 1 commit · 1 autore GIT
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  • fix issue where the player was unable to look or move under some circumstances after being "killed" with god mode enabled

    TerminX 15c084b 7 giu, 12:15 Fix
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    Fixes #56.

Build 9058

1 giu 2020 · 5 commit · 1 autore GIT
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  • mark compiled CON_MOVE/CON_AI/CON_ACTION with a trailing value

    TerminX 98351dd scritto il 30 mag 2020 CON
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    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.

  • improve WT FLAMETHROWERFLAME enemy type check

    TerminX fb4c4d5 scritto il 30 mag 2020
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    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.

  • optimize A_RadiusDamage()

    TerminX 56a6ba6 scritto il 30 mag 2020 Engine
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    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.

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Maggio 2020 9 build · 30 commit

Build 9053

28 mag 2020 · 4 commit · 1 autore GIT
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  • remove extraneous call to videoNextPage() when handling savegames initiated from CON

    TerminX e784aa3 28 mag, 08:32 CON
  • amend b164d944351463696e43eba4179dbd51c8c13885 to take slopes into account

    TerminX 4e2a326 scritto il 27 mag 2020
  • improve nextsectorneighborz() return value checks

    TerminX 0224524 scritto il 25 mag 2020 Engine
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    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. (!!)

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Build 9009

21 mag 2020 · 6 commit · 2 autori GIT
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  • this bit of the main loop needs to go

    TerminX 01b8671 scritto il 20 mag 2020 Fix
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    The logic here is incorrect when considering anything run from within G_DoMoveThings() that may directly trigger drawing.

  • split chunks of main loop off into Net_DedicatedServerStdin() and G_DrawFrame()

    TerminX 8b733c1 scritto il 20 mag 2020
  • fix VS2019 16.6 build error

    TerminX 438ba9b scritto il 20 mag 2020 Fix
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Build 8937

15 mag 2020 · 7 commit · 1 autore GIT
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  • use timerGetPerformanceCounter() instead of timerGetHiTicks() for CON performance profiling

    TerminX 74da38c 15 mag, 04:53 CON
  • move gameHandleEvents() (and therefore system event pumping) back to directly in the main loop

    TerminX 0fb637f 15 mag, 02:35
    Mostra dettagli

    I'm hoping this is OK now that the issues with SDL and GetClipCursor() have been worked around.

  • make CON_GETFLORZOFSLOPE and CON_GETCEILZOFSLOPE TROR aware

    TerminX 0f6398a scritto il 13 mag 2020
  • restore previous version of VM_ASSERT macro for compilers other than MSVC

    TerminX 28f04d0 scritto il 13 mag 2020
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