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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Stai vedendo il 2021 · selezionalo di nuovo per vedere tutti gli anni
Era SVN · r1519 – r8798 Era Git · voidpoint.io, da aprile 2020
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Dicembre 2021 10 build · 28 commit

Build 9886

26 dic 2021 · 5 commit · 1 autore GIT
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  • Introduce modern default keybind ordering

    Dino Bollinger 5fbeae0 scritto il 22 dic 2021
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    Can be changed with the cvar cl_keybindorder. Settings the value to 0 restores the original classic keybind order, 1 uses the modern ordering. Either mode is overridden by custom keybind orders.

  • apply reordering to mouse and controller config as well

    Dino Bollinger 8982a25 scritto il 13 ago 2021
  • Implement reordering of keyboard menu entries via DEF command

    Dino Bollinger ba7d12a scritto il 20 nov 2021
    Mostra dettagli

    List the gamefunc names (or corresponding indices) separated by whitespace. This will define the order of gamefuncs on the keyboard configuration menu. Any omitted gamefuncs will not be listed in the menu. Usage: ``` keyconfig { gamefunc_Move_Forward gamefunc_Move_Backward gamefunc_Strafe_Left gamefunc_Strafe_Right ... } ```

  • Decouple keybind menu ordering from assigned gamefunc index

    Dino Bollinger 9107b89 scritto il 13 ago 2021
  • replace NUMGAMEFUNCTIONS macro with an enum value

    Dino Bollinger 8ba7a41 scritto il 13 ago 2021

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 9875

14 dic 2021 · 34 commit · 1 autore GIT
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  • add menu option to control OPL3 volume post-amplification

    TerminX 3cbf400 scritto il 10 dic 2021
  • add mjr4077au to contributors

    TerminX 77aa090 scritto il 24 nov 2021
  • fix misleading usage of A_CheckSpriteFlags() (comparison with 0 implied the function returns the flag bits instead of `true` or `false`; it does not)

    TerminX b85ed73 scritto il 24 nov 2021 Fix
  • fix redundant assignment

    TerminX 544044d scritto il 24 nov 2021 Fix
  • only fix16_to_int the player's angle once when throwing pipebombs or placing tripbombs

    TerminX 5aa3b1a scritto il 8 dic 2021
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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 9840

8 dic 2021 · 1 commit · 1 autore GIT
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  • Remove the 'previousboardfilename' mapart hack

    Dino Bollinger dfee579 scritto il 1 dic 2021 Fix
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    This was a bandaid that prevented repeatedly loading the same mapart when loading savegames. This meant having to constantly update the buffer whenever clearing mapart, which is undesirable. Fixes mapart not reloading after quitting to title, or ending an episode and then loading a savegame.

Build 9839

8 dic 2021 · 7 commit · 2 autori GIT
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  • use FX_GetPosition() in S_GetSlot() to take the age of a voice into account when selecting a voice to cancel when attempting to play more than MAXSOUNDINSTANCES of a single sound simultaneously

    TerminX 888a987 scritto il 7 dic 2021
  • move a debug assertion

    TerminX c21ee6e scritto il 1 dic 2021
  • fix crash trying to play negative sound indexes from mistagged switches

    TerminX 10ca19f scritto il 3 dic 2021 Fix
  • 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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  • Prevent segfaults when no sounds are defined.

    Dino Bollinger 4822ad2 scritto il 30 nov 2021 Fix
  • Add sanity checking to CON decimals, hex constants and labels

    Dino Bollinger f33c7ce 1 dic, 14:55 CON
    Mostra dettagli

    * 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.

Novembre 2021 12 build · 24 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
    Mostra dettagli

    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.

  • fix oversight in current A_RadiusDamage() implementation that allowed a sprite to inflict radius damage on itself

    TerminX 0178c7c scritto il 24 nov 2021 FixEngine
  • fix Fury build

    TerminX a66705e scritto il 26 nov 2021 Fix
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Build 9815

25 nov 2021 · 8 commit · 4 autori GIT
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  • add mus_tryformats cvar and menu option to control loading OGG/FLAC replacements for MIDI

    NY00123 3ca0f0f scritto il 12 nov 2021
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    Based on MR !175.

  • fix sound regression causing sound #0 (KICK_HIT) to play when doors were opened

    TerminX cc924ee scritto il 23 nov 2021 Fix
  • Add actor struct members `htfloorzoffset` and `htwaterzoffset`

    Dino Bollinger b3a831c scritto il 24 nov 2021 Engine
    Mostra dettagli

    Values range from -128 to 127. The former defines the distance of the actor from all floors, the latter applies additively to the hardcoded offset applied when on lotag 1 sectors. Positive values lift the actor off the ground, negative values move the actor into the floor. The default values for both struct members is 0. To achieve a net zero displacement, htfloorzoffset needs to be set to -1, and htwaterzoffset must be set to 24. Also note that internally, the offset is multiplied by 256 to receive the actual z coordinates (like `iffloordistl`).

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Build 9791

12 nov 2021 · 4 commit · 2 autori GIT
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  • remove reset to previous projectile position from projectile bounce handling

    TerminX b3003ac 12 nov, 07:53
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    Please report any weirdness relating to bouncing projectiles impacting surfaces.

  • make actors set to move vertically in CON act as if SFLAG_SMOOTHMOVE was explicitly enabled

    TerminX 9467311 12 nov, 07:53 CON
    Mostra dettagli

    This smooths out stuff like octabrains and flying liztroops without making them look stupid when they move on the ground.

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