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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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Aprile 2023 1 build · 8 commit

Build 10212

5 apr 2023 · 44 commit · 2 autori GIT
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  • in "draw tsprite before mask?" check, consider tile offsets for sloped sprites.

    Helixhorned 671a7bc scritto il 29 dic 2022 FixEngine
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    In 'GetCornerPoints()', fix condition for when to use 'get_floorspr_points()' to include sloped sprites as well.

  • in "draw tsprite before mask?" check, consider offsets for floor sprites.

    Helixhorned 5f5ab3f scritto il 23 dic 2022 Engine
  • in "draw tsprite before mask?" check, consider xoffset for wall sprites.

    Helixhorned 22d67e2 scritto il 23 dic 2022 Engine
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    (More precisely, in renderDrawMasks()'s check "does the maskwall separate the tsprite center from the camera?".) This provides more reasonable rendering order when the sprite (as drawn) is heavily biased to one side of the maskwall. Note [1]: mask/mask intersections are in general problematic since there is no further subdivision. For opaque objects, the OpenGL modes "work around" the issue thanks to the depth buffer. See: - 'mask_drawing_order.map', the STEAM sprites which by position are all on the other side of the right-hand side fence, but as drawn may or may not be more towards one particular side. (The topmost one with xoffset 50 is the first to be drawn behind it; note that 'picanm[STEAM].xofs == -47'.) - Issue #136, the first example screenshot. However, there, the fence intersects the STEAM sprite quite exactly in the middle (as drawn), so note [1] above applies.

  • in 'renderDrawMasks()', simplify a condition.

    Helixhorned 7462fa6 scritto il 22 dic 2022 Engine
  • from 'renderDrawMasks()', pull out 'GetCornerPoints()'.

    Helixhorned 6fc2c63 scritto il 21 dic 2022 Engine
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Luglio 2015 1 build · 1 commit

Giugno 2013 2 build · 3 commit

Build 3898

22 giu 2013 · 5 commit · 1 autore SVN
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  • consider a point inside() a sector in all border cases (literally).

    Helixhorned r3898 22 giu, 04:31 Engine
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    In other words, for a test rectangular sector, a sprite would be inside the sector in on all 4 edges and all 4 corners. Previously, it would have been the lower right portion only (*excluding* LL and UR corners), which led to map editing issues.

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Build 3883

13 giu 2013 · 8 commit · 1 autore SVN
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  • remove preceding assertion failure, continue loop then instead.

    Helixhorned r3878 13 giu, 10:11 Engine
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    Interestingly, that test case then appears to be drawn fully. Heh. Also, move one clamp from r1874 one up in the data flow chain. Doesn't seem to break textured overhead map view with Last Pissed Time.

  • make fillpolygon() more readable with the usual code transformations.

    Helixhorned r3877 13 giu, 10:10 Engine
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    Also add an assertion that currently sometimes fails when zooming in too much in Mapster32 textured 2D mode. Example: DNF's LADYKILLR.MAP at (46000,-14000).

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Maggio 2013 1 build · 1 commit

Aprile 2013 3 build · 3 commit

Build 3701

21 apr 2013 · 8 commit · 1 autore SVN
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  • stricter map load time checking for sprites with oob sectnums.

    Helixhorned r3696 21 apr, 12:55 FixEngine
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    Sprites are now considered to have out of bounds sector numbers if it is < 0 or >= numsectors (not merely >= MAXSECTORS). If such a sprite is now encountered during post-load, an attempt is made first to assign it a sector number (using updatesector()). If that fails, the sprite is removed from the map. The background is that a dozen of maps do come with such sprites and could previously corrupt the sprite list when loaded.

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Marzo 2013 2 build · 3 commit

Build 3605

24 mar 2013 · 4 commit · 1 autore SVN
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  • fix assertion failure with overlong walls in rintersect().

    Helixhorned r3605 24 mar, 11:55 FixEngine
  • return early with 0 from cansee() if either sector is >= MAXSECTORS.

    Helixhorned r3603 24 mar, 11:55 EngineCON
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    Previously, only the <0 condition was checked. However, the passed sectnums could be >= MAXSECTORS (at least in C-CON), for example when issuing 'canseespr' on a sprite not in the game world.

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Gennaio 2013 2 build · 2 commit

Build 3366

2 gen 2013 · 4 commit · 1 autore SVN
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  • fix a possible crash with texel-hitscan.

    Helixhorned r3364 2 gen, 14:33 FixEngine
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    Reproduced as follows (assuming all tiles have texel-hitscan for simplicity): In E2L5, shoot the opening switch with the shotgun, aiming for the border. The crash occurs because the *other*, depressed switch tile isn't yet loaded when we index into its tile storage. Dereferencing 0+small number == BAD!

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Agosto 2012 1 build · 1 commit

Febbraio 2012 1 build · 1 commit

Build 2373

20 feb 2012 · 8 commit · 1 autore SVN
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  • make neartag accept a sprite-blacklist function and use it in sector.c.

    Helixhorned r2373 20 feb, 11:54 EngineCON
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    Internally, the last argument to neartag is now a pointer to a function int32_t (*blacklist_sprite_func)(int32_t i), which is supposed to return 1 if sprite[i] should NOT be considered for hitting. This is now used in the hard-coded neartag() calls in sector.c, but not in any way in CON (there's neither a C blacklist function provided, nor is there a possibility to define one in CON). There, all sprites with picnums >=1 and <=10 (i.e. the effectors) will be blacklisted. This remedies problems where such sprites would get in the way of switches. Note that a whitelist approach (only consider a predefined set, namely those picnums which will be checked afterwards) has back-compatibility implications since people may have used e.g. lotagged window sprites to cover a switch. Also, the >=1 to <=10 range is [sic] (the static, not dynamic values are used), since anyone redefining effector picnums is clearly out of their mind.

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Dicembre 2011 1 build · 1 commit

Settembre 2011 2 build · 2 commit

Build 2015

10 set 2011 · 4 commit · 1 autore SVN
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  • In setbrightness() and qsetmodeany(), call setpalette() only if the

    Helixhorned r2015 10 set, 08:45 FixEngine
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    palette changed from the last one (either globally or within the last call of one of the function). This fixes the ugly OSD flickering in 8-bit mode when a screen tint effect is in action (such as when being hurt or snotted on).

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