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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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Luglio 2013 6 build · 29 commit

Build 3938

7 lug 2013 · 6 commit · 1 autore SVN
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  • slight Makefile tweak for Windows preparation.

    Helixhorned r3938 7 lug, 13:59
    Mostra dettagli

    Add doc/how_to_build_lunatic.txt and doc/lpeg-lunatic.patch.

  • retire per-sprite tsprite access for per-tile animation callback reg.

    Helixhorned r3937 7 lug, 13:59 Engine
    Mostra dettagli

    Don't yet make this official API though, since there are unresolved issues with newly created tsprites potentially being fed back to the animation loop. Add xmath.angvec(), xmath.bangvec(), tspr:set_sectnum(), tspr:setpos().

  • various unrelated changes and more documentation.

    Helixhorned r3933 7 lug, 13:58 CON
    Mostra dettagli

    - check map-text version on load - LunaCON: don't allow (back)slash as identifier char - LunaCON stand-alone: don't resort to default directory for root file names - document non-local control flow functions and for LunaCON, ambigious lexical elements

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Build 3932

4 lug 2013 · 9 commit · 1 autore SVN
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  • partially fix LTO=1 build with GCC.

    Helixhorned r3932 4 lug, 12:38 Fix
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    Having to tag these few variables and functions as ATTRIBUTE((used)) seems sensible, but what follows is just strange. OSD_Printf? headspritesect?

  • make g_playerWeapon an array of a corresponding bcarray type.

    Helixhorned r3931 4 lug, 12:38
  • document the additions of the preceding commits.

    Helixhorned r3930 4 lug, 12:38
  • various changes.

    Helixhorned r3929 4 lug, 12:38
    Mostra dettagli

    - swap 2d and 3rd args in xmath.rotate() -- now rotate(point, ang, pivot) - add vec3 method 'rotate', calling xmath.rotate - store game tic count in savegames

  • many changes, motivated by writing test "helixspawner".

    Helixhorned r3928 4 lug, 12:38
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    - some renames of functions/methods - con.actorvar: explicitly allow (for now) boolean and number values - added gv.gametic, player.holdskey(), player.all(), actor.check*()/hit*(), gv.rendmode, gv.REND, <bitint>:mask(), spr:getheightofs() - make read of nil var in "finalized" (live) module produce error, too - add test/helixspawner.lua

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Giugno 2013 13 build · 45 commit

Build 3923

30 giu 2013 · 10 commit · 1 autore SVN
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  • in con.action and con.move, allow mixed number/string key tables.

    Helixhorned r3923 30 giu, 13:38
    Mostra dettagli

    E.g. con.action{0, 4, delay=20}; for convenience, viewtype and incval are initialized to 1 (not 0) here.

  • retire an actor's sprite[].hitag/lotag for new actor[] members.

    Helixhorned r3922 30 giu, 13:38 Engine
  • add actor methods allowing overriding action delay and move hvel/vvel.

    Helixhorned r3918 30 giu, 13:38
    Mostra dettagli

    Add testing code for an example actor 1275 (newspaper) to test.elua.

  • require'CON.ACTION' etc. gets composites from CON; add actor.MOVFLAGS.

    Helixhorned r3917 30 giu, 13:38 CON
  • don't register con.action/move/ai by name, make these return a cdata.

    Helixhorned r3916 30 giu, 13:38
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Build 3912

28 giu 2013 · 7 commit · 1 autore SVN
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Build 3893

20 giu 2013 · 5 commit · 1 autore SVN
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  • player method fadecol(), an improved palfrom.

    Helixhorned r3893 20 giu, 11:31
    Mostra dettagli

    Also, an external 'minitext' with optional shade and pal. args and documentation for ps:padecol().

  • major overhaul of gamevar serialization for savegames.

    Helixhorned r3891 20 giu, 11:31 CON
    Mostra dettagli

    - Handle local gamevars. - Restore gamevars from require('end_gamevars').

  • fix random angle movflag, Windows build; write more documentation.

    Helixhorned r3889 20 giu, 11:31 Fix
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Build 3875

12 giu 2013 · 6 commit · 1 autore SVN
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  • clean up 'geom' module, make walls readable with pseudo-member 'z'.

    Helixhorned r3875 12 giu, 10:49 Engine
  • rename spriteext[].*off->mdoff.*, actor[].actorstayput->stayputsect.

    Helixhorned r3874 12 giu, 10:49
  • make gameactor and gameevent be "table-called" functions.

    Helixhorned r3873 12 giu, 10:49
  • implement qgetsysstr/STR_VOLUMENAME.

    Helixhorned r3872 12 giu, 10:49 CON
  • Propagate potentially remapped CON defines to the control module.

    Helixhorned r3871 12 giu, 10:49 CON
    Mostra dettagli

    (This is the module that implements much of the "hard-coded" functionality formerly on the C side.)

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Build 3868

9 giu 2013 · 5 commit · 1 autore SVN
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  • commit preliminary, unfinished documentation written in AsciiDoc.

    Helixhorned r3868 9 giu, 09:37
    Mostra dettagli

    Don't (yet?) commit the generated HTML.

  • make require() translate dots to dir separators, make those illegal.

    Helixhorned r3867 9 giu, 09:37
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    However, from the command line, reverse the situation: dirseps must be passed as '/', dots are forbidden (except in the trailing ".lua").

  • bound-check defineprojectile tile/sound members.

    Helixhorned r3865 9 giu, 09:37 CON
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    Also from Lunatic, make these members read-only and provide methods that allow setting them to either -1 or a number in [0..MAX{TILES,SOUNDS}-1].

  • rename bitint members to *bits instead of *x.

    Helixhorned r3864 9 giu, 09:37
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Build 3859

7 giu 2013 · 6 commit · 1 autore SVN
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Build 3848

2 giu 2013 · 2 commit · 1 autore SVN
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  • proper handling of dynamic remappings with weapon defaults.

    Helixhorned r3848 2 giu, 07:07 CON
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    That is, the gamevars named WEAPONx_* in CON will now have the remapped value if they were not overridden from CON ('gamevar' at file scope). For C-CON, everything except signaling an override from the CON parser is in place.

  • hook up dynamicsoundremap.

    Helixhorned r3847 2 giu, 07:07 CON

Build 3846

1 giu 2013 · 7 commit · 1 autore SVN
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  • hook up qstrdim and screentext.

    Helixhorned r3845 1 giu, 13:09 CON
    Mostra dettagli

    Also add some recent keywords to the list in con_lang.lua which I had forgotten all along.

  • sector[].ceiling/.floor gets a reference to a ceiling-or-floor struct.

    Helixhorned r3844 1 giu, 13:09 Engine
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    Also, make sector[].*stat a bitint type. Now, a piece of code could look like this: local sec = sector[i] local ceil = sec.ceiling ceil.statx:flip(sector.STAT.SMOOSH)

  • fix a couple of oversights, tweak some stuff.

    Helixhorned r3843 1 giu, 13:09 Fix
  • real user per-player vars.

    Helixhorned r3842 1 giu, 13:09 CON
    Mostra dettagli

    The previous behavior was to translate them as global gamevars, since LunaCON currently has no support for multiplayer. However, then some errors would be missed where such gamevars are accessed in no-player context (e.g. EVENT_ENTERLEVEL). On by default, disabled with -fno-playervar.

  • fix mistranslation of CON "else { if" to Lua "elseif".

    Helixhorned r3840 1 giu, 13:09 FixCON
    Mostra dettagli

    When encountering a non-empty statement inside braces, emit "do" ... "end".

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Maggio 2013 10 build · 26 commit

Build 3830

30 mag 2013 · 6 commit · 1 autore SVN
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  • also reset per-actor gamevars from spawns originating from C.

    Helixhorned r3830 30 mag, 11:10 CON
    Mostra dettagli

    Take care not to do it twice. Still untested though.

  • split 'replace' option for actor chaining flags into soft/hard.

    Helixhorned r3829 30 mag, 11:10 CON
    Mostra dettagli

    Hard replacement reassigns the tile flags, while soft replacement bitwise ORs them, as in CON (since some flags might already have been set using commands like spritenoshade).

  • reset per-actor gamevars on actor spawn, untested.

    Helixhorned r3828 30 mag, 11:10 CON
  • implement 'definegametype', allow writing userdef.level_number.

    Helixhorned r3826 30 mag, 11:10 FixCON
    Mostra dettagli

    Also, allow (implicit) actor index -1 to 'sound' like in C-CON and fix MULTIMODE gamevar definition (was 0, not 1).

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Build 3813

24 mag 2013 · 10 commit · 1 autore SVN
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  • -Wchained-loadactor option for LunaCON, clear errors on restart.

    Helixhorned r3813 24 mag, 06:54 CON
    Mostra dettagli

    The last only in release builds.

  • implement dragpoint, clipmove*; fix gamearray serialization.

    Helixhorned r3812 24 mag, 06:54 FixEngineCON
  • fix restoring of tables. Also add savegame.lua which I forgot!

    Helixhorned r3807 24 mag, 06:54 Fix
  • partially sync with r3803, link with lpeg.a (update to LPeg 0.12).

    Helixhorned r3806 24 mag, 06:54 CON
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    For pre-1.3 CONs, determining the older script version with gamestartup and/or definelevelname is not implemented.

  • fix qsprintf, add test code for GAMEVAR_{NODEFAULT,NORESET} flags.

    Helixhorned r3805 24 mag, 06:54 FixCON
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Build 3798

20 mag 2013 · 1 commit · 1 autore SVN
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  • rename con.peractorvar to simply con.actorvar.

    Helixhorned r3798 20 mag, 12:58
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    NOTE: I'm committing this from my git clone again. If this works OK, everything is in good order again. If not, I hope that I won't damage the SVN repo. *Runs away...*