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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Visualizzate 13 build · 14 commit

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Maggio 2023 1 build · 1 commit

Aprile 2023 1 build · 1 commit

Ottobre 2021 1 build · 1 commit

Agosto 2021 1 build · 1 commit

Giugno 2021 1 build · 2 commit

Novembre 2015 1 build · 1 commit

Build 5434

20 nov 2015 · 4 commit · 1 autore SVN
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  • add byte array editorcolors[256] to m32script variables.

    Helixhorned r5433 20 nov, 12:26 EngineCON
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    This makes it possible to set up editor colors at startup (from m32_autoexec.cfg). For example: script_expertmode 1 do for i range 256 ifge i 33 { set editorcolors[i] i } script_expertmode 0 Use this method in the description of how to get old-style 2D colors in tiles.cfg and suggest an alternative color index pair.

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Agosto 2015 1 build · 1 commit

Maggio 2015 1 build · 1 commit

Build 5182

10 mag 2015 · 1 commit · 1 autore SVN
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  • honor r_usenewaspect, especially it being off.

    Helixhorned r5182 10 mag, 03:55 EngineCON
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    For this, add a setaspect_new() setup/restore pair in M32_DrawRoomsAndMasks() like for G_DrawRooms(). With this, changing viewingrange/aspect via m32script (in a.m32: [7] -- [9] on the upper row) can only be done in r_usenewaspect 0, though.

Gennaio 2014 1 build · 1 commit

Febbraio 2013 2 build · 2 commit

Build 3509

19 feb 2013 · 1 commit · 1 autore SVN
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  • add "movement by one" debugging functionality via a.m32.

    Helixhorned r3509 19 feb, 12:35 FixEngineCON
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    If m32script gamevar "move_by_one" is nonzero, the some keys move the "player arrow" by increments of 1: - Without SHIFT: LEFT/RIGHT absolute x, DOWN/UP absolute y, A/Z absolute z. - With SHIFT: DOWN/UP (unbounded!) horiz, LEFT/RIGHT angle. This can be useful to debug renderer bugs that show a high sensitivity to the exact location ("are transient in space").

Build 3452

1 feb 2013 · 6 commit · 1 autore SVN
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  • RESPAWN-preview coded in M32-script.

    Helixhorned r3447 1 feb, 05:05 FixEngineCON
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    The m32script variable 'showrespawn_always' toggles whether the respawned picnum is shown unconditionally instead of only when aimed at (and locked onto the RESPAWN sprite) in 3D mode. Cool idea by Micky C. NOTE: sometimes doesn't work because of a bug in the m32script interpreter.

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Marzo 2011 1 build · 1 commit

Build 1832

7 mar 2011 · 1 commit · 1 autore SVN
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  • new command-line switch '-namesfile <filename>' for overriding NAMES.H; new 'drawlabel <quotenum> <x> <y> <z> <col> <backcol>' m32script command for drawing small labels, see end of a.m32 for an example; some special handling for sprites whose tile yoffset is greater or equal their pixel height.

    Helixhorned r1832 7 mar, 08:30 EngineCON

Settembre 2010 1 build · 1 commit

Build 1710

30 set 2010 · 1 commit · 1 autore SVN
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  • make sector keep old firstwall when adding inner loop, rewrite setfirstwall to use malloc'ed memory for temp storage instead of end of sector[], reintroduce correct searchwall determination in Polymer mouse picker (intersection of xy projection of aiming ray with wall); added commands to m32script: shiftvarvar[lr], ifhighlighted, ifin3dmode, updatehighlight, sethighlight; coded prototype terrain helper based on isolines and triangle strips.

    Helixhorned r1710 30 set, 16:05 EngineCON