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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Marzo 2013 2 build · 2 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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Gennaio 2013 4 build · 7 commit

Build 3398

16 gen 2013 · 5 commit · 1 autore SVN
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  • add cvar/mapster32.cfg option "keeptexturestretch".

    Helixhorned r3398 16 gen, 12:38 Engine
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    If enabled, dragging wall vertices will correct the xrepeat after the mouse button is released, so that the pre-drag absolute stretching is restored.

  • slightly rework code for setting/querying some cvars.

    Helixhorned r3397 16 gen, 12:38 Engine
  • more or less fix the auto wall-alignment feature ([.]/[,]).

    Helixhorned r3396 16 gen, 12:38 FixEngine
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    - Run it twice, since the first one is wrong. - Warn when attempting to align based on a top-oriented wall. When the sequence of walls to align has "windows", only the bottom parts will be correct. - Make the modifiers actually useful: * Pressing SHIFT aligns at most one wall, remove the old CTRL modifier. * The rest is as before: ALT makes the walls have (approximately) equal texture stretching, ['] (quote) aligns the immediate TROR-nextwalls.

  • don't show wall length of *line* highlight when dragging points.

    Helixhorned r3395 16 gen, 12:38 Engine
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    Also, factor out 2x dup'd code of insertsprite() into do_insertsprite() and add searchwall-displaying code into package/samples/a.m32.

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Dicembre 2012 6 build · 6 commit

Build 3306

18 dic 2012 · 1 commit · 1 autore SVN
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  • when pasting single wall, take over bits 4, 1+64 and 8+256.

    Helixhorned r3306 18 dic, 14:40 Engine
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    That is, everything concerning orientation. Previously, it was wrongly the bitwise NOT of these bits that got taken over. In particular, if bit 2 (swap bottom walls) would get pasted, ridiculousness could ensue.

Novembre 2012 5 build · 7 commit

Build 3114

4 nov 2012 · 3 commit · 1 autore SVN
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  • functionality to rotate or scale RShift-highlighted stuff smoothly.

    Helixhorned r3113 4 nov, 15:03 Engine
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    This is done by pressing LShift and - holding down the left mouse button for scaling, or - the right mouse button for rotating the highlighted walls/sprites with respect to a pivot point determined as the center of the bounding box of all highlighted points. Note that scaling sectors isn't that easy and the current functionality is very rudimentary: there's no z scaling, no xrepeat correction, and sprites aren't touched expect for their position. The user is responsible to maintain map consistency, for example to prevent wall-lines of the same sector crossing each other.

  • when looking for matching wall in 2nd pt. ins., don't skip gray nextwalls.

    Helixhorned r3112 4 nov, 15:03 FixEngine
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    This fixes a bug where it's not possible to split a sector under certain circumstances, reported by Micky C here: http://forums.duke4.net/topic/1348-mapster32-problems-and-bugs/page__view__findpost__p__138380 Also, don't allow zero in various 'F functions: Resize selection and Global {shade, visibility} divide.

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Build 3111

3 nov 2012 · 6 commit · 1 autore SVN
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  • draw lines to linking sprites with LShift, jump to them with +[ or +]

    Helixhorned r3108 3 nov, 12:32 FixEngine
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    When LShift is pressed and the mouse is over a linking sprite (as determined by the tag labeling system), lines are drawn to all other sprites, and pressing [ or ] will cycle these then. False positives and missed sprites are possible. Additional changes: - consider SE 31 and 32's lotag to NOT be linking, since the ACTIVATOR is what matters. The original maps are inconsistent there. - When pressing Alt+[ or Alt+] and there are no corruptions, say so instead of doing [ or ].

  • when punching loop, fade screen; tweak two messages.

    Helixhorned r3106 3 nov, 12:32 Engine
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Ottobre 2012 1 build · 2 commit