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

Commit per anno

Seleziona un anno per vederne le build
Era SVN · r1519 – r8798 Era Git · voidpoint.io, da aprile 2020
Filtri · 1 attivi

Visualizzate 670 build · 2.334 commit

Esporta CSV
Opzioni di visualizzazione
Dettagli dei commit:

Settembre 2012 9 build · 50 commit

Build 3000

5 set 2012 · 7 commit · 1 autore SVN
Apri la build
  • Generale

    Add macro CON_ERRPRINTF(Fmt, ...) and use that everywhere.

    Helixhorned r3000 5 set, 10:25
  • Generale

    Factor out some repeated code into G_{Load,Save}PlayerMaybeMulti.

    Helixhorned r2999 5 set, 10:25 CON
    Mostra dettagli

    This currently says that MP saving/loading isn't supported, but doesn't really work correctly. Also, properly bound-check the immediate argument to CON's 'save' command and one more ... -> G_HandleAsync().

  • Generale

    Use Bstrncpyz in 1 place; fix displaying err msg if write-opening savegame fails

    Helixhorned r2998 5 set, 10:25 Fix
  • Generale

    Factor out snprintf'ing a maybe-modDir'd file name into macro G_ModDirSnprintf().

    Helixhorned r2997 5 set, 10:25 CON
    Mostra dettagli

    ... and use it in three places. In two of these uses, 1) CON {read,write}arrayfromfile and 2) G_SavePlayer, display an error message if the file name such generated is too long. In the CON commands of 1), also error out if the file couldn't be opened.

  • Generale

    Move G_HandleAsync() into game.h as 'static inline' and use everywhere else.

    Helixhorned r2996 5 set, 10:25
Apri la build per vedere tutti i 7 commit

Build 2992

2 set 2012 · 12 commit · 1 autore SVN
Apri la build
  • Generale

    compat.h: tweak indentation of some preprocessing directives.

    Helixhorned r2992 2 set, 07:13
  • Generale

    Make getangle() a __fastcall function instead of static inline.

    Helixhorned r2991 2 set, 07:12 Engine
    Mostra dettagli

    This trims four 4k pages of code from the release EDuke32 build and one page from Mapster32.

  • Generale

    In dosetaspect(), bail out calculating radarang2[] instead of failing assertion.

    Helixhorned r2990 2 set, 07:10 Engine
    Mostra dettagli

    When this happens, parallaxmodes other than 0 will be unavailable and silently draw as parallaxmode 0. This usually happens with extremely wide resolutions.

  • Generale

    Add lunatic/test/tables.lua, which was used to compare the calc'd sin/atan values.

    Helixhorned r2989 2 set, 07:09
  • Generale

    Calculate sine and arctan tables, getting rid of TABLES.DAT dependency.

    Helixhorned r2988 2 set, 07:08
    Mostra dettagli

    We're pulling stuff from math.h even in non-GL builds right now, so adding libc's sin() and atan() doesn't seem like a big deal. In the unlikely event that their accuracy is so bad that the calculated tables don't match the original ones, a warning is issued on little-endian platforms.

Apri la build per vedere tutti i 12 commit

Build 2980

2 set 2012 · 3 commit · 1 autore SVN
Apri la build

Agosto 2012 16 build · 119 commit

Build 2977

28 ago 2012 · 1 commit · 1 autore SVN
Apri la build
  • Generale

    Fix "shooting" tripbombs from non-players such as the SE shooter.

    Helixhorned r2977 28 ago, 14:42 Fix
    Mostra dettagli

    Well, this never worked anyway, but invoking demons flying out of your nose is never a good idea.

Build 2971

26 ago 2012 · 9 commit · 1 autore SVN
Apri la build
  • Generale

    Quit the game if SE17 (warp elevator) setup fails.

    Helixhorned r2971 26 ago, 15:17 Engine
    Mostra dettagli

    The spawn-time SE 17 setup uses nextsectorneighborz() which can fail (return -1) on some circumstances and would cause an OOB sector[] access.

  • Generale

    Replace some literal numbers denoting SEs/STs by symbolic enumeration values.

    Helixhorned r2970 26 ago, 15:16
  • Generale

    engine.c: rewrite nextsectorneighborz() for clarity.

    Helixhorned r2969 26 ago, 15:15 Engine
  • Generale

    build.lua map loader: add the option of canonicalizing sprite order.

    Helixhorned r2968 26 ago, 15:13 Engine
    Mostra dettagli

    This is mostly for debugging, since currently, Mapster32 restores sprites not in the same order as the original sprite index order. Also, expose this option from map2text.lua and mapdiff.sh.

  • Generale

    foreachmap.lua: add -e"some code..." switch to execute code from the cmdline.

    Helixhorned r2967 26 ago, 15:12
Apri la build per vedere tutti i 9 commit

Build 2962

24 ago 2012 · 5 commit · 1 autore SVN
Apri la build
  • Generale

    On Linux build without startup GUI, don't save ModDir to config.

    Helixhorned r2962 24 ago, 11:55
  • Generale

    A couple of trivial changes.

    Helixhorned r2961 24 ago, 11:54
  • Generale

    Fix stack corruption when demo was attempted to be written with non-empty mod dir.

    Helixhorned r2960 24 ago, 11:52 Fix
  • Generale

    If r_screenaspect is 0 (or any other invalid value), assume square pixel aspect.

    Helixhorned r2959 24 ago, 11:51
  • Generale

    osxbuild.sh: add 'debughelix' preset, building only x64 debug packages.

    Helixhorned r2958 24 ago, 11:49

Build 2957

22 ago 2012 · 6 commit · 1 autore SVN
Apri la build
  • Generale

    Pack how many players fake multi was started with into g_fakeMultiMode.

    Helixhorned r2957 22 ago, 15:51
  • don't wrongly change pitch for sounds originating from 2nd player.

    Helixhorned r2956 22 ago, 15:50
    Mostra dettagli

    For example, if the first one is underwater.

  • tweak base palette application, remove resp. code from splitscr.con.

    Helixhorned r2955 22 ago, 15:49 CON
    Mostra dettagli

    Basically, base palettes with lower indices trump higher ones. For example, when one player is underwater and the other above, the normal palette takes precedence.

  • Generale

    Generalize fullscreen tint application to more than one tint.

    Helixhorned r2954 22 ago, 15:48
    Mostra dettagli

    Currently, the only kinds of tint that can be applied simultaneously are one "palfrom" per player, plus one loogie tint per player. Each palfrom still overrides the preceding one. However, this is not a big problem IMO since palfroms decrease at the same rate (loogie tint decreases at half the speed). This change is especially good for the splitscreen mod, since now the tints of the two players won't compete with each other. See the comment in the source for some properties of the blending formula.

  • Generale

    Don't clear loogie tint transiently on changing palette.

    Helixhorned r2953 22 ago, 15:47
Apri la build per vedere tutti i 6 commit

Build 2951

21 ago 2012 · 1 commit · 1 autore SVN
Apri la build
  • Generale

    Make a colored REACTOR/REACTOR2 sprite disappear in single player again.

    Helixhorned r2951 21 ago, 10:40 Engine
    Mostra dettagli

    Noted by Nukey. See Duke3D 1.5 GAME.C line 4220.

Build 2950

21 ago 2012 · 2 commit · 1 autore SVN
Apri la build
  • print "reserved" quotes in the upper half of the screen.

    Helixhorned r2950 21 ago, 10:39
    Mostra dettagli

    Reverved quotes are ones like "Killed by xxx". Since they're only shown for the first player for now, printing them in the upper part makes more sense (in above/below split, the first player is above).

  • tweak weapon selection to do the expected thing for shrinker/grower.

    Helixhorned r2949 21 ago, 10:37

Build 2948

20 ago 2012 · 11 commit · 1 autore SVN
Apri la build
  • Generale

    Print quotes for both players in fake multi, remove quote code in splitscr.con.

    Helixhorned r2948 20 ago, 14:32 CON
  • Generale

    game.c: clean up G_PrintGameText() a little.

    Helixhorned r2947 20 ago, 14:31
  • Generale

    game.c: clean up G_PrintGameQuotes().

    Helixhorned r2946 20 ago, 14:30
  • handle crosshairs for above/below split and regard crosshairscale.

    Helixhorned r2945 20 ago, 14:29
  • support for above/below screen split.

    Helixhorned r2944 20 ago, 14:28
    Mostra dettagli

    To enable it, the HUD-less (maximized) screen size must be selected.

Apri la build per vedere tutti i 11 commit

Build 2937

19 ago 2012 · 7 commit · 1 autore SVN
Apri la build
  • Generale

    Fix two "may be used uninitialized" warnings (they can't, as far as I can see).

    Helixhorned r2937 19 ago, 06:02 Fix
  • Generale

    fake multi: don't display name when aiming at opponents.

    Helixhorned r2936 19 ago, 06:02
  • Generale

    Fake multi: fix display of item percentage and on/off states.

    Helixhorned r2935 19 ago, 06:02 Fix
  • Generale

    Display the firsts-when-shrunk hud-weaponscaled, tweak for fake multi.

    Helixhorned r2934 19 ago, 06:01
  • Generale

    Make the scuba HUD be affected by hud_weaponscale, tweak for fake multi.

    Helixhorned r2933 19 ago, 06:01
Apri la build per vedere tutti i 7 commit

Build 2930

19 ago 2012 · 14 commit · 1 autore SVN
Apri la build
  • Generale

    player.c: In G_DrawTileScaled, lose bit 1024 (prior to r1658, bit 256).

    Helixhorned r2930 19 ago, 05:59
    Mostra dettagli

    I checked all direct and transitive uses of that function and am fairly confident that it is never used.

  • Generale

    Introduce additional rotatesprite bit for internal use and mask ext. ones from CON.

    Helixhorned r2929 19 ago, 05:57 CON
    Mostra dettagli

    ROTATESPRITE_MAX is moved to build.h and all orientation bits from CON commands using rotatesprite are ANDed with (ROTATESPRITE_MAX-1). Some of the functions use ROTATESPRITE_MAX for different internal purposes, which will not be exposed to CON now (a good thing). Also, dorotspr_handle_bit2 is made clearer.

  • Generale

    Clean up a couple of rotatesprite uses.

    Helixhorned r2928 19 ago, 05:56
    Mostra dettagli

    The black translucent background underneath the user map list will now be drawn with a shade 32 tile 0 instead of tile BLANK, since I've seen the latter being replaced in some mod. Also, it will look the same regardless of screen aspect.

  • Generale

    Restucture dorotspr_handle_bit2().

    Helixhorned r2927 19 ago, 05:55 Fix
    Mostra dettagli

    This also fixes the OSD with aspects < 4/3. I broke that, too.

  • Generale

    Always draw the full original status bar fully instead of in patches.

    Helixhorned r2926 19 ago, 05:55
    Mostra dettagli

    It seems like I broke the blitty/patchy way of drawing it with one of the last commits.

Apri la build per vedere tutti i 14 commit

Build 2915

16 ago 2012 · 20 commit · 1 autore SVN
Apri la build
  • rewrite special weapons cycling, don't cycle to foot.

    Helixhorned r2915 16 ago, 14:49
  • Generale

    Redraw background when ud.screen_size >= 8, unconditional on ud.statusbarscale.

    Helixhorned r2914 16 ago, 14:48
    Mostra dettagli

    Classic HUD now has correct aspect in widescreen modes, so with the full status bar, there may be patches of free room left to the left and right.

  • Generale

    In setaspect_new, determine the aspect with {x,y}dim again except for showview.

    Helixhorned r2913 16 ago, 14:48
    Mostra dettagli

    setaspect(), which is called by setaspect_new, already uses the *dimen variables, so it's the same thing done twice. Now, a change from the original full status bar to the original mini status bar keeps the horizontal FOV again and only bumps the view a little higher, as with the classic aspect determination.

  • Generale

    Clear the screen first in some non-in-game places, also in classic.

    Helixhorned r2912 16 ago, 14:48
    Mostra dettagli

    Compare with revision 2584.

  • Generale

    Factor out Polymost's widescreen bit handling code and use it in classic, too.

    Helixhorned r2911 16 ago, 14:48 Engine
    Mostra dettagli

    This means that classic and the GL modes now look the same as far as e.g. hud_bgstretch or HUD weapons are concerned.

Apri la build per vedere tutti i 20 commit

Build 2895

13 ago 2012 · 18 commit · 1 autore SVN
Apri la build
  • CON

    in showview*, use new aspect determination if r_usenewaspect is 1.

    Helixhorned r2895 13 ago, 11:26 CON
  • in setaspect_new, determine the aspect with {x,y}dimen instead of {x,y}dim.

    Helixhorned r2894 13 ago, 11:26 Engine
    Mostra dettagli

    That is, use the view boundries instead of the whole screen.

  • Generale

    Rewrite the EVENT_ANIMATESPRITES loop (G_DoEventAnimSprites calls) for clarity.

    Helixhorned r2893 13 ago, 11:26 CON
  • Generale

    game.c: factor out 2 inst. of dup. code into G_DoEventAnimSprites().

    Helixhorned r2892 13 ago, 11:26
  • Generale

    Hack for fake multimode/splitscreen: also draw mirrors from showview*.

    Helixhorned r2891 13 ago, 11:26
    Mostra dettagli

    See the source for why this hack is ugly.

Apri la build per vedere tutti i 18 commit

Build 2877

10 ago 2012 · 6 commit · 1 autore SVN
Apri la build
  • Generale

    Text-repl.: hitinfo variables -> hit, hit{sprite,sect,wall} members -> no "hit"

    Helixhorned r2877 10 ago, 12:12 Engine
    Mostra dettagli

    This makes the code rather more readable in some places. Unlike the two preceding commits, this one is actually purely textual replacement.

  • Generale

    Mass text replacement g_player[p].ps --> ps, part 2 (harder)

    Helixhorned r2876 10 ago, 12:11
    Mostra dettagli

    Functions affected are G_Move* in actors.c and A_Shoot in player.c. Here, the p variable had function scope, now it's redeclared in shorter blocks. I'm still relatively sure that no observable behavior was changed, though not as sure as in part 1. Also, some dead assignments and the like are eliminated.

  • Generale

    Mass text replacement g_player[p].ps --> ps, part 1 (the easy one).

    Helixhorned r2875 10 ago, 12:11
    Mostra dettagli

    The p variable (sometimes named differently) has short scope in all cases, so I'm almost sure that the replacements amount to an identity transformation.

  • Generale

    actors.c: factor out 4 instances of id. code (up to args) into nudge_player().

    Helixhorned r2874 10 ago, 12:11
  • CON

    factor out addammo/addweapon{,var} common code, harden addweaponvar...

    Helixhorned r2873 10 ago, 12:11 CON
    Mostra dettagli

    ... against invalid weapon indices and arguments accessed from arrays/structs.

Apri la build per vedere tutti i 6 commit

Build 2868

7 ago 2012 · 2 commit · 1 autore SVN
Apri la build
  • Generale

    Fix tile CAMERA1+4 being not changed to a CAMERA1 on spawn.

    Helixhorned r2868 7 ago, 06:09 Fix
  • Generale

    Fix slimers not disappearing on dnmonsters cheat, display 2nd 'on' state.

    Helixhorned r2867 7 ago, 06:08 Fix

Build 2862

2 ago 2012 · 10 commit · 1 autore SVN
Apri la build
  • 'bitar': rewrite ops for colon syntax, serialization, set ops.

    Helixhorned r2862 2 ago, 03:52
  • Generale

    sdlayer.c: Add high-resolution timer for OS X, using mach_absolute_time().

    Helixhorned r2861 2 ago, 03:52
  • fix build on OS X, pass LUNATIC define to build/ sources.

    Helixhorned r2860 2 ago, 03:52 Fix
  • fix hex literal parsing on Windows, add two comments.

    Helixhorned r2859 2 ago, 03:52 Fix
  • add 'stat' module for running statistics.

    Helixhorned r2858 2 ago, 03:52
    Mostra dettagli

    Also, rewrite the mapastats iterator and the LIZTROOP hitscan timing in terms of that.

Apri la build per vedere tutti i 10 commit

Luglio 2012 13 build · 54 commit

Build 2852

29 lug 2012 · 2 commit · 1 autore SVN
Apri la build
  • Generale

    OSX build: mighty tweak osxbuild.sh and link to LibPNG from Fink on x86_64.

    Helixhorned r2852 29 lug, 16:35
    Mostra dettagli

    The build script now has two more presets: helix and installtools (which was previously attempted after the build; untested). Also, - when detecting git, run commands such that the SVN repo isn't accessed - package kextract, kgroup and arttool into tools/ in the zip - try to exit on failure in some places, though that doesn't seem to work

  • Generale

    osxbuild.sh: factor out building commands and exit 1 on failure

    Helixhorned r2851 29 lug, 16:35