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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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Settembre 2011 21 build · 53 commit

Build 1999

1 set 2011 · 5 commit · 1 autore SVN
Apri la build
  • Generale

    Oops...

    Helixhorned r1998 1 set, 12:58 Fix
  • Generale

    BACKSPACE key in 3D mode now deletes a red-wall link when aimed at a wall or mask.

    Helixhorned r1997 1 set, 12:53 FixEngine
    Mostra dettagli

    With script_expertmode enabled, SHIFT-BACKSPACE clears the upwall link and CTRL- BACKSPACE the downwall link. These functions are useful because the automatic nextwall determination code sometimes gets it wrong (not corrupting anything) or if you want to vertically displace a sector attached to a higher or lower level. Also add the exploding ceiling example to the TROR test map.

  • Generale

    Much more elegant solution to updating the player's sectnum when passing through

    Helixhorned r1996 1 set, 11:38 FixCON
    Mostra dettagli

    TROR portals that works with a little help from updatesectorz() (change not visible from CON code). Relies only on the presence of an extension whose portal isn't blocked and also plays nicely with corner cases like being shrunk and enabling the jetpack. This should fix the upward moving platforms in WGR2.

  • Generale

    * game and editor: emit a warning when a search-path directory specified

    Helixhorned r1995 1 set, 11:37 Fix
    Mostra dettagli

    on the command-line isn't found (instead of saying nothing) * editor: Move inconsistent (stat&2)/heinum detection into the corruption checker. This makes a lot of original maps spew countless 'errors', but it's preferable for new maps since such floors and ceilings could behave strangely with TROR.

  • Generale

    polymost.c: remove the rest of the rendmode 1 and 2 code from the build

    Helixhorned r1994 scritto il 28 ago 2011 Engine

Agosto 2011 12 build · 17 commit

Build 1971

18 ago 2011 · 2 commit · 1 autore SVN
Apri la build
  • Generale

    slight tweak for software renderer sprite picking: don't pick them if they're behind a TROR portal from the current position.

    Helixhorned r1971 18 ago, 15:01 Engine
  • Generale

    Make Ctrl-Alt-A also remove gray walls in the side-view mode. This makes TROR-heavy maps look much less cramped when used in conjunction with Ctrl-A.

    Helixhorned r1970 18 ago, 15:01 Engine

Build 1969

17 ago 2011 · 2 commit · 1 autore SVN
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  • Generale

    Various cleanup work:

    Helixhorned r1969 17 ago, 11:52 FixEngine
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    - fix an earlier 'oops': make highpals load correctly again - maphack lights shouldn't be double-loaded now - slight tweak to the loading screen fadein/out timing - two bound checks - make some variables static in engine.c

  • Generale

    Take a stab at hidden model switch handling. There are at least two ways by

    Helixhorned r1968 17 ago, 11:52 Engine
    Mostra dettagli

    which switches have been hidden in the original and user maps. One is to make it face a wall, and another is to 'embed' it in e.g. the floor, like the monitor with the burning fuse in E4L1. Both kinds show up when the switches are rendered as models, revealing the secrets that the mapper sought to hide. My proposal, implemented in this commit, is to apply a heuristic for such switches at premap and make them invisible (set cstat bit 32768). The conditions are re-checked during the game in case there is a switch coming out of the floor, for example. A new spriteext bit is used for this feature.

Build 1967

16 ago 2011 · 1 commit · 1 autore SVN
Apri la build
  • Generale

    * "Fix" two bugs introduced by r1450. In quotation marks, because I merely tracked down the offending changes without understanding them. Mild breakage of TX's ROR is expected.

    Helixhorned r1967 16 ago, 12:17 FixEngine
    Mostra dettagli

    The two bugs are: - RPG projectiles don't pass through water - can't emerge from slime in bobsp2 * Coalesce Polymer lights that are at the same position for FIRE-like sprites so that only one light is actually generated. This is good for usermaps that have multi-sprite fires, like bobsp2 again.

Build 1966

15 ago 2011 · 1 commit · 1 autore SVN
Apri la build
  • Generale

    fix sector updating between TROR bunches, leading to 'being stuck' glitches. Difference: one character.

    Helixhorned r1966 15 ago, 08:46 FixEngine

Build 1961

10 ago 2011 · 2 commit · 1 autore SVN
Apri la build
  • Generale

    make r_usenewaspect imply NOT glwidescreen (i.e. disable r_anamorphic there, because that would be redundant). r_projectionhack is still active, but doesn't seem to do much.

    Helixhorned r1961 10 ago, 04:58
  • Generale

    * fix screen warping with r_usenewaspect: now you have a larger FOV when being shrunk

    Helixhorned r1960 10 ago, 04:47 FixEngine
    Mostra dettagli

    * fix 'squishing' when taking off shrunk (the reason was TROR game code using updatesectorz) and a potential sector[-1] access

Build 1957

6 ago 2011 · 1 commit · 1 autore SVN
Apri la build
  • Generale

    * skip grayed out sectors when changing tags in 2d mode

    Helixhorned r1957 6 ago, 04:50 Engine
    Mostra dettagli

    * make Ctrl-Alt-A (formerly 'toggle inner gray walls') now remove all gray walls entirely in 2d mode * make r_usenewaspect enabled by default

Build 1956

3 ago 2011 · 2 commit · 1 autore SVN
Apri la build
  • Generale

    Add a warning when calling {save,load}mapstate from EVENT_ANIMATESPRITES (forgotten from earlier changes).

    Helixhorned r1956 3 ago, 10:22 CON
  • Generale

    Lots of M32script tweaks:

    Helixhorned r1955 3 ago, 10:22 FixEngineCON
    Mostra dettagli

    * fix breaking out of 'switch' blocks and compilation of the 'default' case * Have a way of assigning 'special function' menu [' F] entries to script states. Writing a string literal after the state name will register the state under that name. Menu names are limited to 24 characters and it's possible to have up to 16 of them. * new branching command 'ifinteractive', true if a state runs from the menu mentioned above. * new command: getnumberfromuser <<retvar>> "query_string" <maxnum> <flags> See 'state collect_teleporting_sectors' in a.m32 for a combined usage of the new functionality.

Build 1954

1 ago 2011 · 1 commit · 1 autore SVN
Apri la build
  • Generale

    fix a typo that made TROR-nextwall corruptions only detected for the ceiling and write an auto-correction routine for inconsistencies with them.

    Helixhorned r1954 1 ago, 12:04 Fix

Luglio 2011 19 build · 21 commit

Build 1952

30 lug 2011 · 1 commit · 1 autore SVN
Apri la build
  • Generale

    * a.m32: new state 'correctslopes' which will check all ceilings and floors for a stat&2 and heinum mismatch and correct accordingly (the result isn't visible, but such an inconsistency can prevent planes from TROR-joining)

    Helixhorned r1952 30 lug, 06:03 Engine
    Mostra dettagli

    * helper feature: when shade preview is enabled, the ceilings and floors of highlighted sectors are shown in pal 6. This makes it possible to highlight the TROR-joining candidate sectors in 3D mode using e.g. 'sethighlightsector searchsector 1' while aiming at the respective ceilings and floors, and get visual feedback. * when failing TROR-joining early ('no consistent joining combinations found'), print to the console why it failed. * more Makefile.deps updating

Build 1951

29 lug 2011 · 3 commit · 1 autore SVN
Apri la build
  • Generale

    update Makefile.deps

    Helixhorned r1951 29 lug, 15:08
  • Generale

    maint 2: refactor bits of code that twiddle/untwiddle pointers for persistent storage into a G_Util_PtrToIdx() function

    Helixhorned r1950 29 lug, 15:07
  • Generale

    maint 1: refactor 3 redundant instances of the same code into G_ResetInterpolations()

    Helixhorned r1949 29 lug, 15:07

Build 1943

24 lug 2011 · 1 commit · 1 autore SVN
Apri la build
  • Generale

    * Clean up after myself. It seems that Polymost isn't very clean with handling texture IDs sometimes, so switching between the two GL renderers could mess them up with the last revision. This is fixed now by always uninitializing Polymer when changing from it to another renderer.

    Helixhorned r1943 24 lug, 08:15 FixEngine
    Mostra dettagli

    * New shade/visibility calculation code, which is activated with 'r_usenewshading' (on by default), and is closer to the classic look. Also tweak the FOGSCALE macro to have approximately the same fog distance with all renderers. * Mapster32: END modifier to RShift. If it's pressed when RShift is released, sprites which are in grayed out sectors are also selected; Make changing shade affect all highlighted sprites in 3D mode (when aiming at one of them). * some debug code to watch out for suspicious glGenTexture/glDeleteTextures calls, not active.