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 · 2 attivi

Visualizzate 2 build · 20 commit

Esporta CSV
Opzioni di visualizzazione
Dettagli dei commit:

Aprile 2023 1 build · 17 commit

Build 10212

5 apr 2023 · 44 commit · 2 autori GIT
Apri la build
  • add manual test case 'mask_drawing_order.map'

    Helixhorned 0f598df scritto il 22 dic 2022
  • in 'msaveloadtext()', prevent read of 'g_skillNames[-1]', fixing issue #225.

    Helixhorned e90e66e scritto il 29 dic 2022 Fix
    Mostra dettagli

    Note: 'skill == 0' can be obtained from the command line by either * '-m': "monsters off", or * '-s0': 'ud.m_monsters_off' is *not* set

  • in "draw tsprite before mask?" check, consider tile offsets for sloped sprites.

    Helixhorned 671a7bc scritto il 29 dic 2022 FixEngine
    Mostra dettagli

    In 'GetCornerPoints()', fix condition for when to use 'get_floorspr_points()' to include sloped sprites as well.

  • in "draw tsprite before mask?" check, consider offsets for floor sprites.

    Helixhorned 5f5ab3f scritto il 23 dic 2022 Engine
  • in "draw tsprite before mask?" check, consider xoffset for wall sprites.

    Helixhorned 22d67e2 scritto il 23 dic 2022 Engine
    Mostra dettagli

    (More precisely, in renderDrawMasks()'s check "does the maskwall separate the tsprite center from the camera?".) This provides more reasonable rendering order when the sprite (as drawn) is heavily biased to one side of the maskwall. Note [1]: mask/mask intersections are in general problematic since there is no further subdivision. For opaque objects, the OpenGL modes "work around" the issue thanks to the depth buffer. See: - 'mask_drawing_order.map', the STEAM sprites which by position are all on the other side of the right-hand side fence, but as drawn may or may not be more towards one particular side. (The topmost one with xoffset 50 is the first to be drawn behind it; note that 'picanm[STEAM].xofs == -47'.) - Issue #136, the first example screenshot. However, there, the fence intersects the STEAM sprite quite exactly in the middle (as drawn), so note [1] above applies.

Apri la build per vedere tutti i 44 commit

Settembre 2020 1 build · 3 commit

Build 9257

7 set 2020 · 4 commit · 2 autori GIT
Apri la build
  • Generale

    sdlayer.cpp: remove an '#ifndef __ANDROID__' block with only commented code in it.

    Helixhorned 93f62bb 7 set, 18:25
  • Generale

    sdlayer.cpp: don't print SDL_SetWindowGammaRamp() error if the function was not called.

    Helixhorned 64ea64d 7 set, 17:53
    Mostra dettagli

    We may have gotten an error message like: videoSetGamma(): Failed loading udev_device_get_action: (...)/libSDL2-2.0.so.0: undefined symbol: _udev_device_get_action But: 1. The "error" in question did actually happen earlier in SDL, but is harmless because SDL first tries to load a symbol using 'dlsym(RTLD_DEFAULT, ...)' and failing that (as it happens in my case), from an explicitly loaded libudev (which succeeds). 2. The message misleads a user into thinking that it may have something to do with gamma adjustment having no effect. (As is the case for me.)

  • update zpl.h for build and runtime fixes on 32-bit ARM.

    Helixhorned c18af2a 7 set, 17:44 Fix
    Mostra dettagli
Apri la build per vedere tutti i 4 commit