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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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Maggio 2012 15 build · 19 commit

Build 2659

17 mag 2012 · 2 commit · 1 autore SVN
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  • Generale

    Alternate implementation of EVENT_SOUND that better covers all hard coded sounds (menus, boss recognition sounds, etc)

    TerminX r2659 17 mag, 10:33 CON
  • Generale

    Fix breakage of EVENT_WEAPKEYx after r2656

    TerminX r2658 17 mag, 10:23 FixCON

Build 2657

17 mag 2012 · 1 commit · 1 autore SVN
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  • Generale

    "Band-aid" fix for the issue with EDuke32 and Mapster32 visually locking up but continuing to run and play sounds after alt+tabbing away for a few seconds on Windows Vista/7. This may screw something else up, so please test thoroughly.

    TerminX r2657 17 mag, 10:19 FixEngine

Build 2656

15 mag 2012 · 1 commit · 1 autore SVN
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  • Generale

    This should hopefully fix the disaster with events caused by my last couple of commits ;)

    TerminX r2656 15 mag, 17:45 Fix

Build 2654

15 mag 2012 · 1 commit · 1 autore SVN
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  • Generale

    Another one line DynamicTileMap[x] -> DYNAMICTILEMAP(x) change from Helix that got obliterated during svn change merging. Fixing this changes nothing in builds with DYNTILEREMAP_ENABLE defined, so this change isn't meaningful to anyone who isn't recompiling the game to work on a low memory device or something of that nature.

    TerminX r2654 15 mag, 07:12 Fix

Build 2653

14 mag 2012 · 1 commit · 1 autore SVN
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  • Generale

    1 line fix for a change that accidentally got reverted when merging newer svn updates into an older local branch

    TerminX r2653 14 mag, 15:45 Fix

Build 2652

14 mag 2012 · 1 commit · 1 autore SVN
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  • Generale

    Addition of 3 events:

    TerminX r2652 14 mag, 11:12 FixEngineCON
    Mostra dettagli

    EVENT_SOUND: triggered upon playback of any sound, this allows the "hard coded" sounds to be altered in a context-aware fashion instead of having to resort to clunky hacks like replacing them with a blank sound effect. RETURN var iable is set to the sound effect # of the sound to be played, or -1 to cancel playback. EVENT_CHECKTOUCHDAMAGE: triggered in P_CheckTouchDamage() whenever the player collides with anything. Value of RET URN is set to the result provided by clipmove() and so can be decoded in the same way. Value of RETURN when the event is over can also be manipulated to control some of the hard coded damage effects. EVENT_CHECKFLOORDAMAGE: triggered in P_CheckFloorDamage(), RETURN is simply the picnum of the floor of the sector t he player is in. Can be used to cancel hard coded floor damage effects or to make other tiles exhibit the same eff ects Other misc fixes and cleanups, including a possible workaround for Duke Plus SECTOREFFECTOR light issues wherein all SE49 and SE50 that have a statnum of STAT_EFFECTOR are simply changed to STAT_LIGHT during the STAT_EFFECTOR loop now.

Febbraio 2012 1 build · 1 commit

Gennaio 2012 1 build · 1 commit

Build 2300

28 gen 2012 · 1 commit · 1 autore SVN
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  • Generale

    Dynamic tile remapping shouldn't actually be disabled in synthesis builds, whether the source allows it to be compi

    TerminX r2300 28 gen, 07:16
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    led out or not. Removing features that certain mods may depend on to operate correctly without throwing any kind of error or warning at startup other than a logged message is bad.

Dicembre 2011 2 build · 2 commit

Build 2156

7 dic 2011 · 1 commit · 1 autore SVN
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  • Generale

    Simple one-liner from Robin Green to fix a problem where the menu background tint would sometimes draw over the menu contents

    TerminX r2156 7 dic, 19:56 Fix

Settembre 2011 2 build · 2 commit

Build 2016

11 set 2011 · 1 commit · 1 autore SVN
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  • Generale

    Add a couple of missed sanity checks for accessing player and sprite structure members as vars. Should fix crashes with stuff like "ifvare player[some value greater than MAXPLAYERS].kickback_pic blah"

    TerminX r2016 11 set, 23:25 FixEngineCON

Agosto 2011 2 build · 2 commit

Build 1964

12 ago 2011 · 1 commit · 1 autore SVN
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  • Generale

    Fix gamearray overallocation on 64-bit... was being allocated as (array size * sizeof(intptr_t)) when the struct actually contains a ptr to a block of int32_t

    TerminX r1964 12 ago, 08:40 FixCON

Luglio 2011 1 build · 1 commit

Build 1929

4 lug 2011 · 1 commit · 1 autore SVN
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  • Generale

    Fix embedded gog.com duke3d URLs... zero functional changes in this commit

    TerminX r1929 4 lug, 21:56 Fix

Giugno 2011 4 build · 4 commit

Build 1909

18 giu 2011 · 1 commit · 1 autore SVN
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  • Generale

    Patch from Hendricks266 and whatever changes happened to be in my tree. I hope they work ;)

    TerminX r1909 18 giu, 17:11 CON
    Mostra dettagli

    "The most noticeable change is the addition of the "includedefault" CON and DEF command, which will attempt to include eduke.con (or nam.con, or ww2gi.con), then game.con, or duke3d.def, or nam.def, or ww2gi.def. This is useful for TCs like my add-ons, where for my pseudo-mutators I currently say "include EDUKE.CON", but I also have to juggle this terrible order of paths, so that I can have an EDUKE.CON file in my HRP which says "include GAME.CON" to allow the mainline game to actually run, but also allow DukePlus to load its EDUKE.CON file (since it uses that and not an -x switch), and also allow any custom EDUKE.CON files in the root to be used."