EDuke32 Changelog Archivio non ufficiale

Build 10622

3 luglio 2025 · 2 commit di 1 autore · GIT

Build per mese 225 build

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  2. feb

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  8. ago

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  11. nov

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File di log originale · 20250703-10622.txt
commit dfb9760b74a1eedf20ae4fc59115718b5621205e
Author: oasiz <maxkyh@gmail.com>
Date:   Mon Jun 30 23:27:21 2025 +0300

    Mapster32: Fix lighting preview when multiple SEs are in a sector
    
    Adds a failsafe for when multiple SE12, SE3 or SE4 are in a single sector by only accounting for the first one (Lowest sprite #ID)
    This prevents the lighting preview from causing permanent shade changes to a map as it can only store the original map state for one SE sprite per sector.

commit 506ca575670f0671ddc3a610f386c6fa19f286e7
Author: oasiz <maxkyh@gmail.com>
Date:   Mon Jun 30 20:35:16 2025 +0300

    Duke3D: Add EVENT_OPERATEACTIVATORS
    
    EVENT_OPERATEACTIVATORS is run against each STAT_ACTIVATOR with a matching lotag when a typical Duke3D button/touchplate is triggered.
    Current sprite will be stored in THISACTOR and setting RETURN -1 will skip the normal processing of any remaining activator logic.
    
    This does not work with Masterswitches as they use a completely different logic instead.
    
    Fixes terminx/eduke32#323

See https://voidpoint.io/terminx/eduke32 for more details.
Mapster32 FixEngine

Fix lighting preview when multiple SEs are in a sector

oasiz 30 giu 2025, 23:27 UTC+3 dfb9760

Adds a failsafe for when multiple SE12, SE3 or SE4 are in a single sector by only accounting for the first one (Lowest sprite #ID) This prevents the lighting preview from causing permanent shade changes to a map as it can only store the original map state for one SE sprite per sector.

Duke3D FixEngineCON

Add EVENT_OPERATEACTIVATORS

oasiz 30 giu 2025, 20:35 UTC+3 506ca57

EVENT_OPERATEACTIVATORS is run against each STAT_ACTIVATOR with a matching lotag when a typical Duke3D button/touchplate is triggered. Current sprite will be stored in THISACTOR and setting RETURN -1 will skip the normal processing of any remaining activator logic. This does not work with Masterswitches as they use a completely different logic instead.

Risolve
terminx/eduke32#323