EDuke32 Changelog Unofficial archive

Build 1893

23 May 2011 · 1 commit by 1 author · SVN

Builds by month 136 builds

  1. Jan

  2. Feb

  3. Mar

  4. Apr

  5. May

  6. Jun

  7. Jul

  8. Aug

  9. Sep

  10. Oct

  11. Nov

  12. Dec

Original log file · 20110523-1893.txt
------------------------------------------------------------------------
r1893 | helixhorned | 2011-05-23 07:22:32 -0700 (Mon, 23 May 2011) | 1 line

fix: loop joining/sector splitting with TROR'ed sectors, rendering bugs due to slopes.  change keys: [I] toggles invisibility preview, ['I] toggles sprite invisibility bit
------------------------------------------------------------------------
r1892 | helixhorned | 2011-05-22 14:52:22 -0700 (Sun, 22 May 2011) | 13 lines

Polymost:
 * rudimentary TROR support
 * free mixing of multi- and single-tile pskies
 * Don't cull models behind you. That is, treat them like floor sprites in that respect. This way large models like corpses don't disappear from the view unexpectedly.

Classic:
 * tweak the last row and column of the translucency table so that e.g. a transparent sprite against a FANSPRITE wall doesn't show up purple (only if Duke3D table is found)

Misc.:
 * fixes TROR-nextwall corruption when deleting sectors
 * tile selector 'goto' now has also completion
 * I forgot a file for the non-OpenGL build last time

------------------------------------------------------------------------
fix FixEngine

loop joining/sector splitting with TROR'ed sectors, rendering bugs due to slopes. change keys: [I] toggles invisibility preview, ['I] toggles sprite invisibility bit

Philipp Kutin (Helixhorned) 23 May 2011, 07:22 UTC−7 r1893
FixEngine
Already listed in build 1892

Polymost:

Philipp Kutin (Helixhorned) 22 May 2011, 14:52 UTC−7 r1892

* rudimentary TROR support * free mixing of multi- and single-tile pskies * Don't cull models behind you. That is, treat them like floor sprites in that respect. This way large models like corpses don't disappear from the view unexpectedly. Classic: * tweak the last row and column of the translucency table so that e.g. a transparent sprite against a FANSPRITE wall doesn't show up purple (only if Duke3D table is found) Misc.: * fixes TROR-nextwall corruption when deleting sectors * tile selector 'goto' now has also completion * I forgot a file for the non-OpenGL build last time