EDuke32 Changelog Archivio non ufficiale

Build 2047

28 settembre 2011 · 3 commit di 1 autore · SVN

Build per mese 155 build

  1. gen

  2. feb

  3. mar

  4. apr

  5. mag

  6. giu

  7. lug

  8. ago

  9. set

  10. ott

  11. nov

  12. dic

File di log originale · 20110928-2047.txt
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r2047 | helixhorned | 2011-09-28 13:31:59 -0700 (Wed, 28 Sep 2011) | 1 line

Makefile lines for building with libvpx from Macports on OSX
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r2046 | helixhorned | 2011-09-28 13:30:41 -0700 (Wed, 28 Sep 2011) | 2 lines

Sanitize drawing sprites at different levels with TROR/classic. This should fix
most problems where sprites appear to be drawn through walls.
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r2045 | helixhorned | 2011-09-28 13:30:24 -0700 (Wed, 28 Sep 2011) | 6 lines

Two tweaks to make the precaching more efficient/less redundant in the game.
First, if we're in Polymer, don't precache tinted tiles that have a highpal
for that certain pal.  Second, don't precache tiles for palnum 251 (the last
non-reserved one, which is used as a crosshair pal). Assuming that there are
no other tints, this cuts the initial precache time and cache size on disk in
half.
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r2044 | helixhorned | 2011-09-25 08:11:47 -0700 (Sun, 25 Sep 2011) | 1 line

lunatic bits and pieces
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FixEngine

Sanitize drawing sprites at different levels with TROR/classic. This should fix

Philipp Kutin (Helixhorned) 28 set 2011, 13:30 UTC−7 r2046

most problems where sprites appear to be drawn through walls.

Engine

Two tweaks to make the precaching more efficient/less redundant in the game.

Philipp Kutin (Helixhorned) 28 set 2011, 13:30 UTC−7 r2045

First, if we're in Polymer, don't precache tinted tiles that have a highpal for that certain pal. Second, don't precache tiles for palnum 251 (the last non-reserved one, which is used as a crosshair pal). Assuming that there are no other tints, this cuts the initial precache time and cache size on disk in half.