EDuke32 Changelog Unofficial archive

Build 2195

21 December 2011 · 11 commits by 1 author · SVN

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Original log file · 20111221-2195.txt
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r2195 | helixhorned | 2011-12-21 10:43:39 -0800 (Wed, 21 Dec 2011) | 1 line

minor cosmetic tweaks in sector.[ch] and a off-by-one limit correction there
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r2194 | helixhorned | 2011-12-21 10:43:24 -0800 (Wed, 21 Dec 2011) | 1 line

Fix out-of-bounds write when passing a map filename to Mapster32.
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r2193 | helixhorned | 2011-12-21 10:43:08 -0800 (Wed, 21 Dec 2011) | 1 line

Lunatic: actor.  (Needs SAMESIZE_ACTOR_T, which is not yet enabled)
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r2192 | helixhorned | 2011-12-21 10:42:49 -0800 (Wed, 21 Dec 2011) | 1 line

misc. beautifying some game code...
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r2191 | helixhorned | 2011-12-21 10:42:32 -0800 (Wed, 21 Dec 2011) | 2 lines

some more clearbuf -> memset in gamedef.c plus add a forgotten keystatus
reset in the editor
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r2190 | helixhorned | 2011-12-21 10:42:12 -0800 (Wed, 21 Dec 2011) | 2 lines

savegame.c: minor cleanup and crash prevention in doloadplayer2
if loading directly from file to state.
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r2189 | helixhorned | 2011-12-21 10:41:55 -0800 (Wed, 21 Dec 2011) | 3 lines

CON parser cleanup: In C_Compile, initially clear three arrays with
Bmemset(..., 0, sizeof(...)) instead of clearbuf(..., MAX..., 0),
because the latter would clear only half of the data on 64-bit platforms.
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r2188 | helixhorned | 2011-12-21 10:41:38 -0800 (Wed, 21 Dec 2011) | 3 lines

In EDuke32 loading/saving menus, when finding old version savegame, display
some information about it instead of simply omitting it.
Internally, struct savegame --> struct savegame_ for easier grepping.
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r2187 | helixhorned | 2011-12-21 10:41:17 -0800 (Wed, 21 Dec 2011) | 1 line

actor t_data commoning: forgot do add a #define in duke3d.h
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r2186 | helixhorned | 2011-12-21 10:41:03 -0800 (Wed, 21 Dec 2011) | 2 lines

animvpx loop: do at least on input device poll each frame (i.e. even if we're
lagging) to be able to cancel the movie in any case.
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r2185 | helixhorned | 2011-12-21 10:40:47 -0800 (Wed, 21 Dec 2011) | 8 lines

Preliminary commoning of actor[].t_data[10] to an array of int32's on both
32- and 64-bit platforms. Also, make struct type actor_t also have a common
size of 128 bytes. New code currently disabled and #ifdef'd for comparison.

This requires certain t_data[] entries ([1]: move ptr, [4]: action ptr and
[5]: ai ptr with actors) to be converted to script offsets instead of pointers,
breaking savegame and net packet compatibility (we could in theory try hard not
to, but it would be too much trouble).
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r2184 | helixhorned | 2011-12-17 10:51:50 -0800 (Sat, 17 Dec 2011) | 6 lines

Add new actor[].flags flag 2048 (SPRITE_NOCLIP), for 'spriteflags' CON usage.

Actors are always moved such that _they_ clip against blocking sprites, even
if their blocking bit is clear. Setting the new bit make them not clip against
anything.  The promary use of this is for decorative moving sprites that are
spawned in masses, such as rain or snow.
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Fix

savegame.c: minor cleanup and crash prevention in doloadplayer2

Philipp Kutin (Helixhorned) 21 Dec 2011, 10:42 UTC−8 r2190

if loading directly from file to state.

CON

CON parser cleanup: In C_Compile, initially clear three arrays with

Philipp Kutin (Helixhorned) 21 Dec 2011, 10:41 UTC−8 r2189

Bmemset(..., 0, sizeof(...)) instead of clearbuf(..., MAX..., 0), because the latter would clear only half of the data on 64-bit platforms.

In EDuke32 loading/saving menus, when finding old version savegame, display

Philipp Kutin (Helixhorned) 21 Dec 2011, 10:41 UTC−8 r2188

some information about it instead of simply omitting it. Internally, struct savegame --> struct savegame_ for easier grepping.

animvpx loop: do at least on input device poll each frame (i.e. even if we're

Philipp Kutin (Helixhorned) 21 Dec 2011, 10:41 UTC−8 r2186

lagging) to be able to cancel the movie in any case.

Preliminary commoning of actor[].t_data[10] to an array of int32's on both

Philipp Kutin (Helixhorned) 21 Dec 2011, 10:40 UTC−8 r2185

32- and 64-bit platforms. Also, make struct type actor_t also have a common size of 128 bytes. New code currently disabled and #ifdef'd for comparison. This requires certain t_data[] entries ([1]: move ptr, [4]: action ptr and [5]: ai ptr with actors) to be converted to script offsets instead of pointers, breaking savegame and net packet compatibility (we could in theory try hard not to, but it would be too much trouble).

EngineCON
Already listed in build 2184

Add new actor[].flags flag 2048 (SPRITE_NOCLIP), for 'spriteflags' CON usage.

Philipp Kutin (Helixhorned) 17 Dec 2011, 10:51 UTC−8 r2184

Actors are always moved such that _they_ clip against blocking sprites, even if their blocking bit is clear. Setting the new bit make them not clip against anything. The promary use of this is for decorative moving sprites that are spawned in masses, such as rain or snow.