EDuke32 Changelog Archivio non ufficiale

Build 2313

4 febbraio 2012 · 5 commit di 1 autore · SVN

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File di log originale · 20120204-2313.txt
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r2313 | helixhorned | 2012-02-04 06:30:54 -0800 (Sat, 04 Feb 2012) | 6 lines

EDuke32: Various menu tweaks and one fix.

- make PGUP/PGDN and HOME/END behave as expected across all menus
- in keyboard/mouse button mapping menu, draw function names that have been given
  custom names via CON with pal 8 for easier recognition
- fix tinting of function names in mouse button mapping menu
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r2312 | helixhorned | 2012-02-04 06:30:39 -0800 (Sat, 04 Feb 2012) | 8 lines

EDuke32: When in menus, always draw a black (33%) translucent background.

Internally, there's a new function fade_screen_black() that implements the
fading more efficiently than calling rotatesprite for classic, and uses
tile 0 (assumed to have at least 64x32 size) in the GL modes.

The black background of the user map selector is still done with rotatesprite
and tile BLANK in every renderer.
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r2311 | helixhorned | 2012-02-04 06:30:17 -0800 (Sat, 04 Feb 2012) | 4 lines

Check 'bpp' parameter to vidmode OSD command in EDuke32.

So that the game won't exit if you write 'vidmode 4' when intending
'setrendermode 4'.
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r2310 | helixhorned | 2012-02-04 06:29:59 -0800 (Sat, 04 Feb 2012) | 1 line

Lunatic: fix interface when compiled with 'pointered' main arrays. Argh!
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r2309 | helixhorned | 2012-02-04 06:29:41 -0800 (Sat, 04 Feb 2012) | 1 line

Fix not-initialized variable warning in 'soundanims' CON token parser.
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r2308 | helixhorned | 2012-02-02 09:35:05 -0800 (Thu, 02 Feb 2012) | 1 line

legibility improvements: rotatesprite(..., 0,0,xdim-1,ydim-1) -> rotatesprite_fs
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EDuke32 FixCON

Various menu tweaks and one fix.

Philipp Kutin (Helixhorned) 4 feb 2012, 06:30 UTC−8 r2313

- make PGUP/PGDN and HOME/END behave as expected across all menus - in keyboard/mouse button mapping menu, draw function names that have been given custom names via CON with pal 8 for easier recognition - fix tinting of function names in mouse button mapping menu

EDuke32 Engine

When in menus, always draw a black (33%) translucent background.

Philipp Kutin (Helixhorned) 4 feb 2012, 06:30 UTC−8 r2312

Internally, there's a new function fade_screen_black() that implements the fading more efficiently than calling rotatesprite for classic, and uses tile 0 (assumed to have at least 64x32 size) in the GL modes. The black background of the user map selector is still done with rotatesprite and tile BLANK in every renderer.

Check 'bpp' parameter to vidmode OSD command in EDuke32.

Philipp Kutin (Helixhorned) 4 feb 2012, 06:30 UTC−8 r2311

So that the game won't exit if you write 'vidmode 4' when intending 'setrendermode 4'.