EDuke32 Changelog Archivio non ufficiale

Build 2808

6 luglio 2012 · 4 commit di 1 autore · SVN

Build per mese 214 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 · 20120706-2808.txt
------------------------------------------------------------------------
r2808 | helixhorned | 2012-07-06 04:27:52 -0700 (Fri, 06 Jul 2012) | 4 lines

Add description for 'remap' to mapster32.cfg, add 'setstartpos' to a.m32.

The latter is commented out, since it has to be *compiled* with
script_expertmode enabled.
------------------------------------------------------------------------
r2807 | helixhorned | 2012-07-06 04:27:49 -0700 (Fri, 06 Jul 2012) | 1 line

Classic: hook up non-power-of-two ysize wall/mask drawing in asm builds, too.
------------------------------------------------------------------------
r2806 | helixhorned | 2012-07-06 04:27:46 -0700 (Fri, 06 Jul 2012) | 1 line

Classic: add {,m,t}vlineasm1nonpow2, currently unreferenced from high-level drawing.
------------------------------------------------------------------------
r2805 | helixhorned | 2012-07-06 04:26:24 -0700 (Fri, 06 Jul 2012) | 5 lines

Classic-noasm: fix drawing of walls and maskwalls with non-pow2 y size tiles.

Related to that, it looks like out-of-bounds accesses when drawing such walls/
maskwalls or *sprites* are fixed, too.  Sprites still show a stray lines on some
occasions, but Valgrind doesn't complain then.
------------------------------------------------------------------------
Engine

Add description for 'remap' to mapster32.cfg, add 'setstartpos' to a.m32.

Philipp Kutin (Helixhorned) 6 lug 2012, 04:27 UTC−7 r2808

The latter is commented out, since it has to be *compiled* with script_expertmode enabled.

Classic-noasm FixEngine

fix drawing of walls and maskwalls with non-pow2 y size tiles.

Philipp Kutin (Helixhorned) 6 lug 2012, 04:26 UTC−7 r2805

Related to that, it looks like out-of-bounds accesses when drawing such walls/ maskwalls or *sprites* are fixed, too. Sprites still show a stray lines on some occasions, but Valgrind doesn't complain then.