EDuke32 Changelog Archivio non ufficiale

Build 3078

14 ottobre 2012 · 7 commit di 1 autore · SVN

Build per mese 138 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 · 20121014-3078.txt
------------------------------------------------------------------------
r3078 | helixhorned | 2012-10-14 13:41:34 -0700 (Sun, 14 Oct 2012) | 12 lines

Texel-granular hitscan() for wall-aligned sprites.

The attribute is set per tile from DEF: either
    texhitscanrange <begintile> <endtile>
or
    tilefromtexture <tile> { ... texhitscan ... }
(As a special case, the list may only contain "texhitscan", in which case the
texture is not changed.)

In passing, do some cleanup for "tilefromtexture" DEF parsing: the list tokens
should now be accepted in any order, and errors don't appear in the middle of
the list parsing.
------------------------------------------------------------------------
r3077 | helixhorned | 2012-10-14 13:41:30 -0700 (Sun, 14 Oct 2012) | 1 line

Factor out 2x identical code into G_WeaponHitCeilingOrFloor().
------------------------------------------------------------------------
r3076 | helixhorned | 2012-10-14 13:41:28 -0700 (Sun, 14 Oct 2012) | 1 line

Clean up G_MoveWeapons(), among other things getting rid of weird indentation.
------------------------------------------------------------------------
r3075 | helixhorned | 2012-10-14 13:41:25 -0700 (Sun, 14 Oct 2012) | 1 line

Clean up A_MoveSprite(), no functional changes.
------------------------------------------------------------------------
r3074 | helixhorned | 2012-10-14 13:41:23 -0700 (Sun, 14 Oct 2012) | 1 line

Rearrange G_MoveTransports() code a little to cut down on nested switches.
------------------------------------------------------------------------
r3073 | helixhorned | 2012-10-14 13:41:21 -0700 (Sun, 14 Oct 2012) | 3 lines

Replace all/most literal SE lotags 1/2 with SE_1_ABOVE_WATER or SE_2_UNDERWATER.

Also catch some other literal SEs and statnums.
------------------------------------------------------------------------
r3072 | helixhorned | 2012-10-14 13:41:17 -0700 (Sun, 14 Oct 2012) | 7 lines

TROR: Prototypical no-SE7 water submersion/emersion.

Submersion only happens when the upper sector has lotag 1 and its vertical
neighbor has lotag 2 (this can be useful to create non-submergible above-water
sectors).  Currently, only the player is handled.  On the implementation side,
the water handling code is split into P_Submerge() and P_Emerge() preparing the
"teleportation", and P_FinishWaterChange() for the finalization.
------------------------------------------------------------------------
Engine

Texel-granular hitscan() for wall-aligned sprites.

Philipp Kutin (Helixhorned) 14 ott 2012, 13:41 UTC−7 r3078

The attribute is set per tile from DEF: either texhitscanrange <begintile> <endtile> or tilefromtexture <tile> { ... texhitscan ... } (As a special case, the list may only contain "texhitscan", in which case the texture is not changed.) In passing, do some cleanup for "tilefromtexture" DEF parsing: the list tokens should now be accepted in any order, and errors don't appear in the middle of the list parsing.

Replace all/most literal SE lotags 1/2 with SE_1_ABOVE_WATER or SE_2_UNDERWATER.

Philipp Kutin (Helixhorned) 14 ott 2012, 13:41 UTC−7 r3073

Also catch some other literal SEs and statnums.

TROR Engine

Prototypical no-SE7 water submersion/emersion.

Philipp Kutin (Helixhorned) 14 ott 2012, 13:41 UTC−7 r3072

Submersion only happens when the upper sector has lotag 1 and its vertical neighbor has lotag 2 (this can be useful to create non-submergible above-water sectors). Currently, only the player is handled. On the implementation side, the water handling code is split into P_Submerge() and P_Emerge() preparing the "teleportation", and P_FinishWaterChange() for the finalization.