EDuke32 Changelog Archivio non ufficiale

Build 4500

1 giugno 2014 · 12 commit di 3 autori · SVN

Build per mese 214 build

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  2. feb

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  8. ago

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File di log originale · 20140601-4500.txt
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r4500 | Plagman | 2014-06-01 19:23:08 -0700 (Sun, 01 Jun 2014) | 1 line

Test commit to make sure synthesis works.
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r4499 | helixhorned | 2014-06-01 13:50:14 -0700 (Sun, 01 Jun 2014) | 4 lines

lunatic/util/build.lua: in readdefs(), add option of requesting picnum->name mapping.

That is, the reverse of what is returned with the first outarg. Use that in
lunatic/util/foreachmap.lua. DONT_BUILD.
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r4498 | helixhorned | 2014-06-01 04:55:19 -0700 (Sun, 01 Jun 2014) | 14 lines

Polymost: r_npotwallmode, emulating 8-bit for walls w/ nonpow2 height textures.

When that mode is enabled (see below for caveats), wall textures that have a
non-power-of-two height (call it 'h') will be modified to look like in classic:
Let 'H' be the next power of two greater than 'h'. The texture will be uploaded
with height 'H', made up from 'h' hlines of the original texture, followed by
'H'-'h' first hlines of the same.
No panning "corrections" will take place. The mode is disabled by default.

Caveats/notes:
 * the mode requires that r_hightile is disabled
 * it is not implemented in Polymer
 * in the Lunatic build, it is ineffective when a VX map is loaded, as those
   display walls with NPOT height textures correctly
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r4497 | hendricks266 | 2014-05-31 08:36:41 -0700 (Sat, 31 May 2014) | 3 lines

Fix non-Windows building.

DONT_BUILD.
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r4496 | hendricks266 | 2014-05-31 05:26:41 -0700 (Sat, 31 May 2014) | 5 lines

Ball-busting new menus. Still WIP.

Mouse/touch/pointer support is yet to come. #SOON.

Exposure to scripting is a LONG way off. Months. The spec and data structure needs time for comment and revision. The eventual scripting access will be Lua-only.
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r4495 | hendricks266 | 2014-05-31 05:26:13 -0700 (Sat, 31 May 2014) | 1 line

Better compile timestamp handling.
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r4494 | hendricks266 | 2014-05-31 05:25:44 -0700 (Sat, 31 May 2014) | 1 line

Re-fix the C++ warnings in ENet.
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r4493 | helixhorned | 2014-05-30 12:39:08 -0700 (Fri, 30 May 2014) | 5 lines

Mapster32: when pasting onto the bottom part of a [2]-wall, take over y-flipping.

Note that x-flipping is determined by the cstat of the upper part of the wall
(that is, the wall facing the player, not the nextwall, from which the picnum
for the bottom part is taken.)
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r4492 | helixhorned | 2014-05-30 12:39:06 -0700 (Fri, 30 May 2014) | 1 line

Replace two missed literal numbers with SE_* enum labels.
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r4491 | helixhorned | 2014-05-29 17:02:19 -0700 (Thu, 29 May 2014) | 12 lines

Bye, bye, B*alloc(), all hail X*alloc()! Replace large portion of the calls...

... and cull code that is dead with the X*alloc() versions since they never
return NULL on requesting memory.

Use something like
 git grep '[^Xx]\(m\|c\|re\)alloc *('
and
 git grep '[^Xx]strdup *('
to see places where I left the B*alloc() calls intact.

BUILD_LUNATIC.
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r4490 | helixhorned | 2014-05-29 17:02:16 -0700 (Thu, 29 May 2014) | 7 lines

Add X{m,c,re}alloc and Xstrdup macros that call an out-of-memory handler on failure.

These wrap the x*alloc or xstrdup functions in compat.c. The handler gets passed
__FILE__, __LINE__ and __func__ (if available) in debugging builds.

Terminating the application process immediately in case of allocation failure
will let us prune many error handling paths and simplify a good portion of code.
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r4489 | helixhorned | 2014-05-29 17:02:14 -0700 (Thu, 29 May 2014) | 1 line

A couple of stylistic cleanups and missed DAMETH_* flags substitutions.
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See http://svn.eduke32.com/listing.php?repname=eduke32 for more details.

lunatic/util/build.lua: in readdefs(), add option of requesting picnum->name mapping.

Philipp Kutin (Helixhorned) 1 giu 2014, 13:50 UTC−7 r4499

That is, the reverse of what is returned with the first outarg. Use that in lunatic/util/foreachmap.lua. DONT_BUILD.

Polymost Engine

r_npotwallmode, emulating 8-bit for walls w/ nonpow2 height textures.

Philipp Kutin (Helixhorned) 1 giu 2014, 04:55 UTC−7 r4498

When that mode is enabled (see below for caveats), wall textures that have a non-power-of-two height (call it 'h') will be modified to look like in classic: Let 'H' be the next power of two greater than 'h'. The texture will be uploaded with height 'H', made up from 'h' hlines of the original texture, followed by 'H'-'h' first hlines of the same. No panning "corrections" will take place. The mode is disabled by default. Caveats/notes: * the mode requires that r_hightile is disabled * it is not implemented in Polymer * in the Lunatic build, it is ineffective when a VX map is loaded, as those display walls with NPOT height textures correctly

Ball-busting new menus. Still WIP.

Evan Ramos (Hendricks266) 31 mag 2014, 05:26 UTC−7 r4496

Mouse/touch/pointer support is yet to come. #SOON. Exposure to scripting is a LONG way off. Months. The spec and data structure needs time for comment and revision. The eventual scripting access will be Lua-only.

Mapster32 Engine

when pasting onto the bottom part of a [2]-wall, take over y-flipping.

Philipp Kutin (Helixhorned) 30 mag 2014, 12:39 UTC−7 r4493

Note that x-flipping is determined by the cstat of the upper part of the wall (that is, the wall facing the player, not the nextwall, from which the picnum for the bottom part is taken.)

Bye, bye, B*alloc(), all hail X*alloc()! Replace large portion of the calls...

Philipp Kutin (Helixhorned) 29 mag 2014, 17:02 UTC−7 r4491

... and cull code that is dead with the X*alloc() versions since they never return NULL on requesting memory. Use something like git grep '[^Xx]\(m\|c\|re\)alloc *(' and git grep '[^Xx]strdup *(' to see places where I left the B*alloc() calls intact. BUILD_LUNATIC.

Add X{m,c,re}alloc and Xstrdup macros that call an out-of-memory handler on failure.

Philipp Kutin (Helixhorned) 29 mag 2014, 17:02 UTC−7 r4490

These wrap the x*alloc or xstrdup functions in compat.c. The handler gets passed __FILE__, __LINE__ and __func__ (if available) in debugging builds. Terminating the application process immediately in case of allocation failure will let us prune many error handling paths and simplify a good portion of code.