EDuke32 Changelog Archivio non ufficiale

Build 4957

5 febbraio 2015 · 7 commit di 1 autore · SVN

Build per mese 47 build

File di log originale · 20150205-4957.txt
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r4957 | helixhorned | 2015-02-05 08:30:15 -0800 (Thu, 05 Feb 2015) | 1 line

Lunatic: fix typos in control.lua (get/setmusicposition).
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r4956 | helixhorned | 2015-02-05 08:30:14 -0800 (Thu, 05 Feb 2015) | 4 lines

Add SFLAG_NOWATERDIP, unconditionally preventing actors from dipping into ST1 water.

By default, the following enemies have this flag set: OCTABRAIN, COMMANDER, DRONE.
DONT_BUILD.
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r4955 | helixhorned | 2015-02-05 08:30:13 -0800 (Thu, 05 Feb 2015) | 3 lines

Actor ST1 handling: use A_GetWaterZOffset() with VM_Move(), too. DONT_BUILD.

This is where things are changed at last. This fixes lizmen walking on water.
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r4954 | helixhorned | 2015-02-05 08:30:12 -0800 (Thu, 05 Feb 2015) | 5 lines

Actor ST1 handling: cleanup part 2. DONT_BUILD.

Factor out condition for whether a z offset is added or not
("fix for flying/jumping monsters getting stuck in water", etc.) into
a function A_GetWaterZOffset() (and a helper A_GetVerticalVel()).
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r4953 | helixhorned | 2015-02-05 08:30:12 -0800 (Thu, 05 Feb 2015) | 5 lines

Actor ST1 handling: clean up code a bit. (Preparation for real changes.)

In VM_Fall(), keep a temp preliminary new z position of the actor and
assign only when we return. This is to each ease watching its value in GDB.
DONT_BUILD.
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r4952 | helixhorned | 2015-02-05 08:30:09 -0800 (Thu, 05 Feb 2015) | 5 lines

mdsprite.c: in md3free(), also free s->geometry for each surface. DONT_BUILD.

This prevents a enormous leak being reported by LeakSanitizer. Not that it
matters much, since we most frequently free models only at exit. (Sometimes one
may be freed earlier though -- if there was an error loading it, AFAICS.)
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r4951 | helixhorned | 2015-02-04 13:32:53 -0800 (Wed, 04 Feb 2015) | 1 line

menus.c: fix C build. DONT_BUILD.
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See http://svn.eduke32.com/listing.php?repname=eduke32 for more details.

Add SFLAG_NOWATERDIP, unconditionally preventing actors from dipping into ST1 water.

Philipp Kutin (Helixhorned) 5 feb 2015, 08:30 UTC−8 r4956

By default, the following enemies have this flag set: OCTABRAIN, COMMANDER, DRONE. DONT_BUILD.

Fix

Actor ST1 handling: use A_GetWaterZOffset() with VM_Move(), too. DONT_BUILD.

Philipp Kutin (Helixhorned) 5 feb 2015, 08:30 UTC−8 r4955

This is where things are changed at last. This fixes lizmen walking on water.

Fix

Actor ST1 handling: cleanup part 2. DONT_BUILD.

Philipp Kutin (Helixhorned) 5 feb 2015, 08:30 UTC−8 r4954

Factor out condition for whether a z offset is added or not ("fix for flying/jumping monsters getting stuck in water", etc.) into a function A_GetWaterZOffset() (and a helper A_GetVerticalVel()).

Actor ST1 handling: clean up code a bit. (Preparation for real changes.)

Philipp Kutin (Helixhorned) 5 feb 2015, 08:30 UTC−8 r4953

In VM_Fall(), keep a temp preliminary new z position of the actor and assign only when we return. This is to each ease watching its value in GDB. DONT_BUILD.

Fix

mdsprite.c: in md3free(), also free s->geometry for each surface. DONT_BUILD.

Philipp Kutin (Helixhorned) 5 feb 2015, 08:30 UTC−8 r4952

This prevents a enormous leak being reported by LeakSanitizer. Not that it matters much, since we most frequently free models only at exit. (Sometimes one may be freed earlier though -- if there was an error loading it, AFAICS.)