EDuke32 Changelog Archivio non ufficiale

Build 7937

9 agosto 2019 · 7 commit di 1 autore · SVN

Build per mese 15 build

File di log originale · 20190809-7937.txt
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r7937 | terminx | 2019-08-09 02:28:42 -0700 (Fri, 09 Aug 2019) | 1 line

M-M-M-MUTEX MADNESS
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r7936 | terminx | 2019-08-09 02:28:38 -0700 (Fri, 09 Aug 2019) | 1 line

Remove lockclock from mapstates
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r7935 | terminx | 2019-08-09 02:28:34 -0700 (Fri, 09 Aug 2019) | 1 line

Improve frame limiter logic
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r7934 | terminx | 2019-08-09 02:28:30 -0700 (Fri, 09 Aug 2019) | 3 lines

Run savegame events as myconnectindex instead of screenpeek

This doesn't really matter right now, but it's wrong.
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r7933 | terminx | 2019-08-09 02:28:27 -0700 (Fri, 09 Aug 2019) | 3 lines

Happier try_facespr_intersect()

I'm prejudiced against 30-line functions with statements nested 5 levels deep.
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r7932 | terminx | 2019-08-09 02:28:22 -0700 (Fri, 09 Aug 2019) | 3 lines

Attempt to work around odd behavior when attempting to use stuff like wall aligned sprites with the new version of clipmove

The behavior was always "wrong" as clipmove does not handle movement of lines, just movement of clip boxes against lines and face sprite points, but the newer version of clipmove actively bounces sprites away from lines they would otherwise clip into. This was causing wall-aligned sprites that called any functions that ended up calling clipmove to get pushed away from the wall unintentionally.
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r7931 | terminx | 2019-08-09 02:28:18 -0700 (Fri, 09 Aug 2019) | 1 line

Add ifdef guard
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See http://svn.eduke32.com/listing.php?repname=eduke32 for more details.
Fix

Run savegame events as myconnectindex instead of screenpeek

Richard Gobeille (TerminX) 9 ago 2019, 02:28 UTC−7 r7934

This doesn't really matter right now, but it's wrong.

Happier try_facespr_intersect()

Richard Gobeille (TerminX) 9 ago 2019, 02:28 UTC−7 r7933

I'm prejudiced against 30-line functions with statements nested 5 levels deep.

FixEngine

Attempt to work around odd behavior when attempting to use stuff like wall aligned sprites with the new version of clipmove

Richard Gobeille (TerminX) 9 ago 2019, 02:28 UTC−7 r7932

The behavior was always "wrong" as clipmove does not handle movement of lines, just movement of clip boxes against lines and face sprite points, but the newer version of clipmove actively bounces sprites away from lines they would otherwise clip into. This was causing wall-aligned sprites that called any functions that ended up calling clipmove to get pushed away from the wall unintentionally.