EDuke32 Changelog Archivio non ufficiale

Build 8738

11 marzo 2020 · 34 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 · 20200311-8738.txt
------------------------------------------------------------------------
r8738 | terminx | 2020-03-11 18:19:49 -0700 (Wed, 11 Mar 2020) | 1 line

I forgot this bunch of SDL2 headers like an idiot
------------------------------------------------------------------------
r8737 | terminx | 2020-03-11 18:11:12 -0700 (Wed, 11 Mar 2020) | 1 line

Fix IF crouch jumping and unintentional automatic crouching under sprites
------------------------------------------------------------------------
r8736 | terminx | 2020-03-11 18:11:08 -0700 (Wed, 11 Mar 2020) | 1 line

ifndef EDUKE32_STANDALONE a couple more hard-coded Duke3D sound IDs that were missed previously
------------------------------------------------------------------------
r8735 | terminx | 2020-03-11 18:09:48 -0700 (Wed, 11 Mar 2020) | 1 line

Reduce width of a couple fields in memberlabel_t
------------------------------------------------------------------------
r8734 | terminx | 2020-03-11 18:09:43 -0700 (Wed, 11 Mar 2020) | 1 line

Make gamestructures a proper object
------------------------------------------------------------------------
r8733 | terminx | 2020-03-11 18:09:35 -0700 (Wed, 11 Mar 2020) | 3 lines

Use better variable names in my shitty windowsSetupTimer() function

This also fixes a bug where timeEndPeriod() could be called with the new time period value instead of the old one when setting the period after a period had already been set.
------------------------------------------------------------------------
r8732 | terminx | 2020-03-11 18:05:44 -0700 (Wed, 11 Mar 2020) | 1 line

Speed up startup times on Windows for projects with a lot of sound definitions
------------------------------------------------------------------------
r8731 | terminx | 2020-03-11 18:05:40 -0700 (Wed, 11 Mar 2020) | 1 line

Eliminate unnecessary goto
------------------------------------------------------------------------
r8730 | terminx | 2020-03-11 18:05:37 -0700 (Wed, 11 Mar 2020) | 3 lines

Fix return type of A_CheckHitSprite()

Since the returned value is a distance, it should be int32_t.
------------------------------------------------------------------------
r8729 | terminx | 2020-03-11 18:05:32 -0700 (Wed, 11 Mar 2020) | 1 line

Enable debugging symbols in MSVC release builds for profiling
------------------------------------------------------------------------
r8728 | terminx | 2020-03-11 18:05:27 -0700 (Wed, 11 Mar 2020) | 1 line

Derp
------------------------------------------------------------------------
r8727 | terminx | 2020-03-11 17:58:45 -0700 (Wed, 11 Mar 2020) | 1 line

Patch from Nuke.YKT to fix a y-flipped voxel rendering issue in Polymost
------------------------------------------------------------------------
r8726 | terminx | 2020-03-11 17:58:41 -0700 (Wed, 11 Mar 2020) | 1 line

Patch from Nuke.YKT to fix a couple of NAM/WW2GI issues
------------------------------------------------------------------------
r8725 | terminx | 2020-03-11 17:58:37 -0700 (Wed, 11 Mar 2020) | 1 line

Patch from Nuke.YKT to improve OPL3 emulator volume control
------------------------------------------------------------------------
r8724 | terminx | 2020-03-11 17:58:32 -0700 (Wed, 11 Mar 2020) | 1 line

Patch from Striker to improve sprite interpolation
------------------------------------------------------------------------
r8723 | terminx | 2020-03-11 17:58:28 -0700 (Wed, 11 Mar 2020) | 3 lines

Make SE_13_EXPLOSIVE call A_GetZLimits() for all statnum 0-2 sprites in sector when triggering

This fixes the fire sprites inside exploding walls not waking up after the wall explodes.
------------------------------------------------------------------------
r8722 | terminx | 2020-03-11 17:58:23 -0700 (Wed, 11 Mar 2020) | 3 lines

Experimental swinging door changes

This makes swinging doors reverse direction instead of stopping in place and later resuming when obstructed.
------------------------------------------------------------------------
r8721 | terminx | 2020-03-11 17:58:18 -0700 (Wed, 11 Mar 2020) | 3 lines

Fix a bug with swinging doors

This fixes a bug with swinging doors where multiple swinging doors linked together could become out of sync with each other if you block one door from moving and activate the second door again while the first is still blocked.
------------------------------------------------------------------------
r8720 | terminx | 2020-03-11 17:58:15 -0700 (Wed, 11 Mar 2020) | 1 line

Fix off-by-one error in various CON text truncation warnings
------------------------------------------------------------------------
r8719 | terminx | 2020-03-11 17:58:10 -0700 (Wed, 11 Mar 2020) | 3 lines

Add missing diagnostic information for getactor/setactor

Internally, there are several different permutations of the opcodes that implement CON_GETACTOR and CON_SETACTOR. This maps the internal opcodes back to the external keywords that generated them and makes sure they all have the script line number attached to them for use in diagnostic warning and error messages.
------------------------------------------------------------------------
r8718 | terminx | 2020-03-11 17:58:07 -0700 (Wed, 11 Mar 2020) | 1 line

Fix tripbomb laser
------------------------------------------------------------------------
r8717 | terminx | 2020-03-11 17:58:03 -0700 (Wed, 11 Mar 2020) | 5 lines

Experimental feature to switch the Windows power plan to "high performance" while the game is running, and switch back upon exit

During testing, CPU frequency scaling reducing the clock speed to sub-1GHz speeds was found to be a cause of frame time inconsistencies/stuttering. This attempts to work around that.

This is disabled by default but can be enabled with win_performancemode 1.
------------------------------------------------------------------------
r8716 | terminx | 2020-03-11 17:57:58 -0700 (Wed, 11 Mar 2020) | 1 line

Move FPS limiter to engine and rework functionality (again)
------------------------------------------------------------------------
r8715 | terminx | 2020-03-11 17:57:52 -0700 (Wed, 11 Mar 2020) | 1 line

Replace MERGE_NODES macro with vsmerge() function
------------------------------------------------------------------------
r8714 | terminx | 2020-03-11 17:57:48 -0700 (Wed, 11 Mar 2020) | 1 line

Replace DRAWPOLY_MATH_BULLSHIT macro with lambda expression
------------------------------------------------------------------------
r8713 | terminx | 2020-03-11 17:57:44 -0700 (Wed, 11 Mar 2020) | 1 line

useShaderProgram() -> polymost_useShaderProgram()
------------------------------------------------------------------------
r8712 | terminx | 2020-03-11 17:57:39 -0700 (Wed, 11 Mar 2020) | 1 line

Skip glActiveTexture() and glUseProgram() when possible
------------------------------------------------------------------------
r8711 | terminx | 2020-03-11 17:57:35 -0700 (Wed, 11 Mar 2020) | 1 line

Get rid of Polymost projection matrix caching
------------------------------------------------------------------------
r8710 | terminx | 2020-03-11 17:57:30 -0700 (Wed, 11 Mar 2020) | 3 lines

Clean up OpenGL extension detection a little bit

This moves the extension detection into baselayer.cpp and unifies the implementation used by sdlayer.cpp and winlayer.cpp.
------------------------------------------------------------------------
r8709 | terminx | 2020-03-11 17:57:25 -0700 (Wed, 11 Mar 2020) | 1 line

Merge fix16.cpp and fix16_str.cpp
------------------------------------------------------------------------
r8708 | terminx | 2020-03-11 17:57:20 -0700 (Wed, 11 Mar 2020) | 1 line

Tweaks to engine compatibility stuff
------------------------------------------------------------------------
r8707 | terminx | 2020-03-11 17:57:14 -0700 (Wed, 11 Mar 2020) | 1 line

Boost SDL thread priority
------------------------------------------------------------------------
r8706 | terminx | 2020-03-11 17:57:03 -0700 (Wed, 11 Mar 2020) | 1 line

SDL 2.0.12
------------------------------------------------------------------------
r8705 | terminx | 2020-03-11 17:56:35 -0700 (Wed, 11 Mar 2020) | 1 line

Fix VS project
------------------------------------------------------------------------
See http://svn.eduke32.com/listing.php?repname=eduke32 for more details.
Fix

Use better variable names in my shitty windowsSetupTimer() function

Richard Gobeille (TerminX) 11 mar 2020, 18:09 UTC−7 r8733

This also fixes a bug where timeEndPeriod() could be called with the new time period value instead of the old one when setting the period after a period had already been set.

Fix

Fix return type of A_CheckHitSprite()

Richard Gobeille (TerminX) 11 mar 2020, 18:05 UTC−7 r8730

Since the returned value is a distance, it should be int32_t.

FixEngine

Make SE_13_EXPLOSIVE call A_GetZLimits() for all statnum 0-2 sprites in sector when triggering

Richard Gobeille (TerminX) 11 mar 2020, 17:58 UTC−7 r8723

This fixes the fire sprites inside exploding walls not waking up after the wall explodes.

Experimental swinging door changes

Richard Gobeille (TerminX) 11 mar 2020, 17:58 UTC−7 r8722

This makes swinging doors reverse direction instead of stopping in place and later resuming when obstructed.

Fix

Fix a bug with swinging doors

Richard Gobeille (TerminX) 11 mar 2020, 17:58 UTC−7 r8721

This fixes a bug with swinging doors where multiple swinging doors linked together could become out of sync with each other if you block one door from moving and activate the second door again while the first is still blocked.

CON

Add missing diagnostic information for getactor/setactor

Richard Gobeille (TerminX) 11 mar 2020, 17:58 UTC−7 r8719

Internally, there are several different permutations of the opcodes that implement CON_GETACTOR and CON_SETACTOR. This maps the internal opcodes back to the external keywords that generated them and makes sure they all have the script line number attached to them for use in diagnostic warning and error messages.

Experimental feature to switch the Windows power plan to "high performance" while the game is running, and switch back upon exit

Richard Gobeille (TerminX) 11 mar 2020, 17:58 UTC−7 r8717

During testing, CPU frequency scaling reducing the clock speed to sub-1GHz speeds was found to be a cause of frame time inconsistencies/stuttering. This attempts to work around that. This is disabled by default but can be enabled with win_performancemode 1.

Engine

Clean up OpenGL extension detection a little bit

Richard Gobeille (TerminX) 11 mar 2020, 17:57 UTC−7 r8710

This moves the extension detection into baselayer.cpp and unifies the implementation used by sdlayer.cpp and winlayer.cpp.