EDuke32 Changelog Unofficial archive

Build 9839

8 December 2021 · 7 commits by 2 authors · GIT

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Original log file · 20211208-9839.txt
commit 888a987f5d909716f6adb564fb3be2eb93abdeb4
Author: Richard Gobeille <richard@voidpoint.com>
Date:   Tue Dec 7 10:21:08 2021 -0800

    Duke3d: use FX_GetPosition() in S_GetSlot() to take the age of a voice into account when selecting a voice to cancel when attempting to play more than MAXSOUNDINSTANCES of a single sound simultaneously

commit 71821e2c63185bd8d1ef293fbabfe8a51d606ae9
Author: Richard Gobeille <richard@voidpoint.com>
Date:   Tue Dec 7 13:18:34 2021 -0800

    audiolib: basic MV_GetPosition() support for FMT_VOC/FMT_WAV

commit c21ee6ed7493578b649aa87788b556af147d8601
Author: Richard Gobeille <richard@voidpoint.com>
Date:   Wed Dec 1 10:04:04 2021 -0800

    Duke3d: move a debug assertion

commit 8b9e3101dd0d7e0e19b610499bbf629ab511d4cb
Author: Richard Gobeille <richard@voidpoint.com>
Date:   Wed Dec 1 11:35:48 2021 -0800

    GLAD: bump GL version to 3.0, drop GLES APIs since we don't use them

commit 10ca19f0dfafb7955dd3578ac72e1a1d8e3d95ac
Author: Richard Gobeille <richard@voidpoint.com>
Date:   Fri Dec 3 14:19:11 2021 -0800

    Duke3d: fix crash trying to play negative sound indexes from mistagged switches

commit 95924490a286d26b6e75109b318f0ddb71d67c2e
Author: Richard Gobeille <richard@voidpoint.com>
Date:   Fri Dec 3 14:07:25 2021 -0800

    engine: tiny polymost optimization; swap 4 floating point divisions for multiplications in polymost_bindPth()

commit 452f818fe7174bdb3031752cd067d4be4143df82
Author: Dino Bollinger <dino.bollinger@gmail.com>
Date:   Wed Dec 8 10:02:43 2021 +0100

    Duke3D: Reset all actor vars in prelevel() regardless of the sprite's statnum
    
    Previously, only sprites with statnum 0 would have their per-actor variables
    reset to the default on map load. This meant that sprites with statnums that
    were pre-defined in the map would inherit the actor var values of the sprites
    with corresponding spriteNums from the previous map.
    
    Additionally, the per-actor var reset is now performed before EVENT_PRELEVEL,
    meaning that any changes to actorvar that occur in this event will now persist.
    Previously, altering actor vars for sprites with statnum 0 in this event would
    not have any effect, as they would be reset to their defaults afterwards.

See https://voidpoint.io/terminx/eduke32 for more details.

use FX_GetPosition() in S_GetSlot() to take the age of a voice into account when selecting a voice to cancel when attempting to play more than MAXSOUNDINSTANCES of a single sound simultaneously

Richard Gobeille (TerminX) 7 Dec 2021, 10:21 UTC−8 888a987
Duke3D EngineCON

Reset all actor vars in prelevel() regardless of the sprite's statnum

Dino Bollinger 8 Dec 2021, 10:02 UTC+1 452f818

Previously, only sprites with statnum 0 would have their per-actor variables reset to the default on map load. This meant that sprites with statnums that were pre-defined in the map would inherit the actor var values of the sprites with corresponding spriteNums from the previous map. Additionally, the per-actor var reset is now performed before EVENT_PRELEVEL, meaning that any changes to actorvar that occur in this event will now persist. Previously, altering actor vars for sprites with statnum 0 in this event would not have any effect, as they would be reset to their defaults afterwards.