EDuke32 Changelog Archivio non ufficiale

Cosa è cambiato in EDuke32, build per build

2.117 build · 8.866 commit · 25 autori · Ottobre 2009 – Agosto 2026

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Era SVN · r1519 – r8798 Era Git · voidpoint.io, da aprile 2020
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Giugno 2011 11 build · 11 commit

Build 1910

19 giu 2011 · 1 commit · 1 autore SVN
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    * Thin out models in memory by removing unused frames. This saves 200MB with DNE on Polymer.

    Helixhorned r1910 19 giu, 11:30 FixEngine
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    * fix memory corruption when loading a Polymer savegame using another renderer and then change to Polymer * fix possible crash in OSD_Exec() and uninitialized mem access in game config reader * move makeasmwriteable() to baselayer.c

Build 1908

18 giu 2011 · 1 commit · 1 autore SVN
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    * Tighter y[ud]most clamping in TROR/classic. This fixes the overdraw bug when standing on the rails in the test map.

    Helixhorned r1908 18 giu, 06:02 FixEngine
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    * Voxel tweaks: horizontally scale wall-aligned ones by 5/4, make them ignore per-tile yoffset in classic (i.e. emulate Polymost; I think this is more sensible since they're not clipped to floors/ceilings anyway), make Polymost know the voxel scale * Always cull back-facing, one-sided, wall-aligned sprites (classic/Polymost), irrespective of whether it's a sprite, voxel or model. This can lead to falsely not drawing them in certain circumstances, but IMO that's preferable to visible hidden switches etc. * Change defaults for r_novoxmips to 1 and lazytileselector to 0

Build 1904

16 giu 2011 · 1 commit · 1 autore SVN
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    Fix mapster's command-line parsing and copy over some of the 'custom mod dir' logic, currently used in the sound board to also find files outside of GRPs.

    Helixhorned r1904 16 giu, 12:39 FixEngine

Build 1901

3 giu 2011 · 1 commit · 1 autore SVN
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    A couple of tweaks for easier work with TROR:

    Helixhorned r1901 3 giu, 17:06 FixEngine
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    * When TROR-joining and sectors reachable through former red walls could need displacement, ask the user; if something is wrong with the walls of the two components to join, jump to that place and print coordinates of offending wall and its point2 in the OSD * Ctrl-TAB in 2D mode now toggles filling of the currently aimed-at sector; it's not very in sync with the rest of the controls though (e.g. some commands will potentially affect each sector that contains the crosshair) * Fill sectors slightly different so that highlighted sectors above each other are easier to distinguish * In the editor, always clear the screen to a 'rainbow' of the palette before each frame. This makes no-draw ('HOM') and accidental translucency glitches stand out more clearly * a few misc. tweaks, consistency checks, and fixes

Maggio 2011 12 build · 12 commit

Build 1900

29 mag 2011 · 1 commit · 1 autore SVN
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    -- TROR:

    Helixhorned r1900 29 mag, 16:10 FixEngine
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    * Mapster32 now makes sandwiches, too: select all floors of a bunch and 'extend them below'. This will put a new sector between the highlighted ones and the their lower neighbors and displace the z's accordingly. Make sure you have enough headroom. * To facilitate the above, RAlt now has two more modifier keys (checked at release time, as usual): for every sector that would be selected, END will select all sectors whose floor bunchnum equals the first (this is useful for sandwiching), and HOME will select all sectors whose ceiling bunchnum equals it (not very useful, but provided for completeness). * Sloping extended sectors is now checked more rigorously -- misc: * When deleting highlighted sectors with DEL, pressing LShift will now always delete them irrespective whether the mouse pointer is over one of them. This is useful for the cleanup of corrupted maps. * 2D drawing is slightly tweaked so that active walls always display over inactive ones

Build 1899

29 mag 2011 · 1 commit · 1 autore SVN
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  • tweak RShift so that unnecessary gray walls aren't selected; fix ugly bug with TROR joining

    Helixhorned r1899 29 mag, 05:30 FixEngine
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    game: when entering/leaving water or slime, delay changing palette by one game tic to make it look right

Build 1895

23 mag 2011 · 1 commit · 1 autore SVN
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  • join sectors to a new bunch. For this, highlight exactly two connected components having the same outline and being TROR-consistent (same height etc.) and press Ctrl-J. Any ambiguity (connect c/f with f/c?, move which component?) is resolved by asking the user. Warning: hot off the keyboard and likely buggy

    Helixhorned r1895 23 mag, 15:42 Engine

Build 1894

23 mag 2011 · 1 commit · 1 autore SVN
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    Increase default tile cache size to 24M in Mapster32 and add a command-line parameter '-cachesize <kilobytes>'

    Helixhorned r1894 23 mag, 11:07 Engine

Build 1893

23 mag 2011 · 1 commit · 1 autore SVN
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  • fix

    loop joining/sector splitting with TROR'ed sectors, rendering bugs due to slopes. change keys: [I] toggles invisibility preview, ['I] toggles sprite invisibility bit

    Helixhorned r1893 23 mag, 07:22 FixEngine

Build 1892

22 mag 2011 · 1 commit · 1 autore SVN
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    Polymost:

    Helixhorned r1892 22 mag, 14:52 FixEngine
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    * rudimentary TROR support * free mixing of multi- and single-tile pskies * Don't cull models behind you. That is, treat them like floor sprites in that respect. This way large models like corpses don't disappear from the view unexpectedly. Classic: * tweak the last row and column of the translucency table so that e.g. a transparent sprite against a FANSPRITE wall doesn't show up purple (only if Duke3D table is found) Misc.: * fixes TROR-nextwall corruption when deleting sectors * tile selector 'goto' now has also completion * I forgot a file for the non-OpenGL build last time

Build 1890

18 mag 2011 · 1 commit · 1 autore SVN
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    * Auto-grayout for plain old sectors toggled with Ctrl-A. When it is in effect, _all_ sectors which fall outside the [min ceiling z, max floor z] bounds of all active extended sectors are deactivated.

    Helixhorned r1890 18 mag, 15:44 FixEngine
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    * make it possible to duplicate from extended sectors; all extensions are cleared from them * lazy hightile loading in tile selector can now be disabled in mapster32.cfg * fixes USE_OPENGL=0 build

Build 1889

17 mag 2011 · 1 commit · 1 autore SVN
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    Translucent slope texture mapping; make overhead view always display grayed-out walls instead of only non-TRORed ones

    Helixhorned r1889 17 mag, 14:48 Engine

Build 1886

15 mag 2011 · 1 commit · 1 autore SVN
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    * Include file cleanup by dragging most declarations into editor.h

    Helixhorned r1886 15 mag, 15:37 Engine
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    * more useful auto-red wall feature: if no structure-changing operations have been applied after highlighting and duplicating, now also paste 'visual' fields of outer walls (this is one example of the use of a system that temporarily keeps track of nextwalls for former red lines) * multi-pkies now have individual parallaxyscale

Build 1883

12 mag 2011 · 2 commit · 1 autore SVN
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    -- engine:

    Helixhorned r1882 12 mag, 16:31 FixEngine
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    * support for free mixing of multi- and single-tile parallaxed skies in classic * make visibility independent of yxaspect and viewingrange in OpenGL modes -- editor: * when dragging walls, restore pixel width after that (only for the left and right walls of pointhighlight, and its nextwalls, if any) * pasting on walls and auto-aligning them now carries over a few more fields -- fixes: * visibility in OpenGL modes wasn't incremented gradually (regression due to making 'clamp' an inline function instead of a macro) * memory corruption due to calling qlz_compress with less than the recommended surplus storage of 400 bytes * decorative sprites in the mirror showing non-flipped * make the subway SE message (much) more helpful by showing which sector the game considers to be the track sector

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Build 1877

7 mag 2011 · 1 commit · 1 autore SVN
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    A crapload of random stuff.

    Helixhorned r1877 7 mag, 11:23 FixEngineCON
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    * Polymer light access to m32script (light[<lightidx>].<field>). As an application, provide a state 'insertlights' that takes the currently active lights and puts them into the map as SEs (e.g. for maphack recovery). * Prototype of a mechanism to gray out certain portion of a map, making them inactive to various, but not all, editing operations. Highlighting a set of sectors and pressing Ctrl-R will make the Z bounds be [(least ceiling z), (greatest floor z)] of all selected ones, pressing Ctrl-R when no sectors are highlighted will reset them. Not sure if it's for production use at this stage... * The 'align walls' feature [.] now has three independently toggleable behaviours: recurse nextwalls (toggled when Ctrl is pressed), iterate point2s (disabled when Shift is pressed), and also copy pixel width (toggled when Alt is pressed). * Make shades clamp instead of overflowing in the editor Fixes: * crash when carrying out certain operations on walls with xrepeat 0 * the Pause key on linux. Also make demo recording start on Shift-ScrollLock because ScrollLock alone is too easily pressed when pausing

Aprile 2011 7 build · 7 commit

Build 1874

28 apr 2011 · 1 commit · 1 autore SVN
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    Fix more overheadmap crashes, this time with 'Last Pissed Time'. Mapster32 now asks to jump to a sector, wall, sprite, or coordinates with 'J. Also fix crash when pressing '-' (not KP-) when aiming at something with tile 0.

    Helixhorned r1874 28 apr, 14:28 FixEngine

Build 1873

27 apr 2011 · 1 commit · 1 autore SVN
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    Fix the bug where Mapster32 tile selection would display the detail map of a

    Plagman r1873 27 apr, 07:30 FixEngine
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    tile.

Build 1870

22 apr 2011 · 2 commit · 1 autore SVN
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    Insert two divide-by-zero checks that seem to fix the overhead map crash, but only with NOASM=1. Fix a couple of Mapster32 bugs and prettify some code there. Fix EDuke32 bug where the demo system overwrote boardname[] while using the file picker, making navigation between directories impossible.

    Helixhorned r1869 22 apr, 15:48 FixEngine
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Build 1866

14 apr 2011 · 1 commit · 1 autore SVN
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    * Correctly draw floor-aligned sprites with non-power-of-two textures in classic renderer.

    Helixhorned r1866 14 apr, 13:48 Engine
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    * Sprite cstat 2048 ('use own shade', [N]) now works more or less. (Issues may arise when combined with sector light effects.) * Begin work on 'smart' tag labeling system for Mapster32. Right now, it only displays a '+' after tags with linking semantics. *