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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Settembre 2012 3 build · 4 commit

Build 3019

13 set 2012 · 6 commit · 1 autore SVN
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  • Generale

    Revise EVENT_CHANGEWEAPON so that RETURN has no effect except for two values. -1 will cancel the weapon switch. -2 will override the switch to whatever value p->curr_weapon is set in the course of the event.

    Hendricks266 r3015 13 set, 00:06 CON
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    While we're at it, factor out duplicate code into P_ChangeWeapon().

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Build 3000

5 set 2012 · 7 commit · 1 autore SVN
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  • Generale

    Factor out some repeated code into G_{Load,Save}PlayerMaybeMulti.

    Helixhorned r2999 5 set, 10:25 CON
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    This currently says that MP saving/loading isn't supported, but doesn't really work correctly. Also, properly bound-check the immediate argument to CON's 'save' command and one more ... -> G_HandleAsync().

  • Generale

    Factor out snprintf'ing a maybe-modDir'd file name into macro G_ModDirSnprintf().

    Helixhorned r2997 5 set, 10:25 CON
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    ... and use it in three places. In two of these uses, 1) CON {read,write}arrayfromfile and 2) G_SavePlayer, display an error message if the file name such generated is too long. In the CON commands of 1), also error out if the file couldn't be opened.

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Build 2992

2 set 2012 · 12 commit · 1 autore SVN
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  • Generale

    Remove some #if 0 blocks that are probably of no interest any more.

    Helixhorned r2981 2 set, 07:00 EngineCON
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    For reference, they are the following: - cache1d.c: suckcache() - build.c: compare_wall_coords() - make switch-invisible heuristic - Mapster32: old sprite search - Mapster32: manual z range - m32script: read/writearray, qgetsysstr - menus.c: savetemp()

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Agosto 2012 7 build · 11 commit

Build 2976

26 ago 2012 · 5 commit · 1 autore SVN
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  • Generale

    Modify EVENT_CHANGEWEAPON so that it actually serves a purpose. Instead of being triggered before curr_weapon is changed, with nothing used for input or output with RETURN (meaning you could not cancel), now RETURN is set to the prospective new weapon ID and you can change it or cancel it in the event.

    Hendricks266 r2976 26 ago, 20:53 CON
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    Note that since setting RETURN did nothing before, there is no backwards compatibility to uphold. Therefore, setting RETURN to 1 will cause the pistol to be selected, not disable the event. Set RETURN to -1 to cancel switching.

  • Generale

    Add EVENT_PREGAME. Now all sprites are processed in the following fashion:

    Hendricks266 r2973 26 ago, 20:49 EngineCON
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    1. EVENT_PREGAME 2. hardcoded stuff 3. EVENT_GAME One potential use is to examine values which are clobbered by commands such as ifhitweapon/ifwasweapon.

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Build 2930

19 ago 2012 · 14 commit · 1 autore SVN
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  • Generale

    Introduce additional rotatesprite bit for internal use and mask ext. ones from CON.

    Helixhorned r2929 19 ago, 05:57 CON
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    ROTATESPRITE_MAX is moved to build.h and all orientation bits from CON commands using rotatesprite are ANDed with (ROTATESPRITE_MAX-1). Some of the functions use ROTATESPRITE_MAX for different internal purposes, which will not be exposed to CON now (a good thing). Also, dorotspr_handle_bit2 is made clearer.

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Build 2895

13 ago 2012 · 18 commit · 1 autore SVN
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  • CON

    in showview*, use new aspect determination if r_usenewaspect is 1.

    Helixhorned r2895 13 ago, 11:26 CON
  • Generale

    Rewrite the EVENT_ANIMATESPRITES loop (G_DoEventAnimSprites calls) for clarity.

    Helixhorned r2893 13 ago, 11:26 CON
  • CON

    in fake multi-mode, play 'globalsound' even if player index isn't screenpeek.

    Helixhorned r2890 13 ago, 11:26 CON
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    This makes sounds like DUKE_GET (item pickup) be heard for the second player in the splitscreen mod, too.

  • Generale

    If a value of 1 is returned from EVENT_DISPLAYROOMS, don't draw them.

    Helixhorned r2889 13 ago, 11:26 CON
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    This includes mirrors, rooms and masks. Any value other than 0 or 1 that is returned is considered an error (reserved for future use).

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Luglio 2012 4 build · 5 commit

Build 2820

8 lug 2012 · 8 commit · 1 autore SVN
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  • EVENT_DRAW3DSCREEN, screenshot functonality.

    Helixhorned r2818 8 lug, 14:47 CON
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    The event is run after drawing the scene, but before the overlays. To make a screenshot from a script, set DOSCRSHOT to non-zero. It will then be scheduled to run once after the drawing but before the above-mentioned event. The screenshots will be called mcapXXXX.{png,tga}.

  • if printext256's <col> arg is negative, use editorcolors[-<col>].

    Helixhorned r2816 8 lug, 14:47 EngineCON
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    The editor colors are the ones listed on page 9 of the Mapster32 built-in help.

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Giugno 2012 3 build · 4 commit

Build 2789

27 giu 2012 · 1 commit · 1 autore SVN
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  • Generale

    Fix the overlooking of EDUKE.CON in the absence of DUKE3D.GRP caused by r2726. Also, tweak a few string literals' use of quotation marks.

    Hendricks266 r2789 27 giu, 10:45 FixCON

Build 2745

7 giu 2012 · 2 commit · 1 autore SVN
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  • don't attempt drawing sprites with (cstat&48) == 48 that aren't voxels.

    Helixhorned r2744 7 giu, 10:37 EngineCON
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    Bang! One more invalid internals exposure squashed. Maybe one day we'll be able to call EDuke32 "stable"... Actually the offending sprite IS drawn as face sprite with shade 32 and xrepeat and yrepeat 255 for the convenience of the CON coder who will have to debug it.

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Maggio 2012 9 build · 14 commit

Build 2710

29 mag 2012 · 6 commit · 1 autore SVN
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  • Generale

    In CON showview, if drawing off-screen, clear the view with pal 0 and bail out.

    Helixhorned r2706 29 mag, 13:01 FixCON
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    This fixes the glitches/corruption whereever showview is used from EVENT_DISPLAYROOMS while the scene is actually rendered to a tile instead of the frame buffer, for example because we have a tilted view or "pixel doubling" enabled. Fixing it for real (i.e. so that the showview actually completes) will require more effort.

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Build 2704

28 mag 2012 · 3 commit · 1 autore SVN
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  • Generale

    On Windows, check file name case with 'sound' and 'music' CON commands.

    Helixhorned r2704 28 mag, 11:15 CON
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    This is done by kopen4loadfrommod'ing and immediately closing the file (since the checker is still run from there when not ingame). On my system, times were like 0.12 ms, 0.2 ms and 0.5 ms for each openfrompath/findfrompath, openfrompath/Bopen and SHGetFileInfo respectively, so it shouldn't have a too noticable impact on initial loading times.

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Build 2693

25 mag 2012 · 7 commit · 2 autori SVN
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  • Generale

    Fix gamearrays on 64-bit platforms.

    Helixhorned r2689 25 mag, 08:23 FixCON
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    They were broken by r2666, which made their elements intptr_t instead of int32_t, but this change was not reflected in related allocation code. WARNING: players on 64-bit platforms should not attempt to load games saved with r2665 or earlier.

  • Generale

    Add EVENT_LOADGAME and EVENT_SAVEGAME, self-explanatory. Also make EVENT_NEWGAME use myconnectindex for player ID instead of screenpeek.

    Hendricks266 r2688 scritto il 24 mag 2012 CON
  • Generale

    Setting RETURN in EVENT_DISPLAYCROSSHAIR will now change the crosshair's picnum while allowing the game to position it, etc. As usual, setting RETURN to -1 disables hardcoded drawing of the crosshair completely.

    Hendricks266 r2687 scritto il 24 mag 2012 CON
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