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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Novembre 2011 4 build · 4 commit

Build 2104

3 nov 2011 · 2 commit · 1 autore SVN
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    New CON command

    Helixhorned r2104 3 nov, 16:08 CON
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    setactorsoundpitch <actor#> <sound#> <pitchoffset> which can be used to change the pitch of a playing sound. The pitch offset has the same meaning as the definesound pitch range endpoints, i.e. the units are 1/100th of a seminote. Note that just like the random pitch offset, increasing the pitch makes the sound duration shorter (and vice versa).

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Build 2102

1 nov 2011 · 6 commit · 1 autore SVN
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    Eliminate one uinitialized mem access related to projectiles (it's the filler

    Helixhorned r2102 1 nov, 15:03 CON
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    member, so maybe not *that* bad) and an invalid memory access when trying to access a per-player gamevar in a player-less context (e.g. WGR2 SVN r25 WGR2GAME.CON line 10448).

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Ottobre 2011 2 build · 2 commit

Build 2079

17 ott 2011 · 3 commit · 1 autore SVN
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    Make Polymer's FOV depend viewingrange variable in a 'tangent-linear'

    Helixhorned r2078 17 ott, 11:41 EngineCON
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    fashion. Among other things, this makes the FOV widening when shrunk work. User CON code should always check the initial viewingrange value when attempting to do FOV effects like zoom, because it is not guaranteed to be 65536 due to different screen aspect ratios etc.

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Settembre 2011 2 build · 2 commit

Build 2016

11 set 2011 · 1 commit · 1 autore SVN
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    Add a couple of missed sanity checks for accessing player and sprite structure members as vars. Should fix crashes with stuff like "ifvare player[some value greater than MAXPLAYERS].kickback_pic blah"

    TerminX r2016 11 set, 23:25 FixEngineCON

Build 1999

1 set 2011 · 5 commit · 1 autore SVN
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    Much more elegant solution to updating the player's sectnum when passing through

    Helixhorned r1996 1 set, 11:38 FixCON
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    TROR portals that works with a little help from updatesectorz() (change not visible from CON code). Relies only on the presence of an extension whose portal isn't blocked and also plays nicely with corner cases like being shrunk and enabling the jetpack. This should fix the upward moving platforms in WGR2.

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Agosto 2011 4 build · 10 commit

Build 1992

26 ago 2011 · 1 commit · 1 autore SVN
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    weapons.con.sample: fix a potential bug modders may encounter: use the special G_Draw temp variables in G_DrawWeaponTile(_crystal) instead of the ones intended for individual drawing states

    Hendricks266 r1992 26 ago, 22:08 FixCON

Build 1989

20 ago 2011 · 7 commit · 1 autore SVN
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    add weapons.con.sample, a direct port of the HUD display code to CON

    Hendricks266 r1988 20 ago, 16:28 CON
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    add support for the include command to names.h loaded by Mapster32, and names.h no longer requires # in front of commands for CON compatibility

    Hendricks266 r1987 20 ago, 16:28 EngineCON
  • Generale

    change the help dialog to say 'demo.edm' instead of 'demo.dmo', change support for drag and drop demo files from '.dmo' to '.edm', and change the debughelp dialog to remove the reference to the removed '-nD' gamevars.txt dumping parameter

    Hendricks266 r1986 20 ago, 16:28 CON
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    gut and update enhance.con.sample

    Hendricks266 r1985 20 ago, 16:28 CON
  • Generale

    update soundefs.h to match the final v1.5 DEFS.CON

    Hendricks266 r1984 20 ago, 16:27 CON
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Build 1964

12 ago 2011 · 1 commit · 1 autore SVN
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    Fix gamearray overallocation on 64-bit... was being allocated as (array size * sizeof(intptr_t)) when the struct actually contains a ptr to a block of int32_t

    TerminX r1964 12 ago, 08:40 FixCON

Build 1956

3 ago 2011 · 2 commit · 1 autore SVN
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    Add a warning when calling {save,load}mapstate from EVENT_ANIMATESPRITES (forgotten from earlier changes).

    Helixhorned r1956 3 ago, 10:22 CON
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    Lots of M32script tweaks:

    Helixhorned r1955 3 ago, 10:22 FixEngineCON
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    * fix breaking out of 'switch' blocks and compilation of the 'default' case * Have a way of assigning 'special function' menu [' F] entries to script states. Writing a string literal after the state name will register the state under that name. Menu names are limited to 24 characters and it's possible to have up to 16 of them. * new branching command 'ifinteractive', true if a state runs from the menu mentioned above. * new command: getnumberfromuser <<retvar>> "query_string" <maxnum> <flags> See 'state collect_teleporting_sectors' in a.m32 for a combined usage of the new functionality.

Luglio 2011 4 build · 4 commit

Build 1934

20 lug 2011 · 1 commit · 1 autore SVN
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    Make useractor's <actortype> bit 4 mean 'this actor will not move by itself' to make it possible to have it in a rotating sector with full rounding correction. No token name is provided because the three others come from CON and I don't want to clutter the namespace; fix the editor issue where the box wasn't shown on occasion in the tile selector (8-bit)

    Helixhorned r1934 20 lug, 15:08 FixEngineCON

Build 1931

10 lug 2011 · 1 commit · 1 autore SVN
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    * new editor cfg options: corruptcheck_noalreadyrefd (silinces 'already referenced warning'), r_usenewaspect, r_screenxy

    Helixhorned r1931 10 lug, 08:39 FixEngineCON
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    * Read-only CON access to sector bunchnums by adding the labels '.ceilingbunch' and '.floorbunch' to the CON sector structure

Build 1928

4 lug 2011 · 1 commit · 1 autore SVN
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    Addresses posts #180 and #181 of the TROR thread. Specifically,

    Helixhorned r1928 4 lug, 14:20 FixEngineCON
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    * it is now possible to paste (and have an outer red wall automatically) highlighted sectors into a sector that is extended on one side and non-sloped on the other. For this, the highlighted sectors must be in one connected component. * Make it possible to not display inner gray walls, toggled with Ctrl-Alt-A, but only when no manual grayout (Ctrl-R) is in effect. * bugfix: don't clear original TROR-nextwall link when duplicating extended highlighted sector * m32script: protect wall members relevant to TROR * save autogray (Ctrl-A) and showinnergray (see above) to mapster32.cfg

Build 1927

3 lug 2011 · 1 commit · 1 autore SVN
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    * New m32script commands:

    Helixhorned r1927 3 lug, 15:51 FixEngineCON
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    - sethighlightsector <sectnum> <on?> - updatehighlightsector - collectsectors <<array_to_collect_sectnums>> <initial_sector> <<num_collected_sectors>> <sector_filtering_state> The latter does a breadth-first search starting from an initial sector and collects nextsectors only when the filtering state, given a sectnum as RETURN input, writes a nonzero value into RETURN. As a usage example, a.m32 includes the state 'collect_teleporting_sectors', that collects all sectors containing an SE7 and highlights them afterwards. This way, it should be possible to retrofit old maps with TROR by distributing small scripts that do most of the work (right now, joining has to be done by hand, though). * corruption checker: for the 'nextwall inconsistent with nextsector' corruption, suggest an alternative fix by searching fitting nextwalls and changing the nextwall of the corrupt wall (as opposed to the nextsector). It will display with a leading '?' in the listing, and can be demanded by suffixing 'corruptcheck tryfix' with it. For example, corruptcheck tryfix 9-21 ? would fix some corruptions in Billy Boy's cranium.map without introducing drawing errors. * fix demo playback (tueidj figured this out)

Giugno 2011 1 build · 1 commit

Build 1909

18 giu 2011 · 1 commit · 1 autore SVN
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    Patch from Hendricks266 and whatever changes happened to be in my tree. I hope they work ;)

    TerminX r1909 18 giu, 17:11 CON
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    "The most noticeable change is the addition of the "includedefault" CON and DEF command, which will attempt to include eduke.con (or nam.con, or ww2gi.con), then game.con, or duke3d.def, or nam.def, or ww2gi.def. This is useful for TCs like my add-ons, where for my pseudo-mutators I currently say "include EDUKE.CON", but I also have to juggle this terrible order of paths, so that I can have an EDUKE.CON file in my HRP which says "include GAME.CON" to allow the mainline game to actually run, but also allow DukePlus to load its EDUKE.CON file (since it uses that and not an -x switch), and also allow any custom EDUKE.CON files in the root to be used."

Maggio 2011 2 build · 2 commit

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 2 build · 2 commit

Build 1867

17 apr 2011 · 1 commit · 1 autore SVN
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    * Support for entering names instead of numbers in various contexts (TAB-autocompletion included): first, when querying for a tile number, and second:

    Helixhorned r1867 17 apr, 10:01 CON
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    * Tag labeling system for 'link'-type tags, including saving and restoring the tag labels to a separate file '<mapname>.maptags'. Whether a tag is eligible for linking, is determined by a hardcoded (but extensible via m32script) function.

Build 1857

6 apr 2011 · 1 commit · 1 autore SVN
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    Cleaning out my tree... mostly internal changes. Adds workaround to disable texture compression with the crappy fglrx driver on Linux, fixes FIRE sprites so that they don't render at their sector's floorz all the time, changes CON compiler around a bit to use a loop instead of calling C_ParseCommand() 10 million times.

    TerminX r1857 6 apr, 18:16 FixEngineCON

Marzo 2011 3 build · 3 commit

Build 1843

13 mar 2011 · 1 commit · 1 autore SVN
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  • various ones accumulated in the forum (falling into infinity, stuck in doors), crash in polymer mouse picker when in void space, creation of surplus loops on sector split when sector has weird geometry.

    Helixhorned r1843 13 mar, 04:59 FixEngineCON
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    addition: disable sprite sectnum checking with m32script expert mode enabled.