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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Aprile 2012 12 build · 18 commit

Build 2610

14 apr 2012 · 1 commit · 1 autore SVN
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  • Generale

    Fix a null pointer access in Polymer mouse picking.

    Helixhorned r2610 14 apr, 06:04 FixEngine
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    Specifically, it was in the "determine searchwall when aiming at floor or ceiling" part. Now, if prsectors[]->ceil.plane (or ->floor.plane) is NULL, we set the searchwall to the sector's firstwall and return.

Build 2609

13 apr 2012 · 3 commit · 1 autore SVN
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    actors.c: factor out various duplicated code in G_MoveEffectors.

    Helixhorned r2607 13 apr, 03:45 Fix
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    - 4 instances -> HandleSE31 - 4 instances -> MaybeTrainKillPlayer - 2 instances -> MaybeTrainKillEnemies - move a couple of variables into inner blocks and add 'const' for easier reading In passing, fix a minor glitch where the squishing sound of an enemy that got run over by an SE 6 or 14 car would appear to originate from the SE instead of the enemy's last position.

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Build 2599

8 apr 2012 · 2 commit · 1 autore SVN
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    Fix point deletion in Mapster32.

    Helixhorned r2599 8 apr, 08:52 FixEngine
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    Previously, it was possible to leave a sector with less than three walls if a point got deleted transitively by a TROR link. Now, a proper check is done for all deletion candidates and a message stating which wall and sector is problematic is printed. Thanks for Diaz for pointing out the brokenness.

  • fix inconsistent format letter vs. vararg in fprintf.

    Helixhorned r2598 8 apr, 08:52 Fix

Build 2597

8 apr 2012 · 1 commit · 1 autore SVN
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  • Generale

    Build tools:

    Hendricks266 r2597 8 apr, 00:23 Fix
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    - clearbufbyte --> Bmemset - add libm to $(UTILLIBS) to fix building of mkpalette - add self-explanatory Makefile commands: dxutils, sdlutils, printdxutils, printsdlutils

Build 2592

5 apr 2012 · 3 commit · 1 autore SVN
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  • fix some commands breaking too early in case of a failed validation.

    Helixhorned r2591 5 apr, 12:49 FixEngineCON
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    If one next instruction happened to be interpreted, madness would ensue, because the pointer wouldn't be aligned on the "opcode" part anymore. Also, with "seti", set current sprite index only after a successful validation.

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Build 2589

4 apr 2012 · 9 commit · 1 autore SVN
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  • Generale

    Fix "ignored application parameter" message for short options.

    Helixhorned r2589 4 apr, 11:58 Fix
  • Generale

    Fix "Thanks (...) for giving us big heads" message at the end of Ep4.

    Helixhorned r2585 4 apr, 11:57 Fix
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    This was more or less done by trial and error rather than understanding what exactly is going on there. In any case, the code for all the different ending scenes ought to be factored out instead of being duplicated with subtle differences every time.

  • Generale

    game.c: make fadepal/fadepaltile first calculate inclusive end limit.

    Helixhorned r2582 4 apr, 11:56 Fix
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    When requesting an increasing ramp, the upper limit is taken to be exclusive. When it is passed to G_FadePalette, only the lowest 6 bits are passed further to setpalettefade, which means that a limit of 64 is incorrectly set as 0. Also, when breaking from the fade loop, set the fade value to the end one for fadepal!

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Marzo 2012 31 build · 52 commit

Build 2566

28 mar 2012 · 14 commit · 1 autore SVN
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  • Fix a potential uninitialized mem read in debug msg when in void space.

    Helixhorned r2565 28 mar, 12:45 FixEngine
  • Generale

    Replace {get,clear}filenames and duplicate autoload code in astub.c/game.c.

    Helixhorned r2557 28 mar, 12:42 Fix
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    This additionally fixes leaks that were caused by traversing the file name list with the 'findfiles' pointer and not clearing them afterwards (even if there was a handle to the list head via 'findfileshigh').

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Build 2536

25 mar 2012 · 2 commit · 1 autore SVN
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  • cull sprite lights after computing sprite geometry

    Plagman r2536 25 mar, 17:55 FixEngine
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    This was broken ever since updatesprite() had been forked off drawsprite() and would cause static lights to never hit static sprites until one or the other changed, after which the light would always get culled against outdated sprite geometry.

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