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

Commit per anno

Seleziona un anno per vederne le build
Era SVN · r1519 – r8798 Era Git · voidpoint.io, da aprile 2020
Filtri · 1 attivi

Visualizzate 1.437 build · 2.949 commit

Esporta CSV
Opzioni di visualizzazione
Dettagli dei commit:

Settembre 2011 15 build · 24 commit

Build 2016

11 set 2011 · 1 commit · 1 autore SVN
Apri la build
  • Generale

    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 2015

10 set 2011 · 4 commit · 1 autore SVN
Apri la build
  • In setbrightness() and qsetmodeany(), call setpalette() only if the

    Helixhorned r2015 10 set, 08:45 FixEngine
    Mostra dettagli

    palette changed from the last one (either globally or within the last call of one of the function). This fixes the ugly OSD flickering in 8-bit mode when a screen tint effect is in action (such as when being hurt or snotted on).

  • make the heinum&2 and stat inconsistency be displayed only once

    Helixhorned r2012 10 set, 08:44 FixEngine
    Mostra dettagli

    with 'corruptcheck now', but still print each corrected one on tryfix.

Apri la build per vedere tutti i 4 commit

Build 2011

6 set 2011 · 6 commit · 1 autore SVN
Apri la build
  • Generale

    polymer.c: Fix a potential zero-size calloc call when a two-walled sector

    Helixhorned r2010 6 set, 10:46 FixEngine
    Mostra dettagli

    is present (like in E4L1). Also sneak in a trivial change in cache1d.c

  • Generale

    Using this dynamic checking tool: http://embed.cs.utah.edu/ubc/,

    Helixhorned r2009 6 set, 10:46 FixEngine
    Mostra dettagli

    fix two issues with signed integer overflow. One is related to clipping and the other to Polymost mouse-picking for overlong walls. Many more remain especially in the 8-bit rendering code, but I expect many of them to be intended.

  • Generale

    Make Polymer declare a callback function G_Polymer_UnInit() that is called

    Helixhorned r2006 6 set, 10:45 FixEngine
    Mostra dettagli

    whenever we change to another renderer etc. and define it for the game and editor. The purpose of the function is to clean up references to Polymer resources like lights. This fixes 1) all lights becoming spot lights in the game and 2) an issue with maphack lights in the editor (can't recall which exactly).

Apri la build per vedere tutti i 6 commit

Build 1999

1 set 2011 · 5 commit · 1 autore SVN
Apri la build
  • Generale

    Oops...

    Helixhorned r1998 1 set, 12:58 Fix
  • Generale

    BACKSPACE key in 3D mode now deletes a red-wall link when aimed at a wall or mask.

    Helixhorned r1997 1 set, 12:53 FixEngine
    Mostra dettagli

    With script_expertmode enabled, SHIFT-BACKSPACE clears the upwall link and CTRL- BACKSPACE the downwall link. These functions are useful because the automatic nextwall determination code sometimes gets it wrong (not corrupting anything) or if you want to vertically displace a sector attached to a higher or lower level. Also add the exploding ceiling example to the TROR test map.

  • Generale

    Much more elegant solution to updating the player's sectnum when passing through

    Helixhorned r1996 1 set, 11:38 FixCON
    Mostra dettagli

    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.

  • Generale

    * game and editor: emit a warning when a search-path directory specified

    Helixhorned r1995 1 set, 11:37 Fix
    Mostra dettagli

    on the command-line isn't found (instead of saying nothing) * editor: Move inconsistent (stat&2)/heinum detection into the corruption checker. This makes a lot of original maps spew countless 'errors', but it's preferable for new maps since such floors and ceilings could behave strangely with TROR.

Apri la build per vedere tutti i 5 commit

Agosto 2011 15 build · 15 commit

Build 1993

27 ago 2011 · 1 commit · 1 autore SVN
Apri la build
  • fix leak of GL query objects

    Plagman r1993 27 ago, 21:42 FixEngine
    Mostra dettagli

    In cases where performing occlusion queries for multiple red walls leading to the same sector, we would sometimes leak a number of query objects. This was apparently harmless on NVIDIA drivers, but would leak tons of memory on ATI.

Build 1992

26 ago 2011 · 1 commit · 1 autore SVN
Apri la build
  • Generale

    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 1991

21 ago 2011 · 2 commit · 1 autore SVN
Apri la build
  • fix sector masks translucency.

    Plagman r1991 21 ago, 12:41 FixEngine
    Mostra dettagli

    The code was using the Polymer-cached version of the sector cstat to determine the translucency of its diffuse material, meaning it would never get it right on the first try; that's what you get for having completely different variables named 's' and 'sec'.

Apri la build per vedere tutti i 2 commit

Build 1982

20 ago 2011 · 9 commit · 1 autore SVN
Apri la build
  • fix external view.

    Plagman r1982 20 ago, 14:06 FixEngine
    Mostra dettagli

    Some of the ROR code was operating under the assumption that drawasks always correspond to one call of polymer_displarooms(), but that's not necessarily the case; external view draws all sectors from the top polymer_drawrooms(), which was causing crashes. Just ignore the sector mask queues in external view mode, we already don't draw masked walls.

Apri la build per vedere tutti i 9 commit

Build 1969

17 ago 2011 · 2 commit · 1 autore SVN
Apri la build
  • Generale

    Various cleanup work:

    Helixhorned r1969 17 ago, 11:52 FixEngine
    Mostra dettagli

    - fix an earlier 'oops': make highpals load correctly again - maphack lights shouldn't be double-loaded now - slight tweak to the loading screen fadein/out timing - two bound checks - make some variables static in engine.c

Apri la build per vedere tutti i 2 commit

Build 1967

16 ago 2011 · 1 commit · 1 autore SVN
Apri la build
  • Generale

    * "Fix" two bugs introduced by r1450. In quotation marks, because I merely tracked down the offending changes without understanding them. Mild breakage of TX's ROR is expected.

    Helixhorned r1967 16 ago, 12:17 FixEngine
    Mostra dettagli

    The two bugs are: - RPG projectiles don't pass through water - can't emerge from slime in bobsp2 * Coalesce Polymer lights that are at the same position for FIRE-like sprites so that only one light is actually generated. This is good for usermaps that have multi-sprite fires, like bobsp2 again.

Build 1966

15 ago 2011 · 1 commit · 1 autore SVN
Apri la build
  • Generale

    fix sector updating between TROR bunches, leading to 'being stuck' glitches. Difference: one character.

    Helixhorned r1966 15 ago, 08:46 FixEngine

Build 1965

14 ago 2011 · 1 commit · 1 autore SVN
Apri la build
  • Generale

    Fix colored fog in Polymer.

    Plagman r1965 14 ago, 20:41 FixEngine
    Mostra dettagli

    This fixes a ridiculous interaction problem between non-black fog and additive lighting passes. Plagman is stupid.

Build 1964

12 ago 2011 · 1 commit · 1 autore SVN
Apri la build
  • Generale

    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