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 16 build · 16 commit

Build 1922

26 giu 2011 · 1 commit · 1 autore SVN
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  • Generale

    fix highlighted sector deleting and probably a couple of other inconsistencies stemming from that bug

    Helixhorned r1922 26 giu, 16:29 FixEngine

Build 1921

26 giu 2011 · 1 commit · 1 autore SVN
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  • Generale

    * Make destructable ceilings and floors (SE 13 pointing down) behave well with TROR; also carry sprites and players on the roof of a subway. The latter uses t_data[9] on the pivot sprite.

    Helixhorned r1921 26 giu, 14:59 FixEngine
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    * Make the minimum resolution possible 640x480. Sometimes you'd accidentally enter something like 'vidmode 800 60' and crashes would ensue... * fix a warning

Build 1916

24 giu 2011 · 1 commit · 1 autore SVN
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  • Generale

    Don't crash G_ShowCacheLocks when there are many locks; Better sprite interpolation in subways

    Helixhorned r1916 24 giu, 04:16 FixEngine

Build 1913

22 giu 2011 · 1 commit · 1 autore SVN
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  • Generale

    Make certain sprites in rotating sectors impervious against diverging from their initial position due to roundoff error accumulation. The sprites affected are those with statnums 0, STANDABLE, FX, and FALLER (also SE lights, but that shouldn't be considered permanent) contained in sectors with SE 0, 6 or 14. Fix some interpolation issues with such sprites in passing, though they still jitter on occasion. For usage examples, take a look at the updated trueror1.map.

    Helixhorned r1913 22 giu, 12:12 FixEngine
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    Implementation note: the so instrumented sprites use actor[].t_data[7] to hold a magic number (0x18190000 + pivot spr idx), and t_data[8] and [9] for the initial coords relative to the pivot point.

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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  • Generale

    * 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 1907

17 giu 2011 · 1 commit · 1 autore SVN
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  • Generale

    also fix eduke32 on x86 and include a script for compiling all four versions, packing each into a fat binary and zipping the whole pack.

    Helixhorned r1907 17 giu, 06:11 Fix

Build 1904

16 giu 2011 · 1 commit · 1 autore SVN
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  • Generale

    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 1903

15 giu 2011 · 1 commit · 1 autore SVN
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  • Generale

    A couple of OSX fixes: one 64-bit cleanup, compilation fix on ppc (is that ever used?), nasm command line fix for x86

    Helixhorned r1903 15 giu, 03:38 Fix

Build 1901

3 giu 2011 · 1 commit · 1 autore SVN
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  • Generale

    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 16 build · 16 commit

Build 1900

29 mag 2011 · 1 commit · 1 autore SVN
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  • Generale

    -- 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 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