December 2012
-
General
Implement fade_screen_black() using fullscreen_tint_gl() in GL modes.
-
General
Factor dup. code in SDL/Windows layers into baselayer.c:fullscreen_tint_gl().
-
proper bound checks for {re,}definequote commands.
-
General
Rearrange {net,}actor_t for 4-byte alignment of int32_t members.
Show details
Bump BYTEVERSION.
-
General
Experimental NETCODE Makefile variable, enabled by default.
Show details
Disabling netcode compilation can be interesting on memory-constrained systems, or those that have no means of accessing the network anyway. Note: I'm OK with maintaining this myself, i.e. it's fine if netcode dev breaks compilation with NETCODE=0.
-
drowning in code.
-
General
Make EventNames[] an array of (const char *) instead of const tokenlist.
-
General
Initialize BADGUY sprite flags for hardcoded enemies.
Show details
... instead of switch/case-ing them in A_CheckEnemyTile(). Because this requires bumping BYTEVERSION, we also get rid of the excess trailing bytes in the save game's "rest" data. (See r3052.)
-
gasping for some air.
Show details
That is, fix some oversights introduced in the preceding runs. listglobals.sh is a helper to find global accesses. Translator: add "number-conversion" warning option, max. error limit.
-
General
Lunatic translator: warning options, on_state_end, more bad-identifier chars.
-
submerging in code.
-
knee-deep in code.
Show details
- more codegen - make more members const, some char unsigned - fix some "geom" metamethods - '^' operator
-
General
gameexec.c: rip out some inline code into VM_Fall() and VM_ResetPlayer().
November 2012
-
implement the non-local control flow needed for some commands.
-
player stuff (protect some members etc.)
-
Makefile tweaks, protect sprite[].picnum.
-
expose more stuff, more codegen (the easy ones).
-
General
Some Lunatic cleanup.
-
General
Fix build. It was my fault after all since I forgot common.h in r3243.
-
Fix potential crash in version checker.
Show details
1) see if we actually received anything (if http://eduke32.sourceforge.net/VERSION is unavailable, this returns now instead of continuing with nonsensical data) 2) check if we're getting a token from strtok()
-
General
Factor dist() and ldist() into common.c.
-
General
Move enum vmflags_t to gameexec.c since it's an implementation detail.
-
General
Add "dump_used_assets.m32" to samples. This script can be used to extract what tilenum and sound IDs are used in maps.
-
General
Fix "undefined reference to `sampletimer()'" linking error using clang for a Win32 release build.
-
General
Fix errors and warnings in nedmalloc.h using clang for a Win32 release build.
-
General
Fix warnings involving printf() requiring explicit casts on tracked types.
-
General
Add FORCEWARNINGS Makefile flag to prevent disabling compiler warnings within the source.
-
General
Remove ebacktrace1.dll from 'make all' and include a prebuilt one in package/. Build it with 'make ebacktrace'.
Show details
synthesis.sh updated.
-
General
Restructure so that everything packaged in a release build is stored in the package folder, instead of maintaining a list.
Show details
synthesis.sh, osxbuild.sh, and wiibuild.bat updated.
-
General
Move the tracking from a dirty state to a change count.
-
General
Revert "compat.h: slightly reformat the NOWARN-related preprocessor directives."
Show details
Commit breaks MSVC builds by failing to provide NOWARN macros to MSVC.
-
General
compat.h: slightly reformat the NOWARN-related preprocessor directives.
-
General
Expose per-tile nofullbright bit (GL modes only) to DEF.
Show details
The attribute is set per tile from DEF: either nofullbrightrange <begintile> <endtile> or tilefromtexture <tile> { ... nofullbright ... } As a special case, the list may only contain "nofullbright", in which case the texture is not changed. (This is analogous to "texhitscan".) Example: // make piggy's eyes fullbright red only when it fires the shotgun nofullbrightrange 2000 2034 nofullbrightrange 2040 2049 nofullbrightrange 2055 2061
-
General
Misc. engine cleanups, no functional changes.
-
General
engine.c: factor out 2 pract. ident. pieces of code into try_facespr_intersect.
Show details
The two uses are from hitscan and neartag. The functionality is reproduced exactly (assuming I made no mistake), down to different distance checking (<= vs. <).
-
better protection of array members inside structs.
-
General
Lunatic translator: rework how composites are passed around.
-
General
Lunatic translator: update default defines.
-
General
Guard macros.h by #ifndef/#define, remove two decls of nonexistent functions.
Show details
In jmact/mathutil.h: FindDistance3D_HP() and ArcTangentAppx().
-
General
Fix r3221: move the nedmalloc.h include to winbits.c.
-
General
Replace SDL icons, freshly generated using GIMP 2.6.11.
Show details
The code has been factored. Additionally, 32x32 is used on Windows with SDL_MAJOR_VERSION==1, while 48x48 is the default. See: http://www.libsdl.org/cgi/docwiki.cgi/SDL_WM_SetIcon
-
General
RENDERTYPE=SDL on Windows, part 2.
Show details
This introduces winbits.[ch] in the engine, containing layer-independent code migrated from winlayer, including nedmalloc, ebacktrace1, OS version detection, and high-resolution profiling timers. sdlayer has been expanded to include the code from winbits under _WIN32. All uses of RENDERTYPEWIN in the source have been examined and changed to _WIN32 (or removed) where the block in question is layer-independent.
-
General
Factor G_MultiPskyInit into common.c.
-
General
For novelty, add support for RENDERTYPE=SDL under Windows.
Show details
This needs improvements to bring it up to par with winlayer, but it is functional. In particular, a good amount of code from winlayer could be used for both layers, including the profiling timers, the version printing code, and the hInstance and hModule sharing. Known problems: the mouse cursor is not trapped, and the game starts before the startup window shows options.
-
General
Implement OGG looping support; musicians rejoice!
Show details
Loops are controlled by two tags in the Vorbis Comment, both in PCM samples. LOOP_START holds the beginning of the loop, the position to which playback returns at the end of the loop. LOOP_END is optional; it holds the end of the loop, after which the game seeks to LOOP_START. If undefined, the end of the OGG is the end of the loop. The primary purpose of LOOP_END is if you want to give your file a proper ending for listening outside the game. To preview a looped OGG you have assembled, give it a ".logg" extension and play it using the vgmstream plugin for Winamp or foobar2000.
-
General
Stop all sounds after completion of LOGO.ANM.
-
General
Allow CAMERA1 to have cstat 32768.
-
General
Fix ebacktrace1.dll build with MinGW-GCC 4.7.2.
-
General
Factor out duplicate code in CONTROL_BindKey/CONTROL_BindMouse/CONTROL_FreeKeyBind/CONTROL_FreeMouseBind
-
General
Relocate Bstrncpyz to the bottom of compat.h so we can use our Bstrncpy macro there