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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Agosto 2021 20 build · 108 commit

Build 9568

21 ago 2021 · 56 commit · 1 autore GIT
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  • fix savegame MUSICANDSFX issues

    TerminX e28d400 scritto il 29 lug 2021 Fix
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    Fixes terminx/eduke32#75 and terminx/eduke32#179.

  • fix issue with Polymer lights sometimes not appearing after the player dies and respawns

    TerminX d595a39 scritto il 20 ago 2021 FixEngine
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  • skip drawing sprites in textured view if the sector is grayed out

    TerminX b4d1041 scritto il 18 ago 2021 Engine
  • use bitmap_set/bitmap_test in cansee()

    TerminX 0ffad64 scritto il 24 lug 2021 Engine
  • use array notation instead of pointer arithmetic for dereferences of actor execptr

    TerminX 6467e6f scritto il 20 lug 2021 Fix
Mostra gli altri 51 commit di questa build

Build 9512

21 ago 2021 · 1 commit · 1 autore GIT
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  • Initialize blend to 0 when inserting sprites

    Dino Bollinger c0b0118 21 ago, 22:26 FixEngine
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    This fixes a bug where stale blend values could be transferred over from a previously loaded map.

Build 9511

16 ago 2021 · 1 commit · 1 autore GIT
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  • update sectors if visibility changed.

    Plagman d032a99 scritto il 13 feb 2021 Engine
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    Bugged since forever and would have floors and ceilings stay put when alt-wheeling in mapster.

Build 9510

16 ago 2021 · 1 commit · 1 autore GIT
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  • Generale

    Don't compute lights for parallaxed geometry we either won't draw or won't

    Plagman 70bb998 scritto il 13 feb 2021 Engine
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    need lights. This should save a bit of work in the general case with skies, too.

Build 9509

16 ago 2021 · 2 commit · 1 autore GIT
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  • polymer: 'fix' texture scale on relative floors

    Plagman 7ea7ebc 16 ago, 15:17 FixEngine
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    Classic relative scaling apparently had some numerical artifacts related to length of firstwall. Cribbing the logic added in 6fc6b7d5 in Polymost along with bumping the precision of the intermediate terms seems to make it line up fully. Rooftop floor in E1L1 and surrounding ledges are good test cases for this.

  • polymer: fix angle precision with sector relative tile alignment

    Plagman 58b10f6 scritto il 14 ago 2021 FixEngine

Build 9505

12 ago 2021 · 5 commit · 2 autori GIT
Apri la build
  • Add DUKEWT_CRC to the grpinfo tokens

    Dino Bollinger 0ca1b0c 12 ago, 18:49
  • Fix two typos in the menu code

    Dino Bollinger 31f7856 12 ago, 21:33 Fix
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  • Re-enable remote activation of viewscreen using yvel of 1

    Dino Bollinger a192bf4 scritto il 5 ago 2021 FixEngine
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    A viewscreen placed in the map with a yvel of 1 will always display its camera feed if the player is within active range. If set to 0, the screen will only show the tile on manual activation. If yvel is 1, and the screen is connected to a camera, it will display the view of that camera. Otherwise, it will show the view of the Viewscreen's owner, the direction in which it is looking being dictated by angle and shade of that sprite. The xvel of the viewscreen now defines the active range. If less or equal to 0, the default distance of 8192 is used. Note that this is currently restricted to one active screen at a time.

    Risolve
    terminx/eduke32#41
  • make 512px tall tile checks non inclusive

    nukeykt e1d9171 scritto il 9 ago 2021 Engine
  • fix shading of tall tiles in ASM version of classic renderer

    nukeykt 34e646e scritto il 9 ago 2021 FixEngine

Build 9500

7 ago 2021 · 2 commit · 1 autore GIT
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  • Generale

    Update Nuked OPL3 to latest code

    Hendricks266 50795ed 7 ago, 23:10
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    Includes performance improvements identified by icculus.

  • Generale

    Clean up stub parsing of game-side defs in the engine

    Hendricks266 a7e6571 scritto il 5 ago 2021 Engine

Build 9498

5 ago 2021 · 2 commit · 1 autore GIT
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  • Remove leading period from startdir to fix a bug

    Dino Bollinger 54ac18b 5 ago, 13:03 Fix
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    With the leading period, the resulting path after Bcorrectfilename() is applied does not have a leading slash, causing the string comparison with the defined level filename to fail even if a usermap is part of an episode.

  • Plan B for commit b4f633d1, remove the conditional entirely

    Dino Bollinger 6e394dd 5 ago, 01:05 Engine
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    The previous attempt broke the window at the start of E1L3 of Duke3D. Whatever this was intended for doesn't work with animated maskwalls.

Build 9492

3 ago 2021 · 1 commit · 1 autore GIT
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  • Extend mapinfo DEF command to support mapart token

    Dino Bollinger 23d7d55 scritto il 2 ago 2021 Engine
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    Usage: mapinfo { mapmd4 <md4sum> mapart "mapart/testart_XX.ART" } The specified path must end with the suffix "_XX.ART" (case-insensitive). The actual files need to be numbered from "_00.ART" to "_19.ART". Just like with maphacks, an md4 sum is required. This allows sharing the same per-map art between multiple levels.

Luglio 2021 13 build · 32 commit

Build 9481

20 lug 2021 · 5 commit · 2 autori GIT
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Build 9476

13 lug 2021 · 2 commit · 1 autore GIT
Apri la build
  • SW

    Scroll through command history in the same order as original release of the game.

    sirlemonhead 3191b5f scritto il 12 lug 2021
  • SW

    Simplify game's command history to remove a bunch of strcpy()s. Also fixes ASAN error.

    sirlemonhead 1a12080 scritto il 12 lug 2021 Fix