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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Dicembre 2021

  • fix use of value before validation in polymer_updatewall()

    TerminX defbbfb scritto il 8 dic 2021 Build 9875 FixEngine
  • prevent potential deferencing of null ptr

    TerminX f783405 scritto il 8 dic 2021 Build 9875 Engine
  • this sort of type punning isn't necessary anymore

    TerminX 3a12ada scritto il 8 dic 2021 Build 9875 Engine
  • update TinySoundFont to e86d986ed6ccb93b4ee41d2de656c49c721b18db

    TerminX 0beeebf scritto il 8 dic 2021 Build 9875
  • fix copy/paste error in screentextRender()

    TerminX 4c19398 scritto il 8 dic 2021 Build 9875 FixEngine
    Mostra dettagli

    For some reason, this error didn't propagate into screentextGetSize().

  • optimize modulo operations out of a few common OPL3 emulator functions

    TerminX 63ae2eb scritto il 8 dic 2021 Build 9875
  • sort opl3_slot struct by member size

    TerminX 56db370 scritto il 8 dic 2021 Build 9875
  • only fix16_to_int the player's angle once when throwing pipebombs or placing tripbombs

    TerminX 5aa3b1a scritto il 8 dic 2021 Build 9875
  • merge identical cases in switch

    TerminX 397d5f4 scritto il 8 dic 2021 Build 9875
  • any compiler worth half a shit will optimize this away but I want the static analyzer to shut up about calling strlen within a loop

    TerminX 556e2eb scritto il 8 dic 2021 Build 9875
  • promote globalypanning to type of globalzd before shift

    TerminX 1c7f64f scritto il 8 dic 2021 Build 9875 Engine
  • fix copy/paste error

    TerminX 324edd1 scritto il 8 dic 2021 Build 9875 Fix
  • consolidate identical cases in softsurface_blitBuffer() switch statement

    TerminX de4492f scritto il 7 dic 2021 Build 9875 Engine
  • Generale

    This check wasn't doing anything

    TerminX 2c2ed17 scritto il 8 dic 2021 Build 9875
  • prevent leak of address of object on stack in polymost_dorotatespritemodel()

    TerminX 293a728 scritto il 8 dic 2021 Build 9875 FixEngine
  • C++11 syntax for default constructors in vectormath lib

    TerminX 2ba642e scritto il 8 dic 2021 Build 9875 Engine
  • Generale

    GetWindowLong -> GetWindowLongPtr

    TerminX 48af502 scritto il 8 dic 2021 Build 9875
  • add SDL_STATIC so Fury can static link SDL on Linux, but not any of its dependencies or other required libraries

    TerminX dedc889 scritto il 24 nov 2021 Build 9875
  • fix potential crash in polymost_fillpolygon()

    TerminX 573b07c scritto il 8 dic 2021 Build 9875 FixEngine
  • no need to set initDone twice

    TerminX ec4807e scritto il 8 dic 2021 Build 9875 Engine
  • fix faulty logic in OSD_SetLogFile()

    TerminX 47dfd1d scritto il 8 dic 2021 Build 9875 FixEngine
  • these conditions are already checked above

    TerminX 86e2d45 scritto il 8 dic 2021 Build 9875
  • fix undefined behavior

    TerminX 489ae41 scritto il 7 dic 2021 Build 9875 Fix
  • fix accidental use of initprintf() instead of buildprint()

    TerminX 4af066e scritto il 7 dic 2021 Build 9875 Fix
  • fix console debug output when loading hightile textures and model skins takes too long

    TerminX 095ae91 scritto il 7 dic 2021 Build 9875 FixEngine
  • remove dead code branch

    TerminX 9669860 scritto il 7 dic 2021 Build 9875
  • wow I'm dumb sometimes

    TerminX 75290ed scritto il 7 dic 2021 Build 9875 Engine
  • fix possible file handle leak in osdcmd_artdump()

    TerminX 9f12403 scritto il 7 dic 2021 Build 9875 Fix
  • Only attempt to switch subweapon if we actually have the weapon

    Dino Bollinger a6dfd93 scritto il 9 dic 2021 Build 9841 FixCON
    Mostra dettagli

    This fixes a bug in World Tour where trying to switch to the flamethrower while the current weapon is the freezer, and you have flamethrower ammo but not the actual weapon itself, then this instead locks the weapon key, preventing you from switching back to the freezer from other weapons. This bug also affected the Shrinker, but only if CON code changes the 'gotweapon 11' value to 0 after the player obtains the weapon.

  • Remove the 'previousboardfilename' mapart hack

    Dino Bollinger dfee579 scritto il 1 dic 2021 Build 9840 Fix
    Mostra dettagli

    This was a bandaid that prevented repeatedly loading the same mapart when loading savegames. This meant having to constantly update the buffer whenever clearing mapart, which is undesirable. Fixes mapart not reloading after quitting to title, or ending an episode and then loading a savegame.

  • use FX_GetPosition() in S_GetSlot() to take the age of a voice into account when selecting a voice to cancel when attempting to play more than MAXSOUNDINSTANCES of a single sound simultaneously

    TerminX 888a987 scritto il 7 dic 2021 Build 9839
  • basic MV_GetPosition() support for FMT_VOC/FMT_WAV

    TerminX 71821e2 scritto il 7 dic 2021 Build 9839
  • move a debug assertion

    TerminX c21ee6e scritto il 1 dic 2021 Build 9839
  • bump GL version to 3.0, drop GLES APIs since we don't use them

    TerminX 8b9e310 scritto il 1 dic 2021 Build 9839
  • fix crash trying to play negative sound indexes from mistagged switches

    TerminX 10ca19f scritto il 3 dic 2021 Build 9839 Fix
  • tiny polymost optimization; swap 4 floating point divisions for multiplications in polymost_bindPth()

    TerminX 9592449 scritto il 3 dic 2021 Build 9839 Engine
  • Reset all actor vars in prelevel() regardless of the sprite's statnum

    Dino Bollinger 452f818 8 dic, 10:02 Build 9839 EngineCON
    Mostra dettagli

    Previously, only sprites with statnum 0 would have their per-actor variables reset to the default on map load. This meant that sprites with statnums that were pre-defined in the map would inherit the actor var values of the sprites with corresponding spriteNums from the previous map. Additionally, the per-actor var reset is now performed before EVENT_PRELEVEL, meaning that any changes to actorvar that occur in this event will now persist. Previously, altering actor vars for sprites with statnum 0 in this event would not have any effect, as they would be reset to their defaults afterwards.

  • Disable Rumble menu item if no controller found

  • fix more stupid errors in b6740a7b32d352e6d71a5be0bc118f381599933e

    TerminX a7ab79e scritto il 1 dic 2021 Build 9831 FixEngine
  • Prevent segfaults when no sounds are defined.

    Dino Bollinger 4822ad2 scritto il 30 nov 2021 Build 9830 Fix
  • Add sanity checking to CON decimals, hex constants and labels

    Dino Bollinger f33c7ce 1 dic, 14:55 Build 9830 CON
    Mostra dettagli

    * Scripts no longer compile if a hex constant is malformed (e.g. 0x, 0xz) * Compiler will now warn if a decimal or hex constant isn't terminated in a sane manner. (example: digit is followed by letters: "100ab") * Compiler will now warn if a label starts with digits. This is done to prevent ambiguity between integer constants and actual labels.

Novembre 2021