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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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Novembre 2021

  • Add parameter to mdgetskinmap enabling fallback to other skins if one for the current pal isn't found.

    Jordon Moss 62e5ec7 28 nov, 16:04 Build 9828 Engine
  • Add ud member "folsvel" and allow strafing in map follow mode

    Dino Bollinger 564c0ba scritto il 20 nov 2021 Build 9818
    Mostra dettagli

    `userdef[].folsvel` represents the strafe velocity.

  • Fix regression causing KV6 voxels to render black.

    Jordon Moss 06f542c scritto il 26 nov 2021 Build 9818 FixEngine
  • Fix crash with jumping to menu options with letter keys

    Dino Bollinger 7770275 scritto il 27 nov 2021 Build 9818 Fix
  • allow r_pr_shadowdetail 6 (8192x8192)

    TerminX 90da0fc scritto il 24 nov 2021 Build 9815 Engine
  • add mus_tryformats cvar and menu option to control loading OGG/FLAC replacements for MIDI

    NY00123 3ca0f0f scritto il 12 nov 2021 Build 9815
    Mostra dettagli

    Based on MR !175.

  • fix sound regression causing sound #0 (KICK_HIT) to play when doors were opened

    TerminX cc924ee scritto il 23 nov 2021 Build 9815 Fix
  • Generale

    Update gamecontrollerdb.txt

    TerminX f456eb3 scritto il 23 nov 2021 Build 9815
  • add missing buildgl_bindSamplerObject() calls

    TerminX b98b1c1 scritto il 23 nov 2021 Build 9815 Engine
  • Get forcefilter working with models when sampler objects are enabled. Factored out some related code duplication.

    Jordon Moss 255ae1e scritto il 21 nov 2021 Build 9815 Engine
  • add SAMPLER_NEAREST_NEAREST_CLAMP and SAMPLER_NEAREST_NEAREST_WRAP, samplers which use GL_NEAREST_MIPMAP_NEAREST for the minification filter

    TerminX 7b325f1 scritto il 12 nov 2021 Build 9815 Engine
    Mostra dettagli

    It looks like mipmapping actually works with the indexed color texture shader in Polymost as-is, but it doesn't work with Polymer art mapping so we're disabling it there.

  • Add actor struct members `htfloorzoffset` and `htwaterzoffset`

    Dino Bollinger b3a831c scritto il 24 nov 2021 Build 9815 Engine
    Mostra dettagli

    Values range from -128 to 127. The former defines the distance of the actor from all floors, the latter applies additively to the hardcoded offset applied when on lotag 1 sectors. Positive values lift the actor off the ground, negative values move the actor into the floor. The default values for both struct members is 0. To achieve a net zero displacement, htfloorzoffset needs to be set to -1, and htwaterzoffset must be set to 24. Also note that internally, the offset is multiplied by 256 to receive the actual z coordinates (like `iffloordistl`).

  • eliminate krecipasm in wall sprite rendering code

    nukeykt 1cc6b19 scritto il 25 nov 2021 Build 9807 Engine
  • fix integer overflow in wall sprite x coordinate calculations

    nukeykt 2cbb77c scritto il 25 nov 2021 Build 9807 FixEngine
  • bind a sampler object when drawing voxels.

    Jordon Moss 76b8421 scritto il 19 nov 2021 Build 9805 Engine
  • Generale

    Revert "Duke3d: ACTIVATOR/MASTERSWITCH parity for SE2, SE3, SE18, SE21, SE31, SE32, and SE36"

    TerminX 4d7b0b9 scritto il 18 nov 2021 Build 9804 Fix
    Mostra dettagli
    Annulla
    fbf4ab5 — Duke3d: ACTIVATOR/MASTERSWITCH parity for SE2, SE3, SE18, SE21, SE31, SE32, and SE36 (Build 9382)
  • Generale

    mimalloc 2.0.3

    TerminX b1de3ed scritto il 17 nov 2021 Build 9804
  • throw errors when vorbis and XMP decoder initialization in a worker thread fails, validate result of worker thread decoder initialization before allowing MV_Mix() to proceed with working with the voice

    TerminX 2e909fc scritto il 12 nov 2021 Build 9804
    Mostra dettagli

    Untested beyond the obvious stuff like verifying the non-failure cases still produce non-failure results. These errors were still being handled before this commit, but it was in more of a rudimentary "do nothing and silently fail" sort of way.

  • properly handle the rejection of sound data that can't be identified by file header again

    TerminX 25b63dd scritto il 12 nov 2021 Build 9804
  • oops, this still needs to be called here for Polymer to work in the editor

    TerminX 1b880e5 scritto il 16 nov 2021 Build 9804 FixEngine
  • fix warning

    TerminX f5a0f08 scritto il 12 nov 2021 Build 9804 FixEngine
  • Generale

    Fix some whitespace that ended up with tabs in it

    TerminX 19c6fd7 scritto il 12 nov 2021 Build 9804 Fix
  • Add linear sampler object, fixes forcefilter DEF token in polymost.

    Jordon Moss 7009ff7 scritto il 18 nov 2021 Build 9804 FixEngine
  • Stuttering fix

  • fix integer overflow of globalzd in floor sprite rendering code

    nukeykt b733b43 15 nov, 01:27 Build 9795 FixEngine
    Mostra dettagli

    This commit also simplifies previous x/y panning fix

  • fix integer overflow of x/y panning in floor sprite rendering code

    nukeykt c4310a2 scritto il 14 nov 2021 Build 9795 FixEngine
  • Prevent savemapstate during gamemodes EOL, RESTART and DEMO

    Dino Bollinger d908123 scritto il 15 lug 2021 Build 9793 Fix
    Mostra dettagli

    This prevents accidentally overwriting the wrong map slot.

  • Generale

    Revert "Windows: update SDL to bfd2f8993f173535efe436f8e60827cc44351bea"

    TerminX 8e253a9 12 nov, 22:04 Build 9793 Fix
    Mostra dettagli
    Annulla
    c1a128d — Windows: update SDL to bfd2f8993f173535efe436f8e60827cc44351bea (Build 9787)
  • Increase MAXSOUNDS to 16384 to match the game-side limit

    Dino Bollinger 61f7104 12 nov, 23:53 Build 9791 Engine
  • remove reset to previous projectile position from projectile bounce handling

    TerminX b3003ac 12 nov, 07:53 Build 9791
    Mostra dettagli

    Please report any weirdness relating to bouncing projectiles impacting surfaces.

  • make actors set to move vertically in CON act as if SFLAG_SMOOTHMOVE was explicitly enabled

    TerminX 9467311 12 nov, 07:53 Build 9791 CON
    Mostra dettagli

    This smooths out stuff like octabrains and flying liztroops without making them look stupid when they move on the ground.

  • add amalgamated version of the vector math library found at https://github.com/glampert/vectormath

    TerminX a56a752 12 nov, 07:53 Build 9791 Engine
  • clean up r_persistentstreambuffer so you can turn it on and off without having to restart anything

    TerminX 47e24d2 12 nov, 07:53 Build 9787 Engine
  • move all the cvars in polymost.cpp so that they're at least in the same spot

    TerminX 839c192 12 nov, 07:53 Build 9787 Engine
  • update SDL to bfd2f8993f173535efe436f8e60827cc44351bea

    TerminX c1a128d 12 nov, 08:38 Build 9787
  • fix a few polymer lighting bugs, add interpolation to light positions, etc

    TerminX e67e539 12 nov, 08:38 Build 9787 FixEngine
  • improve GL state management, add support for GL sampler objects, add libtess2 and implement in polymer in place of the GLU tesselator, drop dependency on libGLU, improve GL debug output (in debug builds), fix various GL resource leaks

    TerminX b6740a7 12 nov, 08:38 Build 9787 FixEngine
    Mostra dettagli

    This should prevent a few more state changes, and address issues arising from rendermode changes wiping our state but not any of our accounting data for said state. Because libtess2 seems to be abandoned and because there were a few issues I needed to fix anyway, I went ahead and made a custom single-file header-only version for improved performance.

  • fix extra counters shown with r_showfps values greater than 1 to account for frames being rendered in places where they previously weren't

    TerminX 661883a 12 nov, 07:02 Build 9782 Fix
  • detect GL_ARB_sampler_objects, drop detection of GL_ARB_vertex_buffer_object, GL_EXT_texture_edge_clamp, and GL_SGIS_texture_edge_clamp

    TerminX 7304811 12 nov, 07:16 Build 9782 Engine
  • update to 0.1.34

    TerminX 0e45faa 12 nov, 07:01 Build 9782
  • remove unfinished x86_64 port of the original x86 classic renderer

    TerminX 3ddb9dd 12 nov, 07:26 Build 9782 Engine
    Mostra dettagli

    It never worked.

  • re-add EDuke32-specific patch I accidentally lost when I updated it

    TerminX a9ba29f 12 nov, 05:58 Build 9778
  • fix screen return-to-center when triggering save checkpoints, hopefully for good this time. :p

    TerminX e08d1a9 scritto il 4 set 2021 Build 9778 Fix
  • fix map console command to work correctly with coroutine setup

    TerminX 01f10a6 scritto il 4 set 2021 Build 9778 Fix
    Mostra dettagli

    Adds MODE_NEWGAME to player .gm

  • turn G_DrawFrame() into a coroutine that can just be resumed from wherever we need to

    TerminX cd55f33 scritto il 4 set 2021 Build 9778
    Mostra dettagli
  • Generale

    Update SDL gamecontrollerdb.txt

    TerminX 3c256ba 12 nov, 05:12 Build 9778
  • update to e96614961f1a6b2a3ab01e4b21fc600c23d0ba1b

    TerminX 5b22f2c scritto il 31 ago 2021 Build 9778
  • sound fixes

    TerminX 6812b74 scritto il 11 nov 2021 Build 9772 Fix
  • minor AdLib driver fixes

    TerminX fb4369f scritto il 11 nov 2021 Build 9772 Fix
    Mostra dettagli

    This fixes a crash when restarting the sound system twice in a row with the OPL3 driver selected but an .ogg (or .flac or any other format) is playing instead, and makes a couple of things FORCE_INLINE in the process.

  • move libasync task to VoiceNode struct, explicitly wait on task completion before attempting to service a voice with MV_BeginService()

    TerminX 68c56c7 scritto il 11 nov 2021 Build 9772 Fix
    Mostra dettagli

    This fixes crashes when attempting to service an .ogg voice immediately after starting playback, before the decoder has actually finished initializing.