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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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Gennaio 2016 14 build · 65 commit

Build 5532

7 gen 2016 · 19 commit · 1 autore SVN
Apri la build
  • Generale

    Add inthashtable_t, mapping intptr_t to intptr_t.

    Hendricks266 r5532 7 gen, 17:33
  • Add getpv and setpv as short forms for get/setplayervar, and #include as an alternate for include.

    Hendricks266 r5531 7 gen, 17:33 CON
  • Add ifvarge, ifvarle, and ifvarboth in line with ifvarvarge, ifvarvarle, and ifvarvarboth.

    Hendricks266 r5530 7 gen, 17:33 CON
  • Generale

    Remove actors_inline, game_inline, and sector_inline objects, and move their code into other headers, set up to be compiled into well-fitting objects if inlining them is disabled.

    Hendricks266 r5529 7 gen, 17:33
  • Generale

    Enable models by default under EDUKE32_GLES, because they now work!

    Hendricks266 r5528 7 gen, 17:33
Mostra gli altri 14 commit di questa build

Build 5513

6 gen 2016 · 2 commit · 1 autore SVN
Apri la build
  • Generale

    Alter VM_ScriptInfo() to take a ptr to the script to disassemble, and dump disassembly to the log at startup when an internal compiler error occurs.

    TerminX r5513 6 gen, 19:30
  • Generale

    Minor change to some gamevar warnings. DONT_BUILD.

    TerminX r5512 6 gen, 19:30 CON

Build 5511

6 gen 2016 · 5 commit · 1 autore SVN
Apri la build
  • Generale

    Fix CON compiler errors. Me no smart.

    TerminX r5511 6 gen, 19:29 FixCON
  • Generale

    Remove unused and utterly useless GAMEVAR_SECRET flag.

    TerminX r5510 6 gen, 19:29
  • Generale

    Fix warnings. DONT_BUILD.

    TerminX r5509 6 gen, 19:29 Fix
  • Generale

    Get constified

    TerminX r5508 6 gen, 19:29
  • Generale

    Fix a major bug where "enda" could be used to terminate an event, resulting in all kinds of issues.

    TerminX r5507 6 gen, 19:29 Fix

Build 5506

3 gen 2016 · 5 commit · 1 autore SVN
Apri la build
  • Generale

    Get rid of a bunch of useless comments.

    TerminX r5506 3 gen, 12:07
  • Generale

    Misc cleanup, add shorthand versions of getplayer, getactor, etc.

    TerminX r5505 3 gen, 12:07 CON
  • Generale

    Fix MSVC warning. DONT_BUILD.

    TerminX r5504 3 gen, 12:07 Fix
  • Generale

    No longer link to GOG.com when no game data is found. :(

    TerminX r5503 3 gen, 12:07
  • Generale

    Treat "[]" as "[THISACTOR]" when accessing structure members through CON.

    TerminX r5502 3 gen, 12:07 CON

Build 5501

1 gen 2016 · 3 commit · 1 autore SVN
Apri la build
  • Generale

    Add "klabs" keyword to CON, to take a gamevar and set it to its absolute value. The internal "inv" function to invert a gamevar's value has also been exposed externally.

    TerminX r5501 1 gen, 17:56 CON
  • Generale

    Add commands added in previous commit to g_keywdate[], clean up a few CON compilation warning messages

    TerminX r5500 1 gen, 17:56 CON
  • Generale

    Adds the following keywords from M32script into CON: shiftvarvarl, shiftvarvarr, ifvarvarle, ifvarvarge, ifvarvarboth, whilevarl, and whilevarvarl.

    TerminX r5499 1 gen, 17:56 CON
    Mostra dettagli

    This also adds the shorthand versions of some commands, like "set" for "setvarvar", "add" for "addvarvar", "ife" for "ifvarvare", etc. There are about 30 of these. Because some of these names may already be used in some projects as variable names, this revision also includes a somewhat large change in variable naming rules: gamevars may now have the same names as CON keywords, with the caveat that the masked keyword is no longer accessible. This results in a warning at compile time but should ensure nobody's project ever stops compiling due to the introduction of new keywords.

Dicembre 2015 5 build · 38 commit

Build 5498

27 dic 2015 · 3 commit · 1 autore SVN
Apri la build
  • Generale

    Projectile changes:

    TerminX r5498 27 dic, 18:04 Fix
    Mostra dettagli

    -palette is now set at spawn time, instead of during movement (oops!) -projectiles can no longer hit their owner during their first tic of movement

  • Generale

    Fix hard coded white and red color indexes used in on-screen debug output, to better operate with a palette dissimilar to Duke3D.

    TerminX r5497 27 dic, 18:04 Fix
  • Generale

    Polymer lighting tweaks, mostly internal.

    TerminX r5496 27 dic, 18:04 Engine

Build 5495

26 dic 2015 · 4 commit · 1 autore SVN
Apri la build
  • Don't restrict setgamepalette to the range [0, 3].

    Hendricks266 r5495 26 dic, 07:42 Engine
  • Make voxels take on the current basepalette, like they should.

    Hendricks266 r5494 26 dic, 07:42 Engine
  • Fix voxels so palette colors are treated as 8-bit, not 6-bit. Overlooked in r5349.

    Hendricks266 r5493 26 dic, 07:42 FixEngine
  • Generale

    Add new spriteflag SFLAG_GREENSLIMEFOOD = 8388608, which controls whether GREENSLIME will eat a given actor.

    Hendricks266 r5492 26 dic, 07:41
    Mostra dettagli

    The flag is automatically set on LIZTROOP, LIZMAN, PIGCOP, and NEWBEAST, in a similar fashion as SFLAG_NOWATERDIP (r4956) and SFLAG_NODAMAGEPUSH (r4371).

Build 5491

22 dic 2015 · 17 commit · 1 autore SVN
Apri la build
  • Generale

    Fix CLANG warnings

    TerminX r5491 22 dic, 20:06 Fix
  • Generale

    Fix issue with sin/cos CON commands that prevented using the special builtin structure shortcut access vars for input.

    TerminX r5490 22 dic, 20:06 FixCON
  • Generale

    Add vm_player, vm_sprite and vm_distance to get/setuserdef. This controls the sprite and player referenced by things like "THISACTOR", all of the "ifp" conditionals, per-actor gamevar access, etc. This is intended to be used to un-gimp things like EVENT_WORLD.

    TerminX r5489 22 dic, 20:06 EngineCON
  • Generale

    VS solution update. DONT_BUILD.

    TerminX r5488 22 dic, 20:06
  • Generale

    Draw frame at level start after EVENT_LOADPLAYER instead of before.

    TerminX r5487 22 dic, 20:06 CON
Mostra gli altri 12 commit di questa build

Build 5474

19 dic 2015 · 8 commit · 1 autore SVN
Apri la build
  • Generale

    Prune the dynamic tile name system in the same manner as sounds were pruned in the previous commit and r4748.

    Hendricks266 r5474 19 dic, 21:19
  • Generale

    Remove the __STATIC macros of dynamic sounds pruned in r4748.

    Hendricks266 r5473 19 dic, 21:19
  • Generale

    Remove three unused-in-the-source dynamic sound variables partially forgotten in r4748.

    Hendricks266 r5472 19 dic, 21:19
  • When RETURN is set to INT32_MIN in EVENT_CHANGEMENU, cancel any animations in addition to not changing the current menu.

    Hendricks266 r5471 19 dic, 21:19 CON
  • Generale

    Name map best time entries in the cfg by MD4 checksum instead of filename.

    Hendricks266 r5470 19 dic, 21:18
    Mostra dettagli

    Existing filename-demarcated personal bests are still read as a fallback if an MD4 is not found, but only MD4 entries are written. Fans of both Lunar Apocalypse and Nuclear Winter should sort out the MapTimes section of their cfg file manually.

Mostra gli altri 3 commit di questa build

Build 5466

4 dic 2015 · 6 commit · 1 autore SVN
Apri la build
  • Generale

    Add test cases for previous commit: transhacktest.map and .m32

    Hendricks266 r5466 4 dic, 03:53 Engine
  • Add a new pthtyp flag to mark textures that should not be processed by the fixtransparency() hack (which avoids the transparent color blending into a sprite when texture filtering is enabled), such as non-(T)ROR-masking floors and ceilings, white- and mask-walls, paper-skies, and rotatesprite with orientation flag 64. This commit makes sure the flag's status always fits the situation.

    Hendricks266 r5465 4 dic, 03:52 FixEngine
    Mostra dettagli

    This fixes the remaining issue with WWII GI's LOGO.ANM: Color index #255 is used as the dominant white color (not as a transparent index) and fixtransparency() was mangling the image as a result.

  • Enumify the lower bits of the method/dameth argument to various functions.

    Hendricks266 r5464 4 dic, 03:52 Engine
  • Generale

    Factor out common handling of the end-of-level between sectors tagged 65535 and 65534, switches tagged 65535, and nukebuttons.

    Hendricks266 r5463 4 dic, 03:52 FixEngine
    Mostra dettagli

    This fixes the bug with user maps ending in 65534-tagged sectors, reported by FistMarine: https://forums.duke4.net/topic/8367-end-of-level-bug/ It also eliminates dead code belonging to the nukebutton.

  • Generale

    Fix unused global variables in menus.c with DROIDMENU defined.

    Hendricks266 r5462 4 dic, 03:52 Fix
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Novembre 2015 5 build · 48 commit

Build 5460

28 nov 2015 · 6 commit · 1 autore SVN
Apri la build
  • Generale

    Fix orientation bit 64 when applied to a tile with fullbrights in OpenGL with r_fullbrights enabled.

    Hendricks266 r5460 28 nov, 01:06 FixEngine
    Mostra dettagli

    This fixes (the most glaringly wrong problem) with WWII GI's LOGO.ANM in OpenGL, exposed by r5437.

  • Generale

    More NAM/WWII GI "bluefont" xbetween fixes missed in r5452.

    Hendricks266 r5459 28 nov, 01:06 Fix
  • Generale

    Fix a compiler error on introduced in r5445.

    Hendricks266 r5458 28 nov, 01:06 Fix
  • Generale

    Fix typo in r5448.

    Hendricks266 r5457 28 nov, 01:06 Fix
  • Generale

    Fix compiler warnings when building for 32-bit.

    Hendricks266 r5456 28 nov, 01:06 Fix
Mostra l’altro commit di questa build

Build 5454

25 nov 2015 · 20 commit · 2 autori SVN
Apri la build
  • Generale

    Duke3D/Startup: Autodetect the installation path of the World War II GI release on Steam. Windows and Linux only for now, as there appears to be no OS X support.

    Hendricks266 r5454 25 nov, 04:08
  • Generale

    Implement WWII GI weapon display code.

    Hendricks266 r5453 25 nov, 04:08
    Mostra dettagli

    Remaining issues with the weapons (both functionality and display): - The "pistol", "shotgun", and "chaingun" fire too slowly. - The flamethrower fires too quickly. - The bazooka drop for reload is late. - Upon starting a level, the "pistol" should show a reload frame, but it does not.

  • Generale

    Miscellaneous NAM and WWII GI tweaks/fixes.

    Hendricks266 r5452 25 nov, 04:08 Fix
    Mostra dettagli

    Remaining issues: - Inventory item gamefuncs still use their Duke 3D names. The buggy way custom gamefunc binds are saved and loaded needs to be addressed first.

  • Generale

    Implement NAM and WWII GI's replacement cheats.

    Hendricks266 r5451 25 nov, 04:08
    Mostra dettagli

    Whereas Duke starts cheats with DN, NAM starts with NVA and WWII GI starts with WW2. (Hackily: CheatKeys[] is still size 2, and the third character is at the start of every CheatString.) The cheats hyper (NAM-only), coords, view, skill, weapons, and inventory were not originally present but since they work properly and this is EDuke32, I have re-added them. Non-working cheats are now disabled.

  • Generale

    Don't implicitly define GAMEFLAG_NAM for WWII GI. Instead, implement a new macro NAM_WW2GI synonymous with (NAM || WW2GI).

    Hendricks266 r5450 25 nov, 04:08
Mostra gli altri 15 commit di questa build

Build 5434

20 nov 2015 · 4 commit · 1 autore SVN
Apri la build
  • in drawspritelabel(), use fixed background color.

    Helixhorned r5434 20 nov, 12:26 FixEngine
    Mostra dettagli

    Make it always one of the colors that the 2D color cycles to (base color + offset in [0 .. 4]) instead of <base color>-3, as that one might be in a different color ramp.

  • add byte array editorcolors[256] to m32script variables.

    Helixhorned r5433 20 nov, 12:26 EngineCON
    Mostra dettagli

    This makes it possible to set up editor colors at startup (from m32_autoexec.cfg). For example: script_expertmode 1 do for i range 256 ifge i 33 { set editorcolors[i] i } script_expertmode 0 Use this method in the description of how to get old-style 2D colors in tiles.cfg and suggest an alternative color index pair.

  • make 'script_expertmode' require an argument (0 or 1) to toggle.

    Helixhorned r5432 20 nov, 12:26 Engine
    Mostra dettagli

    Without an argument, it prints the current state.

  • Generale

    In package/sdk/tiles.cfg, use the right word for "remove commenting".

    Helixhorned r5431 scritto il 15 nov 2015
    Mostra dettagli

    DONT_BUILD.

Build 5430

14 nov 2015 · 7 commit · 1 autore SVN
Apri la build
  • changes to aid getting the old color scheme (by customizing).

    Helixhorned r5430 14 nov, 15:41 Engine
    Mostra dettagli

    - bump MAX_TILE_GROUP_ENTRIES to MAXUSERTILES - in loadtilegroups(), only assign a tile color if it wasn't already assigned - allow "hidden" tile groups by omitting the hotkey - Tweak the description added to tiles.cfg

  • honor "blocking color" declared with DEF 'spritecol' et al.

    Helixhorned r5429 14 nov, 15:40 Engine
    Mostra dettagli

    Meaning tilegroup's 'colors' directive. Also, to the packaged tiles.cfg, add a description of how to emulate the earlier Mapster32 sprite coloring for one tile group.

  • in a.m32, draw color info ("set showpal 1") more informatively.

    Helixhorned r5428 14 nov, 15:40 Engine
    Mostra dettagli

    - draw ticks above the palette "ruler" - draw all editor colors (colors in editorcolor[])

  • introduce DEF command "2dcolidxrange <col> <idx> <idxend>".

    Helixhorned r5427 14 nov, 15:40 Engine
    Mostra dettagli

    <col> is the editorcolor[] starting index <idx> is the actual color index start <idxend> is the actual color index end So, editor colors from <col> onward will be mapped to [<idx> .. min(<idxend>, 255)]. Takes precedence over '2dcol'.

  • in drawscreen_drawsprite(), "sprite[j]." -> "spr->".

    Helixhorned r5426 14 nov, 15:40 Engine
    Mostra dettagli

    Also a similar stylistic tweak in parsetilegroups().

Mostra gli altri 2 commit di questa build

Build 5423

14 nov 2015 · 11 commit · 2 autori SVN
Apri la build
Mostra gli altri 6 commit di questa build

Ottobre 2015 8 build · 46 commit

Build 5412

31 ott 2015 · 3 commit · 1 autore SVN
Apri la build
  • in TROR-join sectors [Ctrl+J], print z difference hint.

    Helixhorned r5412 31 ott, 08:13 Engine
    Mostra dettagli

    At the very least, this makes it easier to decide for one option ("Connect yellow ceiling w/ blue floor (1) or (v)ice versa?") when one of the differences is zero, which might have occurred from temporarily breaking TROR links.

  • fix fillsector() calls before fade_editor_screen().

    Helixhorned r5411 31 ott, 08:13 FixEngine
    Mostra dettagli

    The latter allows one to specify a color to keep, but with r5302 the fillsector() highlights are drawn with transparency, thus making it ineffective. Add an argument to toggle transparency to fillsector() (now fillsector_maybetrans()) and two wrapper functions.

  • don't offer to "Insert outer loop and make red walls" w/ RAlt+RCtrl.

    Helixhorned r5410 31 ott, 08:13 Engine
    Mostra dettagli

    This feature only makes sense with the complete de-selection of a set of sectors, i.e. when pressing RAlt to do this, not adding or removing sectors to/from the set of already highlighted ones.

Build 5407

23 ott 2015 · 7 commit · 1 autore SVN
Apri la build
  • Generale

    Fix cstat 1024 with Polymer

    TerminX r5407 23 ott, 16:00 FixEngine
  • Generale

    Add r_pr_lighting 2, which disables the hard-coded lights while leaving lights added in maps enabled.

    TerminX r5406 23 ott, 16:00
    Mostra dettagli

    This also adds a menu option to control r_pr_lighting.

  • Generale

    Check whether the sprite is a wall, floor, or face sprite when deciding whether to bump it ahead of another entry based on position and owner.

    TerminX r5405 23 ott, 16:00 Engine
  • Generale

    Disable Polymer lights attached to hidden switches.

    TerminX r5404 23 ott, 16:00 Engine
  • Generale

    Improve depth fighting mitigation for floor aligned sprites.

    TerminX r5403 23 ott, 16:00 Engine
Mostra gli altri 2 commit di questa build

Build 5400

21 ott 2015 · 5 commit · 1 autore SVN
Apri la build
  • Generale

    Sprite sorting changes:

    TerminX r5400 21 ott, 12:54 Engine
    Mostra dettagli

    -Sort by owner now occurs only when two sprites have matching x/y coordinates. -Cstat 1024 now activates a special drawing mode that indicates a sprite should be drawn without depth after all other sprites have been drawn. The previous cstat 1024 functionality, an internal hack for shadows cast by models in Polymost, has been moved to bit 1 of a new graphical effects bitfield stored in a tsprite's .extra member.

  • Generale

    Add colmatch to Android Makefile. DONT_BUILD.

    TerminX r5399 21 ott, 12:54
  • Generale

    Tweak the amount that distance is factored in when mitigating depth fighting in Polymost.

    TerminX r5398 21 ott, 12:54 Engine
  • Generale

    Improve the behavior of the BLOODSPLAT family of sprites. This improves the effect so that the blood doesn't stutter when it moves, and no longer occasionally appears to climb back up the wall for a fraction of a second.

    TerminX r5397 21 ott, 12:54 Engine
  • Generale

    Minor cleanup to previous commit. DONT_BUILD.

    TerminX r5396 21 ott, 12:53

Build 5395

20 ott 2015 · 8 commit · 1 autore SVN
Apri la build
  • Generale

    Additional depth fighting mitigation for face sprites

    TerminX r5395 20 ott, 00:15 Engine
  • Generale

    Sort tsprites by owner as a replacement for the sort by statnum removed by Helixhorned a while back. Seems sensible enough...

    TerminX r5394 20 ott, 00:15 Engine
  • Generale

    Fix SE17 warp elevator transition jumps.

    TerminX r5393 20 ott, 00:15 Fix
  • Generale

    Fix up bloodsplat and decal positioning a bit. Nasty hacks removed. Yay.

    TerminX r5392 20 ott, 00:15 Fix
  • Generale

    New attempt at fixing the depth fighting with wall and floor-aligned sprites.

    TerminX r5391 20 ott, 00:15 FixEngine
Mostra gli altri 3 commit di questa build