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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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Aprile 2020

  • Shrink menutext zoom and introduce ypadding

    Hendricks266 1812545 scritto il 8 mar 2020 Build 8894
  • Remove orientation 16 from hardcoded text drawing

    Hendricks266 1d6a456 scritto il 8 mar 2020 Build 8894
  • Change behavior when RS_TOPLEFT is not set

    Hendricks266 4c89f58 scritto il 7 mar 2020 Build 8894
    Mostra dettagli

    Add internal standardhalfheight and tilesizx

  • Generale

    TileFont

    Hendricks266 9558d76 scritto il 29 feb 2020 Build 8894
  • Generale

    Locale

    Hendricks266 5260da8 scritto il 28 feb 2020 Build 8894
  • work around crash when ov_read fails

    TerminX 26f683c scritto il 24 apr 2020 Build 8894 Fix
  • fix level warp and skill cheats in the cheat menu

    TerminX 13a90f0 scritto il 24 apr 2020 Build 8894 Fix
    Mostra dettagli

    Fixes #17.

  • call ov_clear before telling cache1d the block of memory can be reused!

    TerminX 613565b scritto il 23 apr 2020 Build 8894
  • minor optimization to MV_SetVoiceMixMode()

    TerminX 39bed3e scritto il 23 apr 2020 Build 8894
  • disable error message printed when m32help.hlp is missing

    TerminX 0aabd7f scritto il 21 apr 2020 Build 8873 Engine
  • Generale

    Clarify clipupdatesector() log message a bit

    TerminX f9d0f11 scritto il 21 apr 2020 Build 8873
  • Generale

    Derp...

    TerminX 198d5bc 21 apr, 12:41 Build 8871 Fix
    Mostra dettagli

    Probably actually fixes #4. Regardless, I want to note that this is really sub-optimal.

  • Generale

    Properly display non power of 2 floor aligned sprites in 2d mode

    nukeykt fca35e8 21 apr, 15:01 Build 8870 Engine
  • Generale

    Fix G_PlaySoundWhileNoInput()

    TerminX 0f5414e 20 apr, 14:11 Build 8869 Fix
    Mostra dettagli

    Fixes #2.

  • Generale

    Fix crash with CONs that only define one skill

    TerminX 734dddb 20 apr, 13:57 Build 8868 Fix
    Mostra dettagli

    Fixes #3.

  • Generale

    Fix really stupid error with CON_NULLOP branch detection

    TerminX c2ed7ae 20 apr, 13:22 Build 8867 Fix
    Mostra dettagli

    Fixes #4.

  • Generale

    Fix a crash with tabledivide64()

    TerminX e6a2bcc 20 apr, 12:51 Build 8866 Fix
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    Fixes #1.

  • fix stupid input scaling bug

    TerminX c4e58eb 14 apr, 20:57 Build 8865 Fix
  • slash resets sprite slope

    TerminX 29f60f5 14 apr, 19:04 Build 8864 Engine
  • Generale

    Use pragma pack in sw/src/network.h instead of the locally defined

    NY00123 cca9170 14 apr, 22:59 Build 8863 Fix
    Mostra dettagli

    PACKED macro. This is more consistent with the current Duke3D codebase, and further fixes build with older versions of MinGW GCC, in which attribute packed is broken without specifying -mno-ms-bitfields.

  • SW

    Remove unused wfe_Clock variable

    NY00123 1051f00 14 apr, 22:35 Build 8863
  • Generale

    sw/src/game.cpp: Add missing wfe_Esc callback from

    NY00123 4f83a75 14 apr, 22:31 Build 8863
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    SW 1.2 after minor adjustments. Originally recreated for sw-src-and-build-addendum-20190129.7z.

  • Generale

    Fix usage of possibly wrong address in sw/src/player.cpp:DoPlayerHorizon

    NY00123 e572a42 14 apr, 21:09 Build 8863 Fix
  • Generale

    mmulti.cpp: Change PAKRATE to 250 (4ms) as previously done in SVN r365,

    NY00123 adba7fa 14 apr, 20:42 Build 8863
    Mostra dettagli

    and also as currently in use in EDuke32-OldMP.

  • Generale

    sw/src/network.cpp: I think that it's safe to enable

    NY00123 f436b11 14 apr, 20:39 Build 8863
    Mostra dettagli

    the sync check on the slave side in Master/Slave mode.

  • SW

    This hopefully resolves issues with leaving multiplayer games

    NY00123 54fe355 14 apr, 19:09 Build 8863
  • SW

    Interpolate sector objects in non-demo, single player games.

    NY00123 6bf8d9c 14 apr, 18:17 Build 8863 Engine
    Mostra dettagli

    Let's see if this is breaking anything.

  • Generale

    Another change modifying saved game format in SW:

    NY00123 3b29b1c 14 apr, 00:15 Build 8863
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    Increase MAXINTERPOLATIONS from 1024 to MAXSPRITES.

  • Generale

    SW change breaking compatibility with existing saved games:

    NY00123 4fd7241 14 apr, 00:09 Build 8863
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    Remove startofdynamicinterpolations and short_startofdynamicinterpolations.

  • SW

    Reset the number of interpolations on level load

    NY00123 f91e681 14 apr, 00:13 Build 8863
  • SW

    Let's replace the macro PEDANTIC_MODE with variable PedanticMode

    NY00123 742ae8a 14 apr, 18:57 Build 8863
  • Generale

    Interpolation fixes for SW:

    NY00123 73a0aa3 scritto il 13 apr 2020 Build 8863 FixEngine
    Mostra dettagli

    draw.cpp: Fix the lack of interpolation while walking on a sector object, like the bus roof or the floor of the train in Seppuku Station. track.cpp: Make sure the player's location and angle aren't mistakenly interpolated while standing on a moving sector object as a consequence.

  • Generale

    Merge branch 'Engine_StutterFixes' into 'master'

    TerminX 4129b79 13 apr, 15:02 Build 8850
    Mostra dettagli

    build/src/sdlayer.cpp: Add new CVARs r_glfinish & r_finishbeforeswap.

    Merge request
    terminx/eduke32!1
  • Generale

    Update source/build/src/sdlayer.cpp, source/build/src/polymost.cpp, source/build/src/baselayer.cpp, source/build/include/baselayer.h files

    TerminX 4b3321e 13 apr, 15:00 Build 8850 Engine
  • Generale

    build/src/sdlayer.cpp: Add new CVAR r_glfinish to make 'glFinish()' optional.

    Mitchell Richters e15e2ef 13 apr, 18:16 Build 8850 Engine
    Mostra dettagli

    - Issues requiring glFinish() aren't really apparent on Linux, therefore not needed. - Running glFinish() can have an detrimental impact of Polymer users depending on whether they use the HRP or not.

  • Generale

    build/src/sdlayer.cpp: Add new CVAR r_finishbeforeswap.

    Mitchell Richters c92fe8f scritto il 9 apr 2020 Build 8850
    Mostra dettagli

    - glFinish() after swapping stabilises stuttering issues and has minimum performance impact. - glFinish() before swapping stabilises should be better but sometimes isn't, and is needed for KMT not to tear. Offer as an option.

  • Generale

    Add mjr4077au to the VoidSW credits

    NY00123 12086ff 12 apr, 23:52 Build 8846
  • SW

    Rename q16avel -> q16angvel and q16horz -> q16aimvel.

    NY00123 234a272 12 apr, 23:28 Build 8846
    Mostra dettagli

    While it is understandable that avel and horz came from Duke3D, having both q16horiz and q16horz in the updated SW_PACKET struct can be confusing, and the alternative notation is more consistent with the original struct field names of angvel and aimvel, as well as the differing uses of the name angvel still present in player.cpp.

  • Generale

    SW (DoPlayerTurn): The 180-degrees turns should be clockwise

    NY00123 1f5a4cf scritto il 11 apr 2020 Build 8846
  • Generale

    sw/src/player.cpp:PlayerAutoLook: Modify function to

    NY00123 62c2ab0 scritto il 11 apr 2020 Build 8846
    Mostra dettagli

    test for PF_MOUSE_AIMING_ON only if PEDANTIC_MODE == FALSE

  • Generale

    Revert SVN commit 8677; It wasn't sufficient in case

    NY00123 1972c16 scritto il 5 apr 2020 Build 8846 Fix
    Mostra dettagli

    one of the players toggled mouse aiming in the middle of a game, and it worked even worse in Master/Slave mode. Additionally, tying input to frame rate made the problem disappear.

  • SW

    This is a better place for a slave which quits to set QuitFlag

    NY00123 af68572 scritto il 11 apr 2020 Build 8846
  • SW

    Use the old interpolation path in drawscreen if player is dead

    NY00123 d340382 scritto il 11 apr 2020 Build 8846
  • SW

    With the input tied to frame rate, disable aiming while the

    NY00123 87beaad scritto il 11 apr 2020 Build 8846
    Mostra dettagli

    player is dead, and also disable horizontal aiming while on a ladder.

  • SW

    Make horiz centering a bit less immediate again

    NY00123 618e73a scritto il 11 apr 2020 Build 8846
  • SW

    Tie player input to frame rate.

    Mitchell Richters 88a7a6c scritto il 11 apr 2020 Build 8846
  • SW

    Add and use elapsedInputTicks and scaleAdjustmentToInterval

    Mitchell Richters 5c68222 scritto il 11 apr 2020 Build 8846
    Mostra dettagli

    as one more step before tying input to frame rate.

  • SW

    Add the q16ang and q16horiz fields to SW_PACKET. These

    NY00123 3e82292 scritto il 11 apr 2020 Build 8846
    Mostra dettagli

    will be filled by faketimerhandler with the current player's most recent camq16ang and camq16horiz values, respectively.

  • SW

    Modify DoPlayerTurn/DoPlayerHorizon to make it possible

    NY00123 aba6b2f scritto il 11 apr 2020 Build 8846
    Mostra dettagli

    for them to modify the player's camq16ang/camq16horiz field instead of q16ang/q16horiz. Additionally, pass to them the change in angle/horiz via a parameter, as an alternative to direct access to the corresponding player input field.

  • Generale

    SW - First step in tying player input to frame rate:

    NY00123 b371d76 scritto il 10 apr 2020 Build 8846
    Mostra dettagli

    Add the camq16ang and camq16horiz fields to the player struct. With the exception of DoPlayerTurn and DoPlayerHorizon, whenever code in player.cpp updates player's q16ang/q16horiz, also write the updated values to camq16ang/camq16horiz. These variables' preceding values are never used in these functions.