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 2011 21 build · 40 commit

Build 1991

21 ago 2011 · 2 commit · 1 autore SVN
Apri la build
  • fix sector masks translucency.

    Plagman r1991 21 ago, 12:41 FixEngine
    Mostra dettagli

    The code was using the Polymer-cached version of the sector cstat to determine the translucency of its diffuse material, meaning it would never get it right on the first try; that's what you get for having completely different variables named 's' and 'sec'.

  • Don't draw back faces of sector masks.

    Plagman r1990 21 ago, 12:41 Engine
    Mostra dettagli

    We normally enable backface culling always, but turn it off for two-sided sprites; we need to make sure it's re-enabled after that as sector masks are drawn after.

Build 1989

20 ago 2011 · 7 commit · 1 autore SVN
Apri la build
  • Generale

    quotes don't print at all if blank

    Hendricks266 r1989 20 ago, 16:28
  • Generale

    add weapons.con.sample, a direct port of the HUD display code to CON

    Hendricks266 r1988 20 ago, 16:28 CON
  • Generale

    add support for the include command to names.h loaded by Mapster32, and names.h no longer requires # in front of commands for CON compatibility

    Hendricks266 r1987 20 ago, 16:28 EngineCON
  • Generale

    change the help dialog to say 'demo.edm' instead of 'demo.dmo', change support for drag and drop demo files from '.dmo' to '.edm', and change the debughelp dialog to remove the reference to the removed '-nD' gamevars.txt dumping parameter

    Hendricks266 r1986 20 ago, 16:28 CON
  • Generale

    gut and update enhance.con.sample

    Hendricks266 r1985 20 ago, 16:28 CON
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Build 1982

20 ago 2011 · 9 commit · 1 autore SVN
Apri la build
  • fix external view.

    Plagman r1982 20 ago, 14:06 FixEngine
    Mostra dettagli

    Some of the ROR code was operating under the assumption that drawasks always correspond to one call of polymer_displarooms(), but that's not necessarily the case; external view draws all sectors from the top polymer_drawrooms(), which was causing crashes. Just ignore the sector mask queues in external view mode, we already don't draw masked walls.

  • propagate lights across vertical boundaries.

    Plagman r1981 20 ago, 14:05 Engine
    Mostra dettagli

    Check all the bunch siblings if we get a floor/ceiling hit and walk them if their own planes hit.

  • add preliminary support for sector masks.

    Plagman r1980 20 ago, 14:05 Engine
    Mostra dettagli

    When walking the sectors in displayrooms, detect floor/sector masks to place them in a mask queue. The queues are allocated on the heap, but a stack pointer is maintained by the displayrooms to allow it to play nice with mirror recursion. Right now the masks are drawn after all of drawmasks is finished; that means you can see sprites and wall masks through sector masks, but not the opposite. There is a slight attempt at blending far to near, but nothing too conclusive yet; that means that in some cases some sector masks won't be visible through other sector masks, but it should work for trivial cases. The next step would be to copy all the drawmasks logic into Polymer and have it (attempt to) properly interleave sector masks where they belong in the blending order.

  • Don't draw 1-way walls twice.

    Plagman r1979 20 ago, 14:05 Engine
    Mostra dettagli

    Previously they would get counted both as 1-way walls for immediate drawing and as mask walls for delayed drawing.

  • Don't bother fogcalc()ing invisible planes.

    Plagman r1978 20 ago, 14:05 Engine
    Mostra dettagli

    Doesn't actually matter that much.

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Build 1971

18 ago 2011 · 2 commit · 1 autore SVN
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  • Generale

    slight tweak for software renderer sprite picking: don't pick them if they're behind a TROR portal from the current position.

    Helixhorned r1971 18 ago, 15:01 Engine
  • Generale

    Make Ctrl-Alt-A also remove gray walls in the side-view mode. This makes TROR-heavy maps look much less cramped when used in conjunction with Ctrl-A.

    Helixhorned r1970 18 ago, 15:01 Engine

Build 1969

17 ago 2011 · 2 commit · 1 autore SVN
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  • Generale

    Various cleanup work:

    Helixhorned r1969 17 ago, 11:52 FixEngine
    Mostra dettagli

    - fix an earlier 'oops': make highpals load correctly again - maphack lights shouldn't be double-loaded now - slight tweak to the loading screen fadein/out timing - two bound checks - make some variables static in engine.c

  • Generale

    Take a stab at hidden model switch handling. There are at least two ways by

    Helixhorned r1968 17 ago, 11:52 Engine
    Mostra dettagli

    which switches have been hidden in the original and user maps. One is to make it face a wall, and another is to 'embed' it in e.g. the floor, like the monitor with the burning fuse in E4L1. Both kinds show up when the switches are rendered as models, revealing the secrets that the mapper sought to hide. My proposal, implemented in this commit, is to apply a heuristic for such switches at premap and make them invisible (set cstat bit 32768). The conditions are re-checked during the game in case there is a switch coming out of the floor, for example. A new spriteext bit is used for this feature.

Build 1967

16 ago 2011 · 1 commit · 1 autore SVN
Apri la build
  • Generale

    * "Fix" two bugs introduced by r1450. In quotation marks, because I merely tracked down the offending changes without understanding them. Mild breakage of TX's ROR is expected.

    Helixhorned r1967 16 ago, 12:17 FixEngine
    Mostra dettagli

    The two bugs are: - RPG projectiles don't pass through water - can't emerge from slime in bobsp2 * Coalesce Polymer lights that are at the same position for FIRE-like sprites so that only one light is actually generated. This is good for usermaps that have multi-sprite fires, like bobsp2 again.

Build 1966

15 ago 2011 · 1 commit · 1 autore SVN
Apri la build
  • Generale

    fix sector updating between TROR bunches, leading to 'being stuck' glitches. Difference: one character.

    Helixhorned r1966 15 ago, 08:46 FixEngine

Build 1965

14 ago 2011 · 1 commit · 1 autore SVN
Apri la build
  • Generale

    Fix colored fog in Polymer.

    Plagman r1965 14 ago, 20:41 FixEngine
    Mostra dettagli

    This fixes a ridiculous interaction problem between non-black fog and additive lighting passes. Plagman is stupid.

Build 1964

12 ago 2011 · 1 commit · 1 autore SVN
Apri la build
  • Generale

    Fix gamearray overallocation on 64-bit... was being allocated as (array size * sizeof(intptr_t)) when the struct actually contains a ptr to a block of int32_t

    TerminX r1964 12 ago, 08:40 FixCON

Build 1961

10 ago 2011 · 2 commit · 1 autore SVN
Apri la build
  • Generale

    make r_usenewaspect imply NOT glwidescreen (i.e. disable r_anamorphic there, because that would be redundant). r_projectionhack is still active, but doesn't seem to do much.

    Helixhorned r1961 10 ago, 04:58
  • Generale

    * fix screen warping with r_usenewaspect: now you have a larger FOV when being shrunk

    Helixhorned r1960 10 ago, 04:47 FixEngine
    Mostra dettagli

    * fix 'squishing' when taking off shrunk (the reason was TROR game code using updatesectorz) and a potential sector[-1] access

Build 1957

6 ago 2011 · 1 commit · 1 autore SVN
Apri la build
  • Generale

    * skip grayed out sectors when changing tags in 2d mode

    Helixhorned r1957 6 ago, 04:50 Engine
    Mostra dettagli

    * make Ctrl-Alt-A (formerly 'toggle inner gray walls') now remove all gray walls entirely in 2d mode * make r_usenewaspect enabled by default

Build 1956

3 ago 2011 · 2 commit · 1 autore SVN
Apri la build
  • Generale

    Add a warning when calling {save,load}mapstate from EVENT_ANIMATESPRITES (forgotten from earlier changes).

    Helixhorned r1956 3 ago, 10:22 CON
  • Generale

    Lots of M32script tweaks:

    Helixhorned r1955 3 ago, 10:22 FixEngineCON
    Mostra dettagli

    * fix breaking out of 'switch' blocks and compilation of the 'default' case * Have a way of assigning 'special function' menu [' F] entries to script states. Writing a string literal after the state name will register the state under that name. Menu names are limited to 24 characters and it's possible to have up to 16 of them. * new branching command 'ifinteractive', true if a state runs from the menu mentioned above. * new command: getnumberfromuser <<retvar>> "query_string" <maxnum> <flags> See 'state collect_teleporting_sectors' in a.m32 for a combined usage of the new functionality.

Build 1954

1 ago 2011 · 1 commit · 1 autore SVN
Apri la build
  • Generale

    fix a typo that made TROR-nextwall corruptions only detected for the ceiling and write an auto-correction routine for inconsistencies with them.

    Helixhorned r1954 1 ago, 12:04 Fix

Luglio 2011 23 build · 28 commit

Build 1952

30 lug 2011 · 1 commit · 1 autore SVN
Apri la build
  • Generale

    * a.m32: new state 'correctslopes' which will check all ceilings and floors for a stat&2 and heinum mismatch and correct accordingly (the result isn't visible, but such an inconsistency can prevent planes from TROR-joining)

    Helixhorned r1952 30 lug, 06:03 Engine
    Mostra dettagli

    * helper feature: when shade preview is enabled, the ceilings and floors of highlighted sectors are shown in pal 6. This makes it possible to highlight the TROR-joining candidate sectors in 3D mode using e.g. 'sethighlightsector searchsector 1' while aiming at the respective ceilings and floors, and get visual feedback. * when failing TROR-joining early ('no consistent joining combinations found'), print to the console why it failed. * more Makefile.deps updating