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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 2012 48 build · 144 commit

Build 3127

6 nov 2012 · 5 commit · 1 autore SVN
Apri la build
  • Generale

    Prettify some code where I felt was necessary.

    Helixhorned r3127 6 nov, 15:06
  • Generale

    When binding a key, take care of processing one-to-many binds properly in menu.

    Helixhorned r3126 6 nov, 15:06 Fix
    Mostra dettagli

    This means that the "Keyboard Setup" should now properly reflect the bindings, except in the theoretical case of one gamefunc being bound more than two keys. (What was fixed is the one key to many gamefuncs case.)

  • Generale

    Get rid of the code reading in [KeyDefinitions] section of eduke32.cfg.

    Helixhorned r3125 6 nov, 15:06
    Mostra dettagli

    That section was only ever read in for little profit and never written out! Keyboard input is actually dispatched as OSD commands for a good while, so that old cruft has to go!

  • Generale

    Clean up control.c.

    Helixhorned r3124 6 nov, 15:06
    Mostra dettagli

    - Remove everything using CONTROL_KeyMapping, which was only written to. - Remove unused functions, make local ones static. - Remove private function declarations in _control.h.

  • Generale

    Fix one key <--> multiple gamefuncs dispatching.

    Helixhorned r3123 6 nov, 15:06 Fix

Build 3122

6 nov 2012 · 1 commit · 1 autore SVN
Apri la build
  • Generale

    Fix linking with CLANG=1 by separating $(INVOCATION) into $(COMPILER) and $(LINKER) and removing "-x" from clang as a linker in Makefile.common. Additionally, the Build tools are now affected by CPLUSPLUS=1, for which small corrections have been made.

    Hendricks266 r3122 scritto il 5 nov 2012 Fix

Build 3119

4 nov 2012 · 1 commit · 1 autore SVN
Apri la build
  • Generale

    Add horrible tracking template; for each structure you'll want to create a

    Plagman r3119 4 nov, 20:34
    Mostra dettagli

    separate tracker type by #defining __TRACKER_NAME and __TRACKER_GLOBAL_OFFSET. eg.: Then if you have a tracked value and a value of the same type at the given offset: Tracker_1<int32_t> trackedInt; int32_t trackedIntDirty = 0; // 4 bytes after trackedIntDirty will become 1 everytime trackedInt changes.

Build 3118

4 nov 2012 · 3 commit · 1 autore SVN
Apri la build
  • Generale

    Tweak r3116.

    Hendricks266 r3118 4 nov, 19:48
  • Generale

    Fix mixed declarations and code in backtrace.c.

    Hendricks266 r3117 4 nov, 18:50 Fix
  • Generale

    Work-in-progress adjustment to the C code to compile under C++. It builds for me without errors using Win32 MinGW-GCC, but it still generates warning soup. No guarantees about MSVC or anything using SDL. Enable C++ by building with CPLUSPLUS=1. C remains the default and should compile with no change in setup.

    Hendricks266 r3116 4 nov, 18:49 Engine
    Mostra dettagli

    Credit to Plagman for the idea and doing the work on the game side, which is included in this commit. (Building as C++ will give us features with which we can make improvements and optimizations on the multiplayer code and Polymer.)

Build 3115

4 nov 2012 · 1 commit · 1 autore SVN
Apri la build
  • Generale

    Add some compile time defined names for p->inven_icon values. Too bad these values aren't in the same order as the inventory items themselves... (dukeinv_t and dukeinvicon_t values do not match).

    TerminX r3115 4 nov, 15:41

Build 3114

4 nov 2012 · 3 commit · 1 autore SVN
Apri la build
  • Generale

    engine.c: add bound-check assert failing for sprites in m32's textured 2D mode.

    Helixhorned r3114 4 nov, 15:03 Engine
    Mostra dettagli

    Also, disable drawing sprites in that mode for now.

  • functionality to rotate or scale RShift-highlighted stuff smoothly.

    Helixhorned r3113 4 nov, 15:03 Engine
    Mostra dettagli

    This is done by pressing LShift and - holding down the left mouse button for scaling, or - the right mouse button for rotating the highlighted walls/sprites with respect to a pivot point determined as the center of the bounding box of all highlighted points. Note that scaling sectors isn't that easy and the current functionality is very rudimentary: there's no z scaling, no xrepeat correction, and sprites aren't touched expect for their position. The user is responsible to maintain map consistency, for example to prevent wall-lines of the same sector crossing each other.

  • when looking for matching wall in 2nd pt. ins., don't skip gray nextwalls.

    Helixhorned r3112 4 nov, 15:03 FixEngine
    Mostra dettagli

    This fixes a bug where it's not possible to split a sector under certain circumstances, reported by Micky C here: http://forums.duke4.net/topic/1348-mapster32-problems-and-bugs/page__view__findpost__p__138380 Also, don't allow zero in various 'F functions: Resize selection and Global {shade, visibility} divide.

Build 3111

3 nov 2012 · 6 commit · 1 autore SVN
Apri la build
  • Generale

    Work around the transparent line with on-screen chaingun and linear filtering.

    Helixhorned r3111 3 nov, 12:32 Engine
    Mostra dettagli

    We do this by messing with the GL texture that gets uploaded for CHAINGUN. Since this is implemented on the engine side, the static value for CHAINGUN (2536) is used, and the tile dimensions are compared to 211x55 to have a little confidence that the tile wasn't overridden by a mod. Hack indeed.

  • VPX

    print determined frame rate to the log.

    Helixhorned r3110 3 nov, 12:32
    Mostra dettagli

    Currently, the FPS determination is based on libvpx's vpxdec.c code, which uses the FPS provided in the IVF file in one case, and simply sets it to 30 FPS in the other. For the first case, a "correction" is carried out for something which the comments suggest to originate from other (old?) VPX encoder versions.

  • update structures, find maps case-insensitively in findmaps.sh.

    Helixhorned r3109 3 nov, 12:32
  • draw lines to linking sprites with LShift, jump to them with +[ or +]

    Helixhorned r3108 3 nov, 12:32 FixEngine
    Mostra dettagli

    When LShift is pressed and the mouse is over a linking sprite (as determined by the tag labeling system), lines are drawn to all other sprites, and pressing [ or ] will cycle these then. False positives and missed sprites are possible. Additional changes: - consider SE 31 and 32's lotag to NOT be linking, since the ACTIVATOR is what matters. The original maps are inconsistent there. - When pressing Alt+[ or Alt+] and there are no corruptions, say so instead of doing [ or ].

  • make geom.lua work standalone, fix __eq metamethods for dvec[23]_t.

    Helixhorned r3107 3 nov, 12:32 Fix
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Ottobre 2012 26 build · 67 commit

Build 3105

31 ott 2012 · 1 commit · 1 autore SVN
Apri la build
  • Generale

    Hopefully fix the projectile breakage, and add some predefined names for working with the built in statnums

    TerminX r3105 31 ott, 08:03 Fix

Build 3104

30 ott 2012 · 2 commit · 1 autore SVN
Apri la build
  • Generale

    Move win32 "Initialized nedmalloc" message out of the function that prints the Windows version since it doesn't really belong there.

    TerminX r3104 30 ott, 09:06
  • Generale

    A pretty useless fix from a newer version of kplib than we forked from. I'm just tired of seeing it in my tree. ;)

    TerminX r3103 30 ott, 09:04 Fix

Build 3102

30 ott 2012 · 1 commit · 1 autore SVN
Apri la build
  • Generale

    Retire the actorscrptr[], actorLoadEventScrptr[], SpriteFlags[], ActorType[], SpriteCacheList[], ProjectileData[] and DefaultProjectile[] arrays in favor of a tile_t structure exposed as g_tile[]. This consolidates most of the MAXTILES sized arrays on the game side into one place.

    TerminX r3102 30 ott, 08:54

Build 3101

28 ott 2012 · 6 commit · 1 autore SVN
Apri la build
  • Generale

    Add EVENT_CHANGEMENU and clean up menus.c a little more.

    Hendricks266 r3101 28 ott, 21:29 CON
    Mostra dettagli

    This event is useful in certain circumstances where you want to skip a menu/screen value and the design of the monster switch statement would require the M_ChangeMenu() call to be intercepted or the unwanted screen will flash for a split second.

  • Generale

    Two new player structure members: "autostep" and "autostep_sbw".

    Hendricks266 r3100 28 ott, 21:29 Engine
    Mostra dettagli

    These control the maximum difference in height between two sectors that the player will automatically traverse without needing to jump. The latter controls the special case when the player's sector's lotag is ST_1_ABOVE_WATER or p->spritebridge == 1. BYTEVERSION bumped.

  • Generale

    Remove unused variable "doretry" from S_PlaySound().

    Hendricks266 r3099 28 ott, 21:28
  • Generale

    Revise grpfiles[] to include the censored South Korean GRP.

    Hendricks266 r3098 28 ott, 21:28
  • Generale

    Fix harmless warnings in the Build tools.

    Hendricks266 r3097 28 ott, 21:28 Fix
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Build 3094

24 ott 2012 · 1 commit · 1 autore SVN
Apri la build
  • Generale

    Comment out the A_GetZLimits() call right before the Bassert() in A_MoveSprite(). This call is a problem because the assertion expects "dasectnum" and spr->sectnum to match, but A_GetZLimits() can itself call A_SetSprite() which results in another call to A_MoveSprite() and can potentially change the sectnum again.

    TerminX r3094 24 ott, 06:21 Engine
    Mostra dettagli

    This commit also adds the NOTELEPORT sprite flag, which of course prevents sprites from teleporting.

Build 3092

20 ott 2012 · 1 commit · 1 autore SVN
Apri la build
  • add support for negative lights

    Plagman r3092 20 ott, 21:52 Engine
    Mostra dettagli

    And hook them up to cstat 128 (half-submerged, 'c' in mapster).

Build 3091

20 ott 2012 · 1 commit · 1 autore SVN
Apri la build
  • add a prlight flag to make shadow-less spotlights

    Plagman r3091 20 ott, 20:41 Engine
    Mostra dettagli

    And hook it up to SE cstat 64 ('1' in mapster32). This disables both lightmaps and shadow maps for the spotlight; please let me know if you have a usecase where you want lightmaps but no shadow maps for specific lights.