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 1957

6 ago 2011 · 1 commit · 1 autore SVN
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    * skip grayed out sectors when changing tags in 2d mode

    Helixhorned r1957 6 ago, 04:50 Engine
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    * 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
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    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
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    * 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
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    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
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  • 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
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    * 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

Build 1951

29 lug 2011 · 3 commit · 1 autore SVN
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    update Makefile.deps

    Helixhorned r1951 29 lug, 15:08
  • Generale

    maint 2: refactor bits of code that twiddle/untwiddle pointers for persistent storage into a G_Util_PtrToIdx() function

    Helixhorned r1950 29 lug, 15:07
  • Generale

    maint 1: refactor 3 redundant instances of the same code into G_ResetInterpolations()

    Helixhorned r1949 29 lug, 15:07

Build 1948

28 lug 2011 · 4 commit · 2 autori SVN
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  • Generale

    move tiles.cfg out of eduke32/samples/ into eduke32/ and update synthesis.sh to reflect that

    Hendricks266 r1948 28 lug, 14:12
  • Generale

    minor change in duke3d.def.sample to link to the wiki, but it still needs a major overhaul

    Hendricks266 r1947 28 lug, 14:10
  • Generale

    fix shrinker/expander glowing bug

    Hendricks266 r1946 28 lug, 14:09 Fix
  • Generale

    add 'gametics' to the 'dncoords' display, this gives a feeling for how often things are updated wrt the game clock

    Helixhorned r1945 scritto il 27 lug 2011

Build 1943

24 lug 2011 · 1 commit · 1 autore SVN
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  • Generale

    * Clean up after myself. It seems that Polymost isn't very clean with handling texture IDs sometimes, so switching between the two GL renderers could mess them up with the last revision. This is fixed now by always uninitializing Polymer when changing from it to another renderer.

    Helixhorned r1943 24 lug, 08:15 FixEngine
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    * New shade/visibility calculation code, which is activated with 'r_usenewshading' (on by default), and is closer to the classic look. Also tweak the FOGSCALE macro to have approximately the same fog distance with all renderers. * Mapster32: END modifier to RShift. If it's pressed when RShift is released, sprites which are in grayed out sectors are also selected; Make changing shade affect all highlighted sprites in 3D mode (when aiming at one of them). * some debug code to watch out for suspicious glGenTexture/glDeleteTextures calls, not active.

Build 1942

22 lug 2011 · 1 commit · 1 autore SVN
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  • Generale

    Janitorial work part 2, perfect for a rainy day. This fixes a lot of leaks, both on the client side as well as for memory allocated by OpenGL. If you had crashes after a few times of restartvid'ing in Polymer, this should fix it.

    Helixhorned r1942 22 lug, 15:00 FixEngine

Build 1941

22 lug 2011 · 1 commit · 1 autore SVN
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  • Generale

    A bit of cleanup with memory issues.

    Helixhorned r1941 22 lug, 06:32 FixEngine
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    First, it is now possible to disable the memcache (which is there to cache the texcache) by setting the new cvar 'r_memcache' to 0. Do this if you're constrained on memory or getting crashes when e.g. doing vidrestart often. Also, the memcache will disable itself (and free its storage, if it's there) the first time it fails to allocate. Fix a strcpy with identical arguments in game.c and a couple of uninitialized mem accesses related to Polymer lights.

Build 1939

21 lug 2011 · 3 commit · 1 autore SVN
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  • Generale

    fix my earlier keep.me fix to not print a newline so that the produced files match the svn copy

    Hendricks266 r1939 21 lug, 16:40 Fix
  • Generale

    delete mistakenly added 'eduke32/source/jaudiolib/obj_win' folder

    Hendricks266 r1938 21 lug, 16:37
  • Generale

    My first commit!

    Hendricks266 r1937 21 lug, 15:39 FixEngine
    Mostra dettagli

    The main feature is the addition of -mx and -mh command-line parameters to EDuke32 and Mapster32. These parameters include a con and def "module" respectively. This translates into essentially including the file from the bottom of the compiled script. I fixed the classic buggy behavior of the BROKEHYDROPLANT and REACTOR2 sprites. I also fixed a small, long-standing bug where FRAMEEFFECT1 blurs are not affected by sector floorpal. You can see one example of this by shrinking the Enforcer on the upper inside of the toppled building in E3L11: Freeway. I tweaked the Makefile so that it would automatically regenerate the keep.me files in the $(OBJ) and $(EOBJ) directories after they are deleted for cleaning. One final change is a slight positioning cleanup of both programs' --help dialog boxes.

Build 1934

20 lug 2011 · 1 commit · 1 autore SVN
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  • Generale

    Make useractor's <actortype> bit 4 mean 'this actor will not move by itself' to make it possible to have it in a rotating sector with full rounding correction. No token name is provided because the three others come from CON and I don't want to clutter the namespace; fix the editor issue where the box wasn't shown on occasion in the tile selector (8-bit)

    Helixhorned r1934 20 lug, 15:08 FixEngineCON

Build 1933

18 lug 2011 · 1 commit · 1 autore SVN
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  • Generale

    VP8 video playback as (side-by-side) replacement of ANM moving pictures.

    Helixhorned r1933 18 lug, 12:06 FixEngine
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    Usage: For an ANM file <somefile>.anm/ANM, EDuke32 looks for <somefile>.ivf, which is the VP8 stream transported by an IVF container. It can be extracted from a WebM file with e.g. mkvextract tracks <filename>.webm 1:<filename>.ivf (part of Mkvtoolnix, the Matroska toolset) Libvpx is required, and the 'YUV'-->RGB conversion is implemented using a fragment shader, so it's for OpenGL modes only. Also, this commit doesn't enable the code. Unfinished: sound, aspect correction for fullscreen w/ non-square pixels, ... ? --- Make MAXNODESPERLINE in engine_priv.h actually a macro that depends on MAXYSAVES and MAXDIM instead of using the obsolete precomputed value. I think this might have been the cause for the latest patched-up overhead view crash.