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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Stai vedendo il 2012 · selezionalo di nuovo per vedere tutti gli anni
Era SVN · r1519 – r8798 Era Git · voidpoint.io, da aprile 2020
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Filtri attivi: Anno: 2012 Azzera tutto

Dicembre 2012

  • Generale

    Replace the osdcvar_t members that needed to be kept in sync with cvar_t with an actual cvar_t. If this is questionable for any reason I'm forgetting, feel free to revert!

    TerminX r3350 30 dic, 17:51 Build 3350 Fix
  • Generale

    Surround "debug1" and "debug2" with #ifdef DEBUGGINGAIDS

    TerminX r3349 30 dic, 17:50 Build 3350
  • Generale

    Clean up a couple of other getrendermode() related bits that the previous commit missed

    TerminX r3347 30 dic, 12:34 Build 3347
  • Generale

    Add predefined REND_CLASSIC, REND_POLYMOST and REND_POLYMER constants and use them everywhere getrendermode() is called.

    TerminX r3346 30 dic, 12:34 Build 3347
  • more glue, fixes, backtrace for code called back from C.

    Helixhorned r3345 29 dic, 07:21 Build 3345 Fix
  • Generale

    Replace "if (g_tile[..].execPtr)" -> "if (G_HaveActor(...))".

    Helixhorned r3344 29 dic, 07:21 Build 3345
  • beginning to glue things together. Introducing LUNATIC_ONLY.

    Helixhorned r3343 29 dic, 07:21 Build 3345
  • Generale

    Remove commented code using former engine variable "automapping".

    Helixhorned r3342 29 dic, 07:21 Build 3345 Engine
  • Generale

    Fix LTO=1 RELEASE=1 Lunatic build.

    Helixhorned r3341 29 dic, 07:21 Build 3345 Fix
  • Generale

    Rectify.

    Hendricks266 r3340 29 dic, 03:27 Build 3340
  • Generale

    Fix SVN mime-types of binary files.

    Hendricks266 r3339 29 dic, 03:07 Build 3340 FixEngine
    Mostra dettagli

    Windows batch file: for /r %%G in (*.a) do svn propset svn:mime-type application/octet-stream "%%~G" for /r %%G in (*.lib) do svn propset svn:mime-type application/octet-stream "%%~G" for /r %%G in (*.dll) do svn propset svn:mime-type application/x-msdownload "%%~G" for /r %%G in (*.ico) do svn propset svn:mime-type image/vnd.microsoft.icon "%%~G" for /r %%G in (*.icns) do svn propset svn:mime-type image/icns "%%~G" for /r %%G in (*.bmp) do svn propset svn:mime-type image/bmp "%%~G" for /r %%G in (*.png) do svn propset svn:mime-type image/png "%%~G" for /r %%G in (*.xcf) do svn propset svn:mime-type image/x-xcf "%%~G" for /r %%G in (*.psd) do svn propset svn:mime-type image/vnd.adobe.photoshop "%%~G" for /r %%G in (*.nib) do svn propset svn:mime-type application/octet-stream "%%~G" for /r %%G in (*.map) do svn propset svn:mime-type application/octet-stream "%%~G" svn propset -R svn:mime-type application/octet-stream polymer/eduke32/Apple/lib svn propset -R svn:mime-type application/octet-stream polymer/eduke32/Windows/lib/32 svn propset -R svn:mime-type application/octet-stream polymer/eduke32/Windows/lib/64 svn propset -R svn:mime-type application/octet-stream polymer/eduke32/source/jaudiolib/third-party/Apple/lib svn propset -R svn:mime-type application/octet-stream polymer/eduke32/source/jaudiolib/third-party/Windows/lib/32 svn propset -R svn:mime-type application/octet-stream polymer/eduke32/source/jaudiolib/third-party/Windows/lib/64

  • Generale

    Clean up and factor jaudiolib.

    Hendricks266 r3338 29 dic, 02:59 Build 3340
  • Generale

    Replace initialize_globals() with global initialization.

    Hendricks266 r3337 29 dic, 02:58 Build 3340
  • Generale

    Fix the gap between loops of ambient MUSICANDSFX sounds like BAR_MUSIC.

    Hendricks266 r3336 29 dic, 02:58 Build 3340 Fix
  • Generale

    All kneel, king FLAC is here.

    Hendricks266 r3335 29 dic, 02:57 Build 3340
    Mostra dettagli

    FLAC source from git commit 0920bc1ffb07f038b317e7e8056509fe0e4b680e, patched by me. Windows libFLAC.a built using i686-MinGW-w64 and x86_64-MinGW-w64. HUGE thanks to rhoenie for building the Mac fat library (ppc, i686, x86_86).

  • Generale

    Clean up some file and directory structure.

    Hendricks266 r3334 29 dic, 02:54 Build 3340
    Mostra dettagli

    * Renamed source/jaudiolib/third-party/mingw32 to source/jaudiolib/third-party/Windows. * Moved source/jaudiolib/third-party/Windows/include to source/jaudiolib/third-party/common/include to use both on Windows and Apple. * Deleted Apple/lib/include/{ogg,vorbis}/, see previous point. * Deleted Apple/lib/libvorbisenc.a, 6MB saved. * Moved Apple/lib/lib{ogg,vorbis,vorbisfile}.a to source/jaudiolib/third-party/Apple/lib, where they belong. * Moved source files in Apple/ to source/, where they belong. (SDLMain.[mh] stay.) * Deleted source/jaudiolib/third-party/{ogg,vorbis}.framework, not used any more. * Renamed "StartupWinController*" to "startosx*".

  • Generale

    Bump DirectSound version to 8. This shouldn't really affect anything as the API is the same for all of the bits we make use of, but certain sets of DirectX headers/libs seem to be lacking v7 support.

    TerminX r3333 28 dic, 21:23 Build 3333
  • Generale

    Remove FX_ASSVersion and related code since it wasn't used anywhere

    TerminX r3332 28 dic, 21:23 Build 3333
  • Generale

    Throw a compiler warning when building with only the null sound driver

    TerminX r3331 28 dic, 21:22 Build 3333
  • Generale

    Fix DirectSound in MSVC builds and remove the dependency on the DirectX SDK

    TerminX r3330 28 dic, 21:22 Build 3333 Fix
  • Generale

    DEF "voxel": fix a tile range check failure message.

    Helixhorned r3329 28 dic, 09:18 Build 3329 FixEngine
  • Generale

    Encapsulate aplWeapon* array accesses in a PWEAPON(Player, Weapon, Wmember) macro.

    Helixhorned r3328 28 dic, 09:18 Build 3329 CON
    Mostra dettagli

    In the normal game, these arrays are conceptually [MAX_WEAPONS][MAXPLAYERS], allocated as CON per-player gamevars (e.g. WEAPONx_WORKSLIKE). For Lunatic, they are replaced with weapondata_t g_playerWeapon[MAXPLAYERS][MAX_WEAPONS].

  • Generale

    Replace wall of dup'd code in Gv_AddSystemVars with something more readable.

    Helixhorned r3327 28 dic, 09:18 Build 3329 EngineCON
    Mostra dettagli

    Specifically, have a weapondata_t type mimicking the aplWeapon* arrays. Keep a list weapondefaults[] which undergoes some static->dynamic tweaks and then makes its way to the WEAPONx_XXX per-player gamevars.

  • Generale

    Replace initialize_engine_globals() with array initialization.

    Helixhorned r3326 28 dic, 09:18 Build 3329
  • Generale

    Lunatic translator: pack all translation units into one big blob.

    Helixhorned r3325 28 dic, 09:18 Build 3329
  • sinking in code.

    Helixhorned r3324 28 dic, 09:18 Build 3329
  • Generale

    Make get{zs,ceilz,florz}ofslope (now ...ptr) accept sectortype pointer.

    Helixhorned r3323 28 dic, 09:17 Build 3329
    Mostra dettagli

    And rewrite the original functions as wrappers around these.

  • Generale

    Clean up spawning / actor initialization code.

    Helixhorned r3322 28 dic, 09:17 Build 3329
  • Generale

    Cleanup of console/on-screen-display (OSD) functionality.

    Helixhorned r3321 25 dic, 08:13 Build 3321
    Mostra dettagli

    - Rewrite the "clear background" routine in a no-brainer way instead of juggling around with rotatesprite(). Make it common to game+editor. Expose glRectd to glbuild. - Don't stop OSD text line drawing when encountering a non-printable char. Instead, treat it as space. - In OSD_SetTextMode(), don't use swaplong (which really swaps 32-bit ints) to swap pointers. Write an analogous "swapptr" instead. - When changing from/to OSD, don't inject a pause key. This *might* have been the cause of the reported pausing problems. - clean up the code... (Yes, this commit throws together too much stuff. I suck sometimes. :P)

  • event chaining.

    Helixhorned r3320 25 dic, 08:13 Build 3321
  • print -> OSD_Printf, error reporting.

    Helixhorned r3319 25 dic, 08:13 Build 3321
  • Generale

    Clip printext256() at xdim, don't crash OSD_Printf() with empty string.

    Helixhorned r3318 25 dic, 08:13 Build 3321 Fix
  • Generale

    Add a couple of test CONs: non-local control flow, rotation-fixed useractors.

    Helixhorned r3317 23 dic, 11:24 Build 3317 Fix
  • Generale

    Fix rotation-fixed useractors (those having usertype bit 4 set).

    Helixhorned r3316 23 dic, 11:24 Build 3317 FixEngine
    Mostra dettagli

    Rotation-fixing happens for a couple of hard-coded statnums that presumably never move (DEFAULT, STANDABLE, FX, FALLER, LIGHT), but for actors it wouldn't make sense since the common case is that they do move. For this reason, bit 4 was introduced in r1934. The position of such useractors will not diverge due to error roundoff accumulation in rotating sectors (SE0, train).

  • more complete gameactor(), misc. translator tweaks.

    Helixhorned r3315 23 dic, 11:24 Build 3317
  • Generale

    Pack actor_t's bposx/bposy/bposz members into a vec3_t named "bpos".

    Helixhorned r3314 23 dic, 06:00 Build 3314
  • save r_usenewshading in configuration file.

    Helixhorned r3313 23 dic, 06:00 Build 3314 Engine
  • Generale

    Fix build.lua's loadarts(), add bigytiles.lua.

    Helixhorned r3312 23 dic, 06:00 Build 3312 Fix
  • Generale

    engine.c: remove some old "#if 1"s, add compilation switch MULTI_COLUMN_VLINE.

    Helixhorned r3311 23 dic, 05:59 Build 3312 Engine
    Mostra dettagli

    Unconditionally enabled, but useful for comparing the behavior of the 1-column vline functions against the 2- or 4-column ones.

  • fix drawing tilesizy=512 walls, use non-pow2 routines with pskies.

    Helixhorned r3310 23 dic, 05:59 Build 3312 FixEngine
    Mostra dettagli

    The former is really only a workaround. Walls/vertical sprites/pskies with ysize 512 (and presumably greater, but this was not tested) are rendered with one shade higher at the borders (1 pixel vlines) because of a certain assumption in the ASM (see comments there). With very dark shades, the palookup[] buffer is accessed oob. We simply allocate 256 bytes more at the end for each. The latter is only for CLASSIC_NONPOW2_YSIZE_WALLS builds, which is not enabled yet. It seems to matter only for the uncommon case where the such pskies repeat in the height. A 1680x1050 window fully covered with such a sky is then rendered at about 60/85 the FPS for me (mostly due to not using the 4 pixel vline routines), so it may be leaning a bit too much on the side of correctness. A compilation switch DEBUG_TILESIZY_512 is introduced in engine.c for demonstration purposes.

  • Generale

    Add "mapinfo" token to the def parser, pending implementation.

    Hendricks266 r3309 22 dic, 19:12 Build 3309
    Mostra dettagli

    Sub-tokens: "mapfile", "maptitle", "mapmd4", "mhkfile" http://forums.duke4.net/topic/6070-user-map-maphacks-eduke32-feature-request/

  • in 3D mode's tile info, highlight members of swapped bottom walls.

    Helixhorned r3308 20 dic, 04:04 Build 3308 Engine
    Mostra dettagli

    - If aiming at a swapped bottom wall, display "Wall <wallnum> -> <otherwallnum>" - highlight pic, shade, pal, cstat in yellow then - in printext256, accept at most 3 digits for the color format string (e.g. ^123)

  • Generale

    In Polymost, make r_usenewaspect=2 fog independent of screen x size.

    Helixhorned r3307 20 dic, 04:04 Build 3308 Engine
  • when pasting single wall, take over bits 4, 1+64 and 8+256.

    Helixhorned r3306 18 dic, 14:40 Build 3306 Engine
    Mostra dettagli

    That is, everything concerning orientation. Previously, it was wrongly the bitwise NOT of these bits that got taken over. In particular, if bit 2 (swap bottom walls) would get pasted, ridiculousness could ensue.

  • Generale

    Revert "Implement fullscreen 8bpp mode as a borderless, desktop-sized window when running on Windows, and expose an 8bpp mode to the game with the same size as the desktop when no fullscreen 8bpp modes are exposed by Windows. This is required on Windows 8 if we want to have any operation of classic mode in fullscreen, because Windows 8 drops the ability to set any mode other than 32bpp (leaving us largely in the same position we are when running under X)."

    TerminX r3305 18 dic, 10:07 Build 3305 Fix
    Mostra dettagli
    Annulla
    705cc72
  • Generale

    Fix ebacktrace on 32-bit. (Sorry, we're back to 5 MB.)

    Hendricks266 r3304 18 dic, 01:15 Build 3304 Fix
  • Generale

    Move fog calc routines into polymost.c, declare in engine_priv.h.

    Helixhorned r3303 16 dic, 11:18 Build 3303 Engine
  • Generale

    Don't enable fog in polymost_printext256() and when drawing tile view in M32.

    Helixhorned r3302 16 dic, 11:18 Build 3303 Engine
    Mostra dettagli

    The new "r_usenewshading 2" mode could darken these otherwise.

  • Generale

    Classic-like visibility/fog for OpenGL modes, r_usenewshading 2 (new default).

    Helixhorned r3301 16 dic, 11:18 Build 3303 Engine
    Mostra dettagli

    Implemented using GL_LINEAR fog. The only source of difference (besides the obvious indexed vs. true color) should now be the distance constant, which still had to be determined experimentally. Polymer implements this mode in its fog fragment program part. Parallaxed skies are always drawn with full visibility, I'm not sure if there are any maps that expect otherwise. Also, accidentally committed: factor out initialization code from polymost_printext256() into gen_font_glyph_tex(), small game.c changes.

  • Generale

    Fix the DirectInput breakage on Win64.

    Hendricks266 r3300 15 dic, 21:46 Build 3300 Fix
    Mostra dettagli

    It was caused by the definition of c_dfDIJoystick using literal 24 and 16 values in place of sizeof(DIDATAFORMAT) and sizeof(DIOBJECTDATAFORMAT), which include pointers. On 64-bit, the values end up being 32 and 24, causing a discrepancy in which DIERR_INVALIDPARAM was thrown. https://gitorious.org/0xdroid/external_libsdl-12/commit/1b1e05db06edcbe64599c6a5ad703795e0e02acb/diffs