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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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Dicembre 2015 5 build · 38 commit

Build 5498

27 dic 2015 · 3 commit · 1 autore SVN
Apri la build
  • Generale

    Projectile changes:

    TerminX r5498 27 dic, 18:04 Fix
    Mostra dettagli

    -palette is now set at spawn time, instead of during movement (oops!) -projectiles can no longer hit their owner during their first tic of movement

  • Generale

    Fix hard coded white and red color indexes used in on-screen debug output, to better operate with a palette dissimilar to Duke3D.

    TerminX r5497 27 dic, 18:04 Fix
  • Generale

    Polymer lighting tweaks, mostly internal.

    TerminX r5496 27 dic, 18:04 Engine

Build 5495

26 dic 2015 · 4 commit · 1 autore SVN
Apri la build
  • Don't restrict setgamepalette to the range [0, 3].

    Hendricks266 r5495 26 dic, 07:42 Engine
  • Make voxels take on the current basepalette, like they should.

    Hendricks266 r5494 26 dic, 07:42 Engine
  • Fix voxels so palette colors are treated as 8-bit, not 6-bit. Overlooked in r5349.

    Hendricks266 r5493 26 dic, 07:42 FixEngine
  • Generale

    Add new spriteflag SFLAG_GREENSLIMEFOOD = 8388608, which controls whether GREENSLIME will eat a given actor.

    Hendricks266 r5492 26 dic, 07:41
    Mostra dettagli

    The flag is automatically set on LIZTROOP, LIZMAN, PIGCOP, and NEWBEAST, in a similar fashion as SFLAG_NOWATERDIP (r4956) and SFLAG_NODAMAGEPUSH (r4371).

Build 5491

22 dic 2015 · 17 commit · 1 autore SVN
Apri la build
  • Generale

    Fix CLANG warnings

    TerminX r5491 22 dic, 20:06 Fix
  • Generale

    Fix issue with sin/cos CON commands that prevented using the special builtin structure shortcut access vars for input.

    TerminX r5490 22 dic, 20:06 FixCON
  • Generale

    Add vm_player, vm_sprite and vm_distance to get/setuserdef. This controls the sprite and player referenced by things like "THISACTOR", all of the "ifp" conditionals, per-actor gamevar access, etc. This is intended to be used to un-gimp things like EVENT_WORLD.

    TerminX r5489 22 dic, 20:06 EngineCON
  • Generale

    VS solution update. DONT_BUILD.

    TerminX r5488 22 dic, 20:06
  • Generale

    Draw frame at level start after EVENT_LOADPLAYER instead of before.

    TerminX r5487 22 dic, 20:06 CON
Mostra gli altri 12 commit di questa build

Build 5474

19 dic 2015 · 8 commit · 1 autore SVN
Apri la build
  • Generale

    Prune the dynamic tile name system in the same manner as sounds were pruned in the previous commit and r4748.

    Hendricks266 r5474 19 dic, 21:19
  • Generale

    Remove the __STATIC macros of dynamic sounds pruned in r4748.

    Hendricks266 r5473 19 dic, 21:19
  • Generale

    Remove three unused-in-the-source dynamic sound variables partially forgotten in r4748.

    Hendricks266 r5472 19 dic, 21:19
  • When RETURN is set to INT32_MIN in EVENT_CHANGEMENU, cancel any animations in addition to not changing the current menu.

    Hendricks266 r5471 19 dic, 21:19 CON
  • Generale

    Name map best time entries in the cfg by MD4 checksum instead of filename.

    Hendricks266 r5470 19 dic, 21:18
    Mostra dettagli

    Existing filename-demarcated personal bests are still read as a fallback if an MD4 is not found, but only MD4 entries are written. Fans of both Lunar Apocalypse and Nuclear Winter should sort out the MapTimes section of their cfg file manually.

Mostra gli altri 3 commit di questa build

Build 5466

4 dic 2015 · 6 commit · 1 autore SVN
Apri la build
  • Generale

    Add test cases for previous commit: transhacktest.map and .m32

    Hendricks266 r5466 4 dic, 03:53 Engine
  • Add a new pthtyp flag to mark textures that should not be processed by the fixtransparency() hack (which avoids the transparent color blending into a sprite when texture filtering is enabled), such as non-(T)ROR-masking floors and ceilings, white- and mask-walls, paper-skies, and rotatesprite with orientation flag 64. This commit makes sure the flag's status always fits the situation.

    Hendricks266 r5465 4 dic, 03:52 FixEngine
    Mostra dettagli

    This fixes the remaining issue with WWII GI's LOGO.ANM: Color index #255 is used as the dominant white color (not as a transparent index) and fixtransparency() was mangling the image as a result.

  • Enumify the lower bits of the method/dameth argument to various functions.

    Hendricks266 r5464 4 dic, 03:52 Engine
  • Generale

    Factor out common handling of the end-of-level between sectors tagged 65535 and 65534, switches tagged 65535, and nukebuttons.

    Hendricks266 r5463 4 dic, 03:52 FixEngine
    Mostra dettagli

    This fixes the bug with user maps ending in 65534-tagged sectors, reported by FistMarine: https://forums.duke4.net/topic/8367-end-of-level-bug/ It also eliminates dead code belonging to the nukebutton.

  • Generale

    Fix unused global variables in menus.c with DROIDMENU defined.

    Hendricks266 r5462 4 dic, 03:52 Fix
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Novembre 2015 5 build · 48 commit

Build 5460

28 nov 2015 · 6 commit · 1 autore SVN
Apri la build
  • Generale

    Fix orientation bit 64 when applied to a tile with fullbrights in OpenGL with r_fullbrights enabled.

    Hendricks266 r5460 28 nov, 01:06 FixEngine
    Mostra dettagli

    This fixes (the most glaringly wrong problem) with WWII GI's LOGO.ANM in OpenGL, exposed by r5437.

  • Generale

    More NAM/WWII GI "bluefont" xbetween fixes missed in r5452.

    Hendricks266 r5459 28 nov, 01:06 Fix
  • Generale

    Fix a compiler error on introduced in r5445.

    Hendricks266 r5458 28 nov, 01:06 Fix
  • Generale

    Fix typo in r5448.

    Hendricks266 r5457 28 nov, 01:06 Fix
  • Generale

    Fix compiler warnings when building for 32-bit.

    Hendricks266 r5456 28 nov, 01:06 Fix
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Build 5454

25 nov 2015 · 20 commit · 2 autori SVN
Apri la build
  • Generale

    Duke3D/Startup: Autodetect the installation path of the World War II GI release on Steam. Windows and Linux only for now, as there appears to be no OS X support.

    Hendricks266 r5454 25 nov, 04:08
  • Generale

    Implement WWII GI weapon display code.

    Hendricks266 r5453 25 nov, 04:08
    Mostra dettagli

    Remaining issues with the weapons (both functionality and display): - The "pistol", "shotgun", and "chaingun" fire too slowly. - The flamethrower fires too quickly. - The bazooka drop for reload is late. - Upon starting a level, the "pistol" should show a reload frame, but it does not.

  • Generale

    Miscellaneous NAM and WWII GI tweaks/fixes.

    Hendricks266 r5452 25 nov, 04:08 Fix
    Mostra dettagli

    Remaining issues: - Inventory item gamefuncs still use their Duke 3D names. The buggy way custom gamefunc binds are saved and loaded needs to be addressed first.

  • Generale

    Implement NAM and WWII GI's replacement cheats.

    Hendricks266 r5451 25 nov, 04:08
    Mostra dettagli

    Whereas Duke starts cheats with DN, NAM starts with NVA and WWII GI starts with WW2. (Hackily: CheatKeys[] is still size 2, and the third character is at the start of every CheatString.) The cheats hyper (NAM-only), coords, view, skill, weapons, and inventory were not originally present but since they work properly and this is EDuke32, I have re-added them. Non-working cheats are now disabled.

  • Generale

    Don't implicitly define GAMEFLAG_NAM for WWII GI. Instead, implement a new macro NAM_WW2GI synonymous with (NAM || WW2GI).

    Hendricks266 r5450 25 nov, 04:08
Mostra gli altri 15 commit di questa build

Build 5434

20 nov 2015 · 4 commit · 1 autore SVN
Apri la build
  • in drawspritelabel(), use fixed background color.

    Helixhorned r5434 20 nov, 12:26 FixEngine
    Mostra dettagli

    Make it always one of the colors that the 2D color cycles to (base color + offset in [0 .. 4]) instead of <base color>-3, as that one might be in a different color ramp.

  • add byte array editorcolors[256] to m32script variables.

    Helixhorned r5433 20 nov, 12:26 EngineCON
    Mostra dettagli

    This makes it possible to set up editor colors at startup (from m32_autoexec.cfg). For example: script_expertmode 1 do for i range 256 ifge i 33 { set editorcolors[i] i } script_expertmode 0 Use this method in the description of how to get old-style 2D colors in tiles.cfg and suggest an alternative color index pair.

  • make 'script_expertmode' require an argument (0 or 1) to toggle.

    Helixhorned r5432 20 nov, 12:26 Engine
    Mostra dettagli

    Without an argument, it prints the current state.

  • Generale

    In package/sdk/tiles.cfg, use the right word for "remove commenting".

    Helixhorned r5431 scritto il 15 nov 2015
    Mostra dettagli

    DONT_BUILD.

Build 5430

14 nov 2015 · 7 commit · 1 autore SVN
Apri la build
  • changes to aid getting the old color scheme (by customizing).

    Helixhorned r5430 14 nov, 15:41 Engine
    Mostra dettagli

    - bump MAX_TILE_GROUP_ENTRIES to MAXUSERTILES - in loadtilegroups(), only assign a tile color if it wasn't already assigned - allow "hidden" tile groups by omitting the hotkey - Tweak the description added to tiles.cfg

  • honor "blocking color" declared with DEF 'spritecol' et al.

    Helixhorned r5429 14 nov, 15:40 Engine
    Mostra dettagli

    Meaning tilegroup's 'colors' directive. Also, to the packaged tiles.cfg, add a description of how to emulate the earlier Mapster32 sprite coloring for one tile group.

  • in a.m32, draw color info ("set showpal 1") more informatively.

    Helixhorned r5428 14 nov, 15:40 Engine
    Mostra dettagli

    - draw ticks above the palette "ruler" - draw all editor colors (colors in editorcolor[])

  • introduce DEF command "2dcolidxrange <col> <idx> <idxend>".

    Helixhorned r5427 14 nov, 15:40 Engine
    Mostra dettagli

    <col> is the editorcolor[] starting index <idx> is the actual color index start <idxend> is the actual color index end So, editor colors from <col> onward will be mapped to [<idx> .. min(<idxend>, 255)]. Takes precedence over '2dcol'.

  • in drawscreen_drawsprite(), "sprite[j]." -> "spr->".

    Helixhorned r5426 14 nov, 15:40 Engine
    Mostra dettagli

    Also a similar stylistic tweak in parsetilegroups().

Mostra gli altri 2 commit di questa build

Build 5423

14 nov 2015 · 11 commit · 2 autori SVN
Apri la build
Mostra gli altri 6 commit di questa build

Ottobre 2015 8 build · 46 commit

Build 5412

31 ott 2015 · 3 commit · 1 autore SVN
Apri la build
  • in TROR-join sectors [Ctrl+J], print z difference hint.

    Helixhorned r5412 31 ott, 08:13 Engine
    Mostra dettagli

    At the very least, this makes it easier to decide for one option ("Connect yellow ceiling w/ blue floor (1) or (v)ice versa?") when one of the differences is zero, which might have occurred from temporarily breaking TROR links.

  • fix fillsector() calls before fade_editor_screen().

    Helixhorned r5411 31 ott, 08:13 FixEngine
    Mostra dettagli

    The latter allows one to specify a color to keep, but with r5302 the fillsector() highlights are drawn with transparency, thus making it ineffective. Add an argument to toggle transparency to fillsector() (now fillsector_maybetrans()) and two wrapper functions.

  • don't offer to "Insert outer loop and make red walls" w/ RAlt+RCtrl.

    Helixhorned r5410 31 ott, 08:13 Engine
    Mostra dettagli

    This feature only makes sense with the complete de-selection of a set of sectors, i.e. when pressing RAlt to do this, not adding or removing sectors to/from the set of already highlighted ones.

Build 5407

23 ott 2015 · 7 commit · 1 autore SVN
Apri la build
  • Generale

    Fix cstat 1024 with Polymer

    TerminX r5407 23 ott, 16:00 FixEngine
  • Generale

    Add r_pr_lighting 2, which disables the hard-coded lights while leaving lights added in maps enabled.

    TerminX r5406 23 ott, 16:00
    Mostra dettagli

    This also adds a menu option to control r_pr_lighting.

  • Generale

    Check whether the sprite is a wall, floor, or face sprite when deciding whether to bump it ahead of another entry based on position and owner.

    TerminX r5405 23 ott, 16:00 Engine
  • Generale

    Disable Polymer lights attached to hidden switches.

    TerminX r5404 23 ott, 16:00 Engine
  • Generale

    Improve depth fighting mitigation for floor aligned sprites.

    TerminX r5403 23 ott, 16:00 Engine
Mostra gli altri 2 commit di questa build

Build 5400

21 ott 2015 · 5 commit · 1 autore SVN
Apri la build
  • Generale

    Sprite sorting changes:

    TerminX r5400 21 ott, 12:54 Engine
    Mostra dettagli

    -Sort by owner now occurs only when two sprites have matching x/y coordinates. -Cstat 1024 now activates a special drawing mode that indicates a sprite should be drawn without depth after all other sprites have been drawn. The previous cstat 1024 functionality, an internal hack for shadows cast by models in Polymost, has been moved to bit 1 of a new graphical effects bitfield stored in a tsprite's .extra member.

  • Generale

    Add colmatch to Android Makefile. DONT_BUILD.

    TerminX r5399 21 ott, 12:54
  • Generale

    Tweak the amount that distance is factored in when mitigating depth fighting in Polymost.

    TerminX r5398 21 ott, 12:54 Engine
  • Generale

    Improve the behavior of the BLOODSPLAT family of sprites. This improves the effect so that the blood doesn't stutter when it moves, and no longer occasionally appears to climb back up the wall for a fraction of a second.

    TerminX r5397 21 ott, 12:54 Engine
  • Generale

    Minor cleanup to previous commit. DONT_BUILD.

    TerminX r5396 21 ott, 12:53

Build 5395

20 ott 2015 · 8 commit · 1 autore SVN
Apri la build
  • Generale

    Additional depth fighting mitigation for face sprites

    TerminX r5395 20 ott, 00:15 Engine
  • Generale

    Sort tsprites by owner as a replacement for the sort by statnum removed by Helixhorned a while back. Seems sensible enough...

    TerminX r5394 20 ott, 00:15 Engine
  • Generale

    Fix SE17 warp elevator transition jumps.

    TerminX r5393 20 ott, 00:15 Fix
  • Generale

    Fix up bloodsplat and decal positioning a bit. Nasty hacks removed. Yay.

    TerminX r5392 20 ott, 00:15 Fix
  • Generale

    New attempt at fixing the depth fighting with wall and floor-aligned sprites.

    TerminX r5391 20 ott, 00:15 FixEngine
Mostra gli altri 3 commit di questa build

Build 5387

20 ott 2015 · 3 commit · 1 autore SVN
Apri la build
  • Generale

    Fix saving and loading crosshaircolor, and fix fps counter color when using a palette that doesn't correspond to Duke3D's color indexes.

    TerminX r5387 20 ott, 00:15 Fix
  • Generale

    Add colmatch object to MSVC Makefile. DONT_BUILD.

    TerminX r5386 20 ott, 00:14
  • fix 2d3d mode input issue when sector is -1

    TerminX r5385 20 ott, 00:14 FixEngine

Build 5384

10 ott 2015 · 9 commit · 1 autore SVN
Apri la build
  • Generale

    Fix a crash in the editor when the basepalette is loaded from def instead of PALETTE.DAT, caused by trying to getclosestcol() without having initialized the colormatching code. Exposed in r5359; previously resulted only in erroneous matching to an all-#000000 palette.

    Hendricks266 r5384 scritto il 9 ott 2015 Fix
  • Generale

    Since gcc 4.2 complains about it on OS X 10.7, use initputs instead of initprintf when printing a single argument, even if it is already char const *.

    Hendricks266 r5383 scritto il 9 ott 2015
  • Generale

    Always compile with "-Wno-missing-braces", as the warnings it hides are useless. "-Wmissing-field-initializers" (part of "-Wextra") should cover us.

    Hendricks266 r5382 scritto il 9 ott 2015
  • Generale

    Fix two unused function warnings in mdsprite.c when building with POLYMER=0.

    Hendricks266 r5381 scritto il 9 ott 2015 FixEngine
  • Generale

    OS X: Fix -Wdeprecated-declarations compiler warnings in the startup windows.

    Hendricks266 r5380 scritto il 9 ott 2015 Fix
Mostra gli altri 4 commit di questa build

Build 5375

3 ott 2015 · 9 commit · 1 autore SVN
Apri la build
  • Add globalgameflag DUKE3D_NO_HARDCODED_FOGPALS, which prevents the game from automatically defining white, red, green, and blue fogpals in the first four adjacent empty palookup slots it finds.

    Hendricks266 r5375 3 ott, 04:53 Engine
  • Generale

    Add globalgameflags to Duke-Mapster32's game-side def parsing.

    Hendricks266 r5374 3 ott, 04:53 Engine
  • Generale

    Move PaletteIndexFullbrights back into the engine and autodetect fullbrights instead of hardcoding them.

    Hendricks266 r5373 3 ott, 04:53 Engine
  • Automatically disable ASM when "arm" is found in `uname -m` on Linux.

    Hendricks266 r5372 3 ott, 04:53
  • Generale

    Reverse the iteration direction of the getclosetcol fallback loop, preferring the tiebreaking color to be the first one numerically in the palette, not the last.

    Hendricks266 r5371 3 ott, 04:53
Mostra gli altri 4 commit di questa build

Settembre 2015 8 build · 28 commit

Build 5366

27 set 2015 · 9 commit · 1 autore SVN
Apri la build
  • Add "numalphatables" token, which serves the same purpose as the lognumalphatabs byte in PALETTE.DAT.

    Hendricks266 r5366 27 set, 14:18
  • Generale

    Fix error in r5346 that broke the MoreBlendTab section of PALETTE.DAT.

    Hendricks266 r5365 27 set, 14:18 Fix
  • Generale

    Fix RENDERTYPE=WIN build by changing a const char* to a char*, which had been cast to (void *) before passing to free() (which is bad practice) prior to r5352.

    Hendricks266 r5364 27 set, 14:18 Fix
  • Generale

    Build tools: Clean up transpal and link it to colmatch.c instead of including a separate copy of the (old!) getclosestcol code.

    Hendricks266 r5363 27 set, 14:18
  • Generale

    Split the initialization of the pragma.h's libdivide tables into its own function.

    Hendricks266 r5362 27 set, 14:18
Mostra gli altri 4 commit di questa build

Build 5357

23 set 2015 · 5 commit · 1 autore SVN
Apri la build
  • Clean up the animtilerange token so that it is possible to specify backward animations in the logical tile1 > tile2 way.

    Hendricks266 r5357 23 set, 23:32
  • Fix a bug with the tilefromtexture { texture } subtoken, where alphacut was interpreted in an inverse fashion, generally causing hightile textures defined this way to appear completely transparent.

    Hendricks266 r5356 23 set, 23:31 FixEngine
  • Correct handling of size-zero gamearrays: Prevent a crash upon loading a savegame containing them, and allow resizearray to zero.

    Hendricks266 r5355 23 set, 23:31 FixCON
  • Fix a harmless "Internal compiler error" warning when using quick structure access on userdef.

    Hendricks266 r5354 23 set, 23:31 FixCON
  • CON

    Add "defstate" token which functions identically as in M32script: synonymous with CON's "state" only at top-level (when defining a state). Useful for syntax highlighting.

    Hendricks266 r5353 23 set, 23:31 CON