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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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Febbraio 2015 1 build · 2 commit

Gennaio 2015 1 build · 1 commit

Build 4935

18 gen 2015 · 7 commit · 2 autori SVN
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  • fix "windowed" modes (r_size >= 12) by reverting r4920; adapt.

    Helixhorned r4935 18 gen, 15:16 FixCON
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    In setview(), we now assert windowx2 < xdim. The only calling places where its non-violation is non-trivial to ascertain are (1) showview from CON and (2) draw-to-tile for look-sideways in game.c. AFAICS case 1 should be fine. Case 2 is adapted; see comments there.

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Agosto 2014 1 build · 1 commit

Build 4584

31 ago 2014 · 9 commit · 1 autore SVN
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  • introduce two signed integer types, use in engine.c and a-c.c.

    Helixhorned r4578 scritto il 23 ago 2014 FixEngine
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    They classify former uses of int64_t into two classes: - coord_t: those that represent coordinates and need 64-bit precision for proper functioning with large values - inthi_t: those that were added for e.g. casts merely to prevent undefined behavior on overflow DONT_BUILD.

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Aprile 2014 2 build · 2 commit

Marzo 2014 1 build · 1 commit

Febbraio 2014 1 build · 1 commit

Build 4309

8 feb 2014 · 12 commit · 1 autore SVN
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  • support for multiple blending tables + Lunatic interfaces.

    Helixhorned r4301 8 feb, 06:37 Engine
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    Currently, sprite[].filler (to be renamed) selects a blending table. If none is installed with that index, the blending table at index 0 is taken (which is read from PALETTE.DAT on engine startup). Thus, for now, the non-Lunatic build will never use a custom blending table because there's no way to register one! But the functionality is there.

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Gennaio 2014 1 build · 1 commit

Novembre 2013 1 build · 1 commit

Build 4176

22 nov 2013 · 7 commit · 1 autore SVN
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  • implement horiz. tex panning for sprites (spriteext[].xpanning).

    Helixhorned r4170 22 nov, 11:26 EngineCON
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    Known as getactor/sprite[].xpanning from CON, values are 0-255. It should be assumed that this is only valid for wall-aligned sprites (currently, face sprites also pan). A test is provided in lunatic/test/animatesprites.con. It should be run in E1L2 and only with the Lunatic build.

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Giugno 2013 1 build · 1 commit

Maggio 2013 2 build · 3 commit

Build 3722

1 mag 2013 · 4 commit · 1 autore SVN
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  • optimize background 'rainbow' drawing in use for editor/debug.

    Helixhorned r3721 1 mag, 10:42
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    Also, draw it at shade 18 and don't use fullbright colors.

  • clean up mirror drawing code.

    Helixhorned r3719 1 mag, 10:41
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    No functional changes, but a (commented out) debug line for an oob read of the frame buffer when the mirror covers the whole screen is inserted.

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Dicembre 2012 2 build · 2 commit

Build 3312

23 dic 2012 · 3 commit · 1 autore SVN
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  • fix drawing tilesizy=512 walls, use non-pow2 routines with pskies.

    Helixhorned r3310 23 dic, 05:59 FixEngine
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    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.

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Novembre 2012 1 build · 1 commit

Luglio 2012 5 build · 6 commit

Build 2850

29 lug 2012 · 1 commit · 1 autore SVN
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  • on x86 GCC asm builds, fix crash with floor sprites of (x or y) size 2.

    Helixhorned r2850 29 lug, 05:46 FixEngine
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    The idiv instruction also signals an FPE when the resulting *signed* quotient overflows, so we simply use div instead.

Build 2820

8 lug 2012 · 8 commit · 1 autore SVN
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  • draw walls with non-pow2 ysizes in the old fashion for the time being.

    Helixhorned r2819 8 lug, 14:47 FixEngine
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    I'm willing to make this one concession to correctness in the name of backward- compatibility. I think that one reason why this has never cause a crash is that tiles in BUILD are allocated in Ken's big allocache buffer, so oob accesses were dampened by that (though they hit uninitialized data).

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Build 2811

6 lug 2012 · 2 commit · 1 autore SVN
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  • fix glitches where stuff would be drawn transiently on sect change.

    Helixhorned r2810 6 lug, 08:36 FixEngine
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    This was introduced with r2771, which fixed e.g. AMC TC city_si's mirrors, but instructed the base drawrooms inside yax_drawrooms to not correct the passed sectnum. Therefore, stuff would get drawn wrongly when passing sector boundaries, like from the platform to the rails in trueror1.map.

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