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 2022 · selezionalo di nuovo per vedere tutti gli anni
Era SVN · r1519 – r8798 Era Git · voidpoint.io, da aprile 2020
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Visualizzate 24 build · 67 commit

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Settembre 2022 1 build · 1 commit

Luglio 2022 1 build · 1 commit

Giugno 2022 1 build · 6 commit

Build 10112

11 giu 2022 · 46 commit · 1 autore GIT
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Maggio 2022 1 build · 5 commit

Build 10066

17 mag 2022 · 24 commit · 2 autori GIT
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  • adapt commit f21082da0a4dc5aee5a56f7784fe804ed35bc990 from NetDuke32.

    TerminX fb38bc3 scritto il 10 mag 2022
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    Interpolates conveyor belt SE floor panning.

  • skip bpos update for STAT_EFFECTOR sprites

    TerminX 2118f9b scritto il 10 mag 2022 Engine
  • turn most assertions left in the audio code into log messages instead

    TerminX 1e5674e scritto il 5 mag 2022 Fix
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  • consider hitag of RESPAWN sprites for precache

    TerminX 20611d4 scritto il 2 mag 2022 Engine
  • precache indexed hightile textures, minor rework of loading screen progress bar

    TerminX 44409aa scritto il 1 mag 2022 Engine
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Aprile 2022 9 build · 17 commit

Build 10040

29 apr 2022 · 3 commit · 1 autore GIT
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  • Introduce actor event 'EVENT_PREACTORDAMAGE'

    Dino Bollinger 9c9518f scritto il 6 feb 2022 CON
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    This event is executed when an actor runs A_IncurDamage(), and is placed just before subtracting 'htextra' from 'extra' and updating the actor's owner (i.e. just before damage is applied to the actor). For useractors, this normally occurs when ifhitweapon is called. Set RETURN to a nonzero value to skip applying the damage. This will also cause the 'ifhitweapon' conditional to skip the branch. Note that doing so will not automatically reset htextra to 0.

  • Add global gameflag "DUKE3D_GLOBAL_ADDITIVE_HITRADIUS"

    Dino Bollinger 2e5741c scritto il 28 apr 2022
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    If this flag is set, all radius damage sources will apply cumulative damage instead of overriding the existing accumulated damage. Equivalent to applying PROJECTILE_HITRADIUS_ADDITIVE to all explosions.

  • Add projectile WORKSLIKE flag PROJECTILE_HITRADIUS_ADDITIVE

    Dino Bollinger 3c4a8bb scritto il 19 nov 2021
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    This flag alters the radiusdamage calculation such that the blast damage is added to the current htextra of the actor, rather than overwriting the current applied damage completely.

Build 10013

20 apr 2022 · 1 commit · 1 autore GIT
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  • Fix viewscreens being permanently deactivated after loading a save

    Dino Bollinger f54d796 20 apr, 22:59 Fix
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    Also decreases MAXUSERTILES to (MAXTILES - 256) to ensure the tilespace used by the viewscreens isn't encroached on by user tiles.

Build 10005

16 apr 2022 · 13 commit · 1 autore GIT
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  • fix menu navigation with left controller stick when not in a game and no demos are playing

    TerminX c06c78a scritto il 12 apr 2022 Fix
  • limit framerate to refresh rate in menus and bonus screens

    TerminX f376574 scritto il 31 mar 2022
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    This is intended to address complaints of GPU coil whine. While these are obviously actually just complaints about the user's own hardware, we don't really need hundreds of frames per second in the menus, do we?

  • VM_UpdateAnim() optimization

    TerminX 301079e scritto il 10 feb 2022
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Build 9991

11 apr 2022 · 6 commit · 1 autore GIT
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  • Prevent assigning both columns of keybinds to the same key

    Dino Bollinger c819ba0 scritto il 10 apr 2022
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    Instead it now switches the key from column 0 to 1 and vice-versa

  • Add console cvar 'cl_kbconfirm' to toggle the keybind confirmation dialog

    Dino Bollinger 30baffe scritto il 10 apr 2022
  • Show confirmation dialog when binding a key that's already bound

    Dino Bollinger b42d4f7 scritto il 10 apr 2022
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    This is currently restricted to the keyboard binds menu. The dialog provides three options: * Y -> Assign key and erase existing keybinds * N -> Assign key, do not erase existing keybinds * Escape -> Don't assign key

  • Add language option to the "Display Settings" menu

    Dino Bollinger 88cd368 scritto il 10 apr 2022
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    This provides menu access to the locale setting that was previously only controllable through the "locale" console command. Languages can be defined through the "localization" DEF token, and custom Unicode character tiles through the "tilefont" DEF token. Additionally: - Selected locale is saved inside the eduke32 config file. - Default language is set to "en" on launch, i.e. English.

  • Fix successful "loadgrp" DEF command logging as ERROR instead of INFO

    Dino Bollinger fce1fbf 11 apr, 10:11 Fix
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Marzo 2022 2 build · 10 commit

Build 9983

25 mar 2022 · 20 commit · 1 autore GIT
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  • fix broken USE_OPENGL=0 build

    TerminX 75abb29 scritto il 16 feb 2022 Fix
  • improve EDUKE32_PREDICT_FALSE usage in S_StopEnvSound() and S_ChangeSoundPitch()

    TerminX 0bb5a47 scritto il 5 mar 2022
  • change VM_IFELSE_MAGIC to just steal one bit from the translated bytecode instead of the whole range used for the encoded line numbers used for debugging

    TerminX f04a373 scritto il 20 mar 2022
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    This has the side effect of making branches show up w/ correct line numbers in VM instruction debug dumps. Needs testing!

  • improve CON VM debug dump output

    TerminX a91e9f3 scritto il 10 feb 2022 CON
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    Replaces more or less useless offsets from script pointer with filename and line number and consolidates parameters passed to CON commands into the same line in the output.

  • add debug vm_preempt cvar to control CON VM preemption by frame drawing

    TerminX 8964f51 scritto il 10 feb 2022 CON
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    This doesn't save to the .cfg because it's a tool for debugging and is not intended to be used as a user preference.

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Febbraio 2022 2 build · 3 commit

Gennaio 2022 7 build · 24 commit