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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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Agosto 2015 3 build · 3 commit

Build 5316

2 ago 2015 · 2 commit · 1 autore SVN
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  • don't spawn FRAMEEFFECT1 for BOUNCEMINE.

    Helixhorned r5316 2 ago, 01:40 FixEngine
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    There's no point, really. Since the bouncemine is immobile, the tsprites will all be overlaid at one point and show the same picture, as far as I can see. Worse, since r4876, the generated sprites may draw on top of the actual one. The former have their shade always set to sprite[t->owner].shade though, and will then appear fully bright (shade -127, since BOUNCEMINE sets it like this). This fixes issue number 4 from http://forums.duke4.net/topic/8042-five-minor-problems-report/

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Luglio 2015 1 build · 1 commit

Novembre 2013 1 build · 1 commit

Build 4167

16 nov 2013 · 8 commit · 1 autore SVN
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  • make underwater blocking floor sprites w/ xvel 1 NOT act like sprite bridge.

    Helixhorned r4166 16 nov, 10:47 Engine
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    Likewise for blocking wall sprites. This makes it possible to construct underwater sections containing complex spritework without losing the "underwater-ness" when over such sprites, in a backward-compatible way. Actually, the check is for bit 1 being set, but all other bits should be considered reserved.

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