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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Era SVN · r1519 – r8798 Era Git · voidpoint.io, da aprile 2020
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Febbraio 2014 10 build · 17 commit

Build 4336

16 feb 2014 · 5 commit · 1 autore SVN
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  • add engine.saveLookupDat() and document, related tweaks.

    Helixhorned r4336 16 feb, 11:16 Engine
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    - Mapster32: before loading LOOKUP.DAT, set palookup[0][239]=239 to make an identity map of the base shade table's shade 0 - Rewrite color index remapping case of makepalookup() for clarity BUILD_LUNATIC.

  • rewrite shadexfog.create_128_trans to allow creating fewer tables.

    Helixhorned r4333 16 feb, 11:16 CON
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    It must be a power of two in [2 .. 128]. Rewrite test/sprite_access.con's liztroop example to account for that. Also, add function shadexfog.create_trans() which aceepts a function (r,g,b,R,G,B) -> blended (r,g,b) and rewrite shadexfog.create_additive_trans() in terms of it.

  • in shade table 'remap16' method, allow sparse table, document it.

    Helixhorned r4332 16 feb, 11:15
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    Add shadexfog.createremap() convenience function.

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Build 4309

8 feb 2014 · 12 commit · 1 autore SVN
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  • update dynsymlists. Move blendtable[] from build.h to engine.c.

    Helixhorned r4309 8 feb, 06:37 Engine
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    BUILD_LUNATIC.

  • add a 'lastokcol' argument to engine.nearcolor() and document it.

    Helixhorned r4308 8 feb, 06:37 Engine
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    On the C side, slightly rewrite (now) getclosestcol_lim() for clarity.

  • document engine.*blendtab() and engine.getrgb() functions.

    Helixhorned r4307 8 feb, 06:37 Engine
  • rename sprite[].filler member to 'blend' on the Lua side.

    Helixhorned r4302 8 feb, 06:37 EngineCON
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    From LunaCON, remove 'detail' as alias to that member.

  • add and document -Wnever-used-gamevar and -Wnever-read-gamevar.

    Helixhorned r4299 8 feb, 06:37 CON
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Gennaio 2014 6 build · 8 commit

Dicembre 2013 8 build · 15 commit

Build 4237

31 dic 2013 · 7 commit · 1 autore SVN
Apri la build
  • add 'engine' module, currently allowing to create custom shade tables.

    Helixhorned r4236 31 dic, 03:52 Engine
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    Available in the game and editor. Provide test/shadexfog.lua, containing a function to creating a set of 32 shade tables corresponding to different shades of the same fog palookup table, together with some tests and convenience functions. Also, - Add gv.LUNATIC_CLIENT{,_EDUKE32,_MAPSTER32} - Add LUNATIC_FIRST_TIME in the global env for the game - defs_m32.lua: add reload() convenience function - Failed attempt at recreating the base shade table. It is NOT a linear ramp of the base palette colors to (0,0,0). That is, it's not created by build/util/transpal.exe!

  • fix setup under Mapster32, remove a few obsolete lines in defs_common.lua.

    Helixhorned r4234 31 dic, 03:51 FixEngine
  • run EVENT_INIT after initial Lua state creation.

    Helixhorned r4231 31 dic, 03:51 CON
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