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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Settembre 2012 1 build · 1 commit

Agosto 2012 3 build · 6 commit

Build 2971

26 ago 2012 · 9 commit · 1 autore SVN
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  • for c&p-ing map portions w/o TROR, fix wrongly resetting wall lotag/extra

    Helixhorned r2965 26 ago, 15:10 FixEngine
  • for copy-pasting map portions without TROR, fix wrongly resetting xpanning.

    Helixhorned r2963 26 ago, 15:08 FixEngine
    Mostra dettagli

    This is really an artifact of overloading the sector fields for different uses. For copy-pasting TROR'd portions, the bug still persists.

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Build 2948

20 ago 2012 · 11 commit · 1 autore SVN
Apri la build
  • properly reset highlights in undo/redo.

    Helixhorned r2943 20 ago, 14:27 Engine
  • with highlighted sectors, print rot. angle; Alt + [,]: manual angle.

    Helixhorned r2942 20 ago, 14:26 Engine
    Mostra dettagli

    Because rotating sectors "smoothly" by 1 BUILD ang will quickly accumulate roundoff error, this lets the user first do that as a preview and then use the manual angle rotation do carry it out for real.

  • use the rotatepoint code for both smooth and 90-degree sect. rotation.

    Helixhorned r2941 20 ago, 14:26 Engine
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Luglio 2012 1 build · 1 commit

Giugno 2012 4 build · 10 commit

Build 2761

13 giu 2012 · 9 commit · 1 autore SVN
Apri la build
  • draw a wall blue if its squared length exceeds INT_MAX (not UINT_MAX)

    Helixhorned r2759 13 giu, 16:13 Engine
  • fix a div by zero when drawing tile info for void tile in 3D mode.

    Helixhorned r2757 13 giu, 16:13 FixEngine
    Mostra dettagli

    This was exposed by Clang with -ftrapv, which apparently also traps those.

  • disallow joining non-adjacent sectors when expert mode is disabled.

    Helixhorned r2753 13 giu, 16:13 Engine
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Build 2718

1 giu 2012 · 8 commit · 1 autore SVN
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  • keep the temp sector on some more occasions that don't delete them.

    Helixhorned r2716 1 giu, 13:09 Engine
  • Part 1 of ceiling/floor auto-alignment functionality.

    Helixhorned r2715 1 giu, 13:09 Engine
    Mostra dettagli

    Usage is from 3D mode only. When a sector (or wall) is committed to the clipboard, it (or the wall's sector) is saved, and is subsequently used when auto-aligning [;-ENTER] another sector's ceiling or floor against the reference one's. This temp. sector is reset on any structurally modifying operation except setting first walls; also, aligning extended ceilings or floors is impossible as they use .*xrepeat internally. The auto-alignment does not change picnums (this can be accomplished with the ['+ENTER] combination), but copies the orientation bits 2^{2..6} to the alignee. Afterwards, if the reference is relative-aligned, it tweaks them, so that every case where the two firstwalls are either parallel or perpendi- cular is handled correctly. It does not yet calculate the panning values.

  • in textured 2D mode, make floor flipping [F] work.

    Helixhorned r2713 1 giu, 13:09 Engine
  • In textured 2D mode, allow setting floor relativity [R].

    Helixhorned r2712 1 giu, 13:09 Engine
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    Also factor out the code (2x) setting the alignment bits for sprites.

  • more descriptive message when flipping stuff [F], reverse w/ SHIFT.

    Helixhorned r2711 1 giu, 13:08 Engine
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Marzo 2012 4 build · 4 commit

Febbraio 2012 2 build · 3 commit

Build 2351

16 feb 2012 · 7 commit · 1 autore SVN
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  • Fix extended ceiling/floor picnums taking on picnum 0 in Polymer.

    Helixhorned r2350 16 feb, 11:25 FixEngine
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    The reason was that drawmasks(), which was where the resetting of the fake RoR textures happened under Polymer, can be called from polymer_displayrooms() when mirrors are present. I was assuming that drawmasks() was only ever called after the 'main' drawrooms and that hence the sequence of fake RoR tile tweaking was set, reset, set, reset, ... which it was not. Now, do the resetting explicitly after every drawmasks() in the editor.

  • don't use lazy tile loading with r_hightile=0.

    Helixhorned r2345 16 feb, 11:24 Engine
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Gennaio 2012 2 build · 3 commit

Build 2302

30 gen 2012 · 1 commit · 1 autore SVN
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  • tweak dragging a single sprite so that they can be dragged 'uphill'.

    Helixhorned r2302 30 gen, 10:25 Engine
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    The implementation uses the recently introduced updatesector_onlynextwall when setspritez fails.

Dicembre 2011 4 build · 6 commit

Build 2179

12 dic 2011 · 4 commit · 1 autore SVN
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  • Rudimentary support for auto-aligning along TROR nextwalls.

    Helixhorned r2178 12 dic, 15:18 Engine
    Mostra dettagli

    Usage: press the ['] (quote) modifier together with the PERIOD key. Aligns only the immediate upper and lower neighbors of each wall that got aligned by following point2s or nextwalls. Doesn't play well with Alt (carry over xrepeat) yet, might need two subsequent alignment passes.

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