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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Aprile 2022 9 build · 21 commit

Build 9991

11 apr 2022 · 6 commit · 1 autore GIT
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  • Prevent infinite loop in clipmove() for ENGINE_EDUKE32 compatibility

    Dino Bollinger e43d59d scritto il 4 apr 2022 Engine
  • Prevent assigning both columns of keybinds to the same key

    Dino Bollinger c819ba0 scritto il 10 apr 2022
    Mostra dettagli

    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
    Mostra dettagli

    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
    Mostra dettagli

    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.

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Febbraio 2022 1 build · 1 commit

Gennaio 2022 1 build · 1 commit

Dicembre 2021 8 build · 13 commit

Build 9886

26 dic 2021 · 5 commit · 1 autore GIT
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  • Introduce modern default keybind ordering

    Dino Bollinger 5fbeae0 scritto il 22 dic 2021
    Mostra dettagli

    Can be changed with the cvar cl_keybindorder. Settings the value to 0 restores the original classic keybind order, 1 uses the modern ordering. Either mode is overridden by custom keybind orders.

  • apply reordering to mouse and controller config as well

    Dino Bollinger 8982a25 scritto il 13 ago 2021
  • Implement reordering of keyboard menu entries via DEF command

    Dino Bollinger ba7d12a scritto il 20 nov 2021
    Mostra dettagli

    List the gamefunc names (or corresponding indices) separated by whitespace. This will define the order of gamefuncs on the keyboard configuration menu. Any omitted gamefuncs will not be listed in the menu. Usage: ``` keyconfig { gamefunc_Move_Forward gamefunc_Move_Backward gamefunc_Strafe_Left gamefunc_Strafe_Right ... } ```

  • Decouple keybind menu ordering from assigned gamefunc index

    Dino Bollinger 9107b89 scritto il 13 ago 2021
  • replace NUMGAMEFUNCTIONS macro with an enum value

    Dino Bollinger 8ba7a41 scritto il 13 ago 2021

Build 9881

23 dic 2021 · 1 commit · 1 autore GIT
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  • Fix an error with the bonus tile, and extend EVENT_GETBONUSTILE

    Dino Bollinger 7c0a304 23 dic, 09:39 FixCON
    Mostra dettagli

    Within EVENT_GETBONUSTILE, you can now set ud.return[0] to ud.return[4] to change each frame of the bonus screen animation separately.

Build 9880

22 dic 2021 · 1 commit · 1 autore GIT
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  • Add event EVENT_GETBONUSTILE to change bonus screen pic

    Dino Bollinger c1d069e scritto il 20 nov 2021 CON
    Mostra dettagli

    The RETURN value will be set to the current base bonusscreen tile, and changing it will change the tiles displayed in the bonusscreen.

Build 9841

10 dic 2021 · 1 commit · 1 autore GIT
Apri la build
  • Only attempt to switch subweapon if we actually have the weapon

    Dino Bollinger a6dfd93 scritto il 9 dic 2021 FixCON
    Mostra dettagli

    This fixes a bug in World Tour where trying to switch to the flamethrower while the current weapon is the freezer, and you have flamethrower ammo but not the actual weapon itself, then this instead locks the weapon key, preventing you from switching back to the freezer from other weapons. This bug also affected the Shrinker, but only if CON code changes the 'gotweapon 11' value to 0 after the player obtains the weapon.

Build 9840

8 dic 2021 · 1 commit · 1 autore GIT
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  • Remove the 'previousboardfilename' mapart hack

    Dino Bollinger dfee579 scritto il 1 dic 2021 Fix
    Mostra dettagli

    This was a bandaid that prevented repeatedly loading the same mapart when loading savegames. This meant having to constantly update the buffer whenever clearing mapart, which is undesirable. Fixes mapart not reloading after quitting to title, or ending an episode and then loading a savegame.

Build 9839

8 dic 2021 · 7 commit · 2 autori GIT
Apri la build
  • Reset all actor vars in prelevel() regardless of the sprite's statnum

    Dino Bollinger 452f818 8 dic, 10:02 EngineCON
    Mostra dettagli

    Previously, only sprites with statnum 0 would have their per-actor variables reset to the default on map load. This meant that sprites with statnums that were pre-defined in the map would inherit the actor var values of the sprites with corresponding spriteNums from the previous map. Additionally, the per-actor var reset is now performed before EVENT_PRELEVEL, meaning that any changes to actorvar that occur in this event will now persist. Previously, altering actor vars for sprites with statnum 0 in this event would not have any effect, as they would be reset to their defaults afterwards.

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Build 9830

1 dic 2021 · 2 commit · 1 autore GIT
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  • Prevent segfaults when no sounds are defined.

    Dino Bollinger 4822ad2 scritto il 30 nov 2021 Fix
  • Add sanity checking to CON decimals, hex constants and labels

    Dino Bollinger f33c7ce 1 dic, 14:55 CON
    Mostra dettagli

    * Scripts no longer compile if a hex constant is malformed (e.g. 0x, 0xz) * Compiler will now warn if a decimal or hex constant isn't terminated in a sane manner. (example: digit is followed by letters: "100ab") * Compiler will now warn if a label starts with digits. This is done to prevent ambiguity between integer constants and actual labels.

Novembre 2021 6 build · 8 commit

Build 9815

25 nov 2021 · 8 commit · 4 autori GIT
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  • Add actor struct members `htfloorzoffset` and `htwaterzoffset`

    Dino Bollinger b3a831c scritto il 24 nov 2021 Engine
    Mostra dettagli

    Values range from -128 to 127. The former defines the distance of the actor from all floors, the latter applies additively to the hardcoded offset applied when on lotag 1 sectors. Positive values lift the actor off the ground, negative values move the actor into the floor. The default values for both struct members is 0. To achieve a net zero displacement, htfloorzoffset needs to be set to -1, and htwaterzoffset must be set to 24. Also note that internally, the offset is multiplied by 256 to receive the actual z coordinates (like `iffloordistl`).

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Build 9750

1 nov 2021 · 2 commit · 1 autore GIT
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  • Add the CON commands `getngcflags` and `setngcflags`

    Dino Bollinger e3df820 scritto il 18 set 2021 CON
    Mostra dettagli

    Usage: ``` getngcflags <var> <idx1> [<idx2>...] setngcflags <const/var> <idx1> [<idx2>...] ``` Gets/sets the flags for the newgamechoices entries at the specified indices. The index list is variable-sized, up to a maximum of 3. This can be used to enable/disable the MEF_Hidden and MEF_Locked state. Supersedes the userdef struct members: `m_newgamecustomopen` and `m_newgamecustomsubopen`.

  • Extend newgamechoices menu with a third layer of entries.

    Dino Bollinger 0516522 scritto il 18 set 2021
    Mostra dettagli

    Also permit usercontent flag on subentries.

Settembre 2021 2 build · 2 commit

Build 9607

27 set 2021 · 1 commit · 1 autore GIT
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  • Add events EVENT_PREUPDATEANGLES and EVENT_POSTUPDATEANGLES

    Dino Bollinger 9741acb scritto il 22 ago 2021 CON
    Mostra dettagli

    These events trigger once every frame and provide access to the input struct value updates of each frame. This makes it possible to alter input.q16avel and input.q16horz again, even with smooth mouse aiming. Addresses terminx/eduke32#132

Agosto 2021 10 build · 19 commit