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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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Dicembre 2012 6 build · 20 commit

Build 3340

29 dic 2012 · 7 commit · 1 autore SVN
Apri la build
  • Generale

    Rectify.

    Hendricks266 r3340 29 dic, 03:27
  • Generale

    Fix SVN mime-types of binary files.

    Hendricks266 r3339 29 dic, 03:07 FixEngine
    Mostra dettagli

    Windows batch file: for /r %%G in (*.a) do svn propset svn:mime-type application/octet-stream "%%~G" for /r %%G in (*.lib) do svn propset svn:mime-type application/octet-stream "%%~G" for /r %%G in (*.dll) do svn propset svn:mime-type application/x-msdownload "%%~G" for /r %%G in (*.ico) do svn propset svn:mime-type image/vnd.microsoft.icon "%%~G" for /r %%G in (*.icns) do svn propset svn:mime-type image/icns "%%~G" for /r %%G in (*.bmp) do svn propset svn:mime-type image/bmp "%%~G" for /r %%G in (*.png) do svn propset svn:mime-type image/png "%%~G" for /r %%G in (*.xcf) do svn propset svn:mime-type image/x-xcf "%%~G" for /r %%G in (*.psd) do svn propset svn:mime-type image/vnd.adobe.photoshop "%%~G" for /r %%G in (*.nib) do svn propset svn:mime-type application/octet-stream "%%~G" for /r %%G in (*.map) do svn propset svn:mime-type application/octet-stream "%%~G" svn propset -R svn:mime-type application/octet-stream polymer/eduke32/Apple/lib svn propset -R svn:mime-type application/octet-stream polymer/eduke32/Windows/lib/32 svn propset -R svn:mime-type application/octet-stream polymer/eduke32/Windows/lib/64 svn propset -R svn:mime-type application/octet-stream polymer/eduke32/source/jaudiolib/third-party/Apple/lib svn propset -R svn:mime-type application/octet-stream polymer/eduke32/source/jaudiolib/third-party/Windows/lib/32 svn propset -R svn:mime-type application/octet-stream polymer/eduke32/source/jaudiolib/third-party/Windows/lib/64

  • Generale

    Clean up and factor jaudiolib.

    Hendricks266 r3338 29 dic, 02:59
  • Generale

    Replace initialize_globals() with global initialization.

    Hendricks266 r3337 29 dic, 02:58
  • Generale

    Fix the gap between loops of ambient MUSICANDSFX sounds like BAR_MUSIC.

    Hendricks266 r3336 29 dic, 02:58 Fix
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Build 3300

15 dic 2012 · 2 commit · 1 autore SVN
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  • Generale

    Fix the DirectInput breakage on Win64.

    Hendricks266 r3300 15 dic, 21:46 Fix
    Mostra dettagli

    It was caused by the definition of c_dfDIJoystick using literal 24 and 16 values in place of sizeof(DIDATAFORMAT) and sizeof(DIOBJECTDATAFORMAT), which include pointers. On 64-bit, the values end up being 32 and 24, causing a discrepancy in which DIERR_INVALIDPARAM was thrown. https://gitorious.org/0xdroid/external_libsdl-12/commit/1b1e05db06edcbe64599c6a5ad703795e0e02acb/diffs

  • Generale

    ebacktrace1 updates:

    Hendricks266 r3299 15 dic, 21:45 Fix
    Mostra dettagli

    - Updated to use StackWalk64 function call, requiring some addition of headers from MinGW-w64 to compile with MinGW. - Code added to support 64-bit executables: functionality added and one warning fixed. - New DLL binaries compiled using i686-MinGW-w64 and x86_64-MinGW-w64. (Oddly, the DLL built with MinGW is 5 MB while MinGW-w64's is 1 MB.)

Build 3278

12 dic 2012 · 7 commit · 1 autore SVN
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  • Generale

    Win64 support! (Meaning it works, not that we recommend it for everyday use.)

    Hendricks266 r3278 12 dic, 18:37 FixEngine
    Mostra dettagli

    This includes a complete Windows header and library refresh, including the addition of 64-bit compiled libs: *libogg 1.3.0 *libvorbis 1.3.3 *zlib 1.2.7 *libpng 1.5.13 *libvpx 9a3de881c0e681ba1a79a166a86308bbc84b4acd *SDL_mixer 1.2.12 (for RENDERTYPE=SDL) *DirectX import libraries: dsound and dxguid (now included) To build in 64-bit, you essentially need MinGW's MSYS (but not MinGW itself) and MinGW-w64 at the top of your PATH. The target is automatically detected using `$(CC) -dumpmachine`. The EDukeWiki will get detailed instrucitons. All compiler and linker warnings when building in 64-bit mode have been fixed. Remaining 64-bit to-do: - The ebacktrace dll does not build under 64-bit. It uses code specific to the format of 32-bit executables and will have to be ported to work with 64-bit executables. A future 64-bit version will be named ebacktrace1-64.dll. - RENDERTYPE=SDL crashes in SDL_mixer's Mix_Linked_Version(). - DirectInput gives an error and does not function. This only affects joysticks, and the error never happens without any plugged in. - Port the classic renderer ASM to 64-bit. (Just kidding, this is way out of my league.) This commit includes a fair bit of Makefile development spanning all platforms, including simplifying the SDLCONFIG code, fixing build on Mac OS X (thanks rhoenie!), globally factoring Apple brew/port inclusion, enforcing that all -L come before all -l, and ensuring that $(shell ) is always :='d. In addition, I have resurrected the old GCC_MAJOR and GCC_MINOR detection using `$(CC) -dumpversion`, but I have made it failsafe in case the command fails or the version is manually specified. I have applied this new fine-grained detection where applicable, including allowing LTO, and restraining -W's to versions that support them.

  • Generale

    Fix declaration-after-statement warning in game.c after r3270.

    Hendricks266 r3277 12 dic, 18:35 Fix
  • Generale

    Update credits.

    Hendricks266 r3276 12 dic, 18:34
  • Generale

    Build tweaks:

    Hendricks266 r3275 12 dic, 18:34
    Mostra dettagli

    Set up the use of {Windows,Apple}/{include,lib} regardless of feature toggles in Makefile.common using $(abspath ) in reference to the directory Makefile.common is in. Add the three DirectX headers that are actually used to the repo. (from: http://alleg.sourceforge.net/files/dx9mgw.zip) Since current MinGW versions include DirectX libs (for dynamic linking), remove "-L$(DXROOT)/lib". The DirectX headers are no longer a separate dependency for building. Add $(SDLROOT_OVERRIDE). $(SDLROOT) only functions for Windows and Mac OS X. Factor handling of $(DXROOT_OVERRIDE) and $(SDLROOT_OVERRIDE) into Makefile.shared using $(abspath ).

  • Generale

    Port system gamearray access from M32Script to CON. Expose tilesizx and tilesizy.

    Hendricks266 r3274 12 dic, 18:33 FixEngineCON
    Mostra dettagli

    Also, fix deficient logic in Gv_Free and Gv_Clear (both M32 and CON) so that gamevar and gamearray erasure results are (closer to) correct, and so that the game does not crash when system arrays are accessed from CON because they all have been nulled.

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Novembre 2012 6 build · 23 commit

Build 3241

26 nov 2012 · 7 commit · 1 autore SVN
Apri la build
  • Generale

    Add "dump_used_assets.m32" to samples. This script can be used to extract what tilenum and sound IDs are used in maps.

    Hendricks266 r3241 26 nov, 00:37 Engine
  • Generale

    Fix "undefined reference to `sampletimer()'" linking error using clang for a Win32 release build.

    Hendricks266 r3240 26 nov, 00:37 Fix
  • Generale

    Fix errors and warnings in nedmalloc.h using clang for a Win32 release build.

    Hendricks266 r3239 26 nov, 00:36 Fix
  • Generale

    Fix warnings involving printf() requiring explicit casts on tracked types.

    Hendricks266 r3238 26 nov, 00:26 Fix
  • Generale

    Add FORCEWARNINGS Makefile flag to prevent disabling compiler warnings within the source.

    Hendricks266 r3237 26 nov, 00:25
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Build 3223

25 nov 2012 · 4 commit · 1 autore SVN
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  • Generale

    Fix r3221: move the nedmalloc.h include to winbits.c.

    Hendricks266 r3223 25 nov, 00:50 Fix
  • Generale

    Replace SDL icons, freshly generated using GIMP 2.6.11.

    Hendricks266 r3222 scritto il 24 nov 2012
    Mostra dettagli

    The code has been factored. Additionally, 32x32 is used on Windows with SDL_MAJOR_VERSION==1, while 48x48 is the default. See: http://www.libsdl.org/cgi/docwiki.cgi/SDL_WM_SetIcon

  • Generale

    RENDERTYPE=SDL on Windows, part 2.

    Hendricks266 r3221 scritto il 24 nov 2012 Engine
    Mostra dettagli

    This introduces winbits.[ch] in the engine, containing layer-independent code migrated from winlayer, including nedmalloc, ebacktrace1, OS version detection, and high-resolution profiling timers. sdlayer has been expanded to include the code from winbits under _WIN32. All uses of RENDERTYPEWIN in the source have been examined and changed to _WIN32 (or removed) where the block in question is layer-independent.

  • Generale

    Factor G_MultiPskyInit into common.c.

    Hendricks266 r3220 scritto il 24 nov 2012

Build 3219

24 nov 2012 · 5 commit · 1 autore SVN
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  • Generale

    For novelty, add support for RENDERTYPE=SDL under Windows.

    Hendricks266 r3219 24 nov, 01:13
    Mostra dettagli

    This needs improvements to bring it up to par with winlayer, but it is functional. In particular, a good amount of code from winlayer could be used for both layers, including the profiling timers, the version printing code, and the hInstance and hModule sharing. Known problems: the mouse cursor is not trapped, and the game starts before the startup window shows options.

  • Generale

    Implement OGG looping support; musicians rejoice!

    Hendricks266 r3218 24 nov, 01:12
    Mostra dettagli

    Loops are controlled by two tags in the Vorbis Comment, both in PCM samples. LOOP_START holds the beginning of the loop, the position to which playback returns at the end of the loop. LOOP_END is optional; it holds the end of the loop, after which the game seeks to LOOP_START. If undefined, the end of the OGG is the end of the loop. The primary purpose of LOOP_END is if you want to give your file a proper ending for listening outside the game. To preview a looped OGG you have assembled, give it a ".logg" extension and play it using the vgmstream plugin for Winamp or foobar2000.

  • Generale

    Stop all sounds after completion of LOGO.ANM.

    Hendricks266 r3217 24 nov, 01:11
  • Generale

    Allow CAMERA1 to have cstat 32768.

    Hendricks266 r3216 24 nov, 01:11
  • Generale

    Fix ebacktrace1.dll build with MinGW-GCC 4.7.2.

    Hendricks266 r3215 24 nov, 01:11 Fix

Build 3164

14 nov 2012 · 3 commit · 1 autore SVN
Apri la build
  • Generale

    Address crash when model skins have invalid file names. Affected surfaces will not be drawn, but FPS will plummet as mdloadskin() is called repeatedly. A more optimal solution would either flag the surface as invalid (so the renderers skip it) or reject the entire model when defs are loaded.

    Hendricks266 r3164 14 nov, 22:42 Fix
    Mostra dettagli
  • Generale

    Tools updates:

    Hendricks266 r3163 14 nov, 22:42 FixEngine
    Mostra dettagli

    - Eliminate use of the C++ standard library from arttool. I improved some of the program's workings but it continues to corrupt my art files in certain circumstances. (Note: Not a regression; it happens with previous revisions.) - Construct "make utils" for the game side following the pattern of the engine. - Move ivfrate to this new distinction. - Minor Makefile cleanup and tweaks, mainly to facilitate CLANG=1 and to formalize text output in special cases.

  • Generale

    Fix CPLUSPLUS=1 CLANG=1 building, and fix the "gotpic used attribute ignored" warning produced by clang.

    Hendricks266 r3162 14 nov, 22:42 Fix

Build 3122

6 nov 2012 · 1 commit · 1 autore SVN
Apri la build
  • Generale

    Fix linking with CLANG=1 by separating $(INVOCATION) into $(COMPILER) and $(LINKER) and removing "-x" from clang as a linker in Makefile.common. Additionally, the Build tools are now affected by CPLUSPLUS=1, for which small corrections have been made.

    Hendricks266 r3122 scritto il 5 nov 2012 Fix

Build 3118

4 nov 2012 · 3 commit · 1 autore SVN
Apri la build
  • Generale

    Tweak r3116.

    Hendricks266 r3118 4 nov, 19:48
  • Generale

    Fix mixed declarations and code in backtrace.c.

    Hendricks266 r3117 4 nov, 18:50 Fix
  • Generale

    Work-in-progress adjustment to the C code to compile under C++. It builds for me without errors using Win32 MinGW-GCC, but it still generates warning soup. No guarantees about MSVC or anything using SDL. Enable C++ by building with CPLUSPLUS=1. C remains the default and should compile with no change in setup.

    Hendricks266 r3116 4 nov, 18:49 Engine
    Mostra dettagli

    Credit to Plagman for the idea and doing the work on the game side, which is included in this commit. (Building as C++ will give us features with which we can make improvements and optimizations on the multiplayer code and Polymer.)

Ottobre 2012 1 build · 6 commit

Build 3101

28 ott 2012 · 6 commit · 1 autore SVN
Apri la build
  • Generale

    Add EVENT_CHANGEMENU and clean up menus.c a little more.

    Hendricks266 r3101 28 ott, 21:29 CON
    Mostra dettagli

    This event is useful in certain circumstances where you want to skip a menu/screen value and the design of the monster switch statement would require the M_ChangeMenu() call to be intercepted or the unwanted screen will flash for a split second.

  • Generale

    Two new player structure members: "autostep" and "autostep_sbw".

    Hendricks266 r3100 28 ott, 21:29 Engine
    Mostra dettagli

    These control the maximum difference in height between two sectors that the player will automatically traverse without needing to jump. The latter controls the special case when the player's sector's lotag is ST_1_ABOVE_WATER or p->spritebridge == 1. BYTEVERSION bumped.

  • Generale

    Remove unused variable "doretry" from S_PlaySound().

    Hendricks266 r3099 28 ott, 21:28
  • Generale

    Revise grpfiles[] to include the censored South Korean GRP.

    Hendricks266 r3098 28 ott, 21:28
  • Generale

    Fix harmless warnings in the Build tools.

    Hendricks266 r3097 28 ott, 21:28 Fix
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Settembre 2012 1 build · 6 commit

Build 3019

13 set 2012 · 6 commit · 1 autore SVN
Apri la build
  • Generale

    Remove old backtrace DLLs. For some time they have been unused and supplanted by ebacktrace1.dll.

    Hendricks266 r3019 13 set, 00:08
  • Generale

    Add detection of Windows 8 and Server 2012 to win_printversion().

    Hendricks266 r3018 13 set, 00:07
  • Generale

    Fix three (probably harmless) maybe-uninitialized warnings.

    Hendricks266 r3017 13 set, 00:07 Fix
  • Generale

    patch from jfmact: "added c++ trimming to header" mathutil.h

    Hendricks266 r3016 13 set, 00:06
  • Generale

    Revise EVENT_CHANGEWEAPON so that RETURN has no effect except for two values. -1 will cancel the weapon switch. -2 will override the switch to whatever value p->curr_weapon is set in the course of the event.

    Hendricks266 r3015 13 set, 00:06 CON
    Mostra dettagli

    While we're at it, factor out duplicate code into P_ChangeWeapon().

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Agosto 2012 1 build · 5 commit

Build 2976

26 ago 2012 · 5 commit · 1 autore SVN
Apri la build
  • Generale

    Modify EVENT_CHANGEWEAPON so that it actually serves a purpose. Instead of being triggered before curr_weapon is changed, with nothing used for input or output with RETURN (meaning you could not cancel), now RETURN is set to the prospective new weapon ID and you can change it or cancel it in the event.

    Hendricks266 r2976 26 ago, 20:53 CON
    Mostra dettagli

    Note that since setting RETURN did nothing before, there is no backwards compatibility to uphold. Therefore, setting RETURN to 1 will cause the pistol to be selected, not disable the event. Set RETURN to -1 to cancel switching.

  • Generale

    Expand "Switch weapons on pickup" to three options: "Off", "All weapons", and a new one, "Fav priority". It switches to the weapon you have just picked up only if it is ranked higher in the favorite weapon hierarchy using the "-u" parameter.

    Hendricks266 r2975 26 ago, 20:52
    Mostra dettagli
  • Generale

    The Build tools no longer link with SDL or SDL_mixer because they don't need to.

    Hendricks266 r2974 26 ago, 20:51 Fix
    Mostra dettagli
  • Generale

    Add EVENT_PREGAME. Now all sprites are processed in the following fashion:

    Hendricks266 r2973 26 ago, 20:49 EngineCON
    Mostra dettagli

    1. EVENT_PREGAME 2. hardcoded stuff 3. EVENT_GAME One potential use is to examine values which are clobbered by commands such as ifhitweapon/ifwasweapon.

  • Generale

    Disable questionable lines from Makefile.common that were causing my build system to deep crash.

    Hendricks266 r2972 26 ago, 20:48 Fix

Luglio 2012 1 build · 3 commit

Build 2804

5 lug 2012 · 4 commit · 2 autori SVN
Apri la build
  • Wii

    Minor adjustments to the joystick defaults for the Classic Controller.

    Hendricks266 r2804 5 lug, 10:55
  • Generale

    Fix disabling EVENT_DISPLAYCROSSHAIR by setting RETURN to 1. SECTOREFFECTOR is not a useful crosshair.

    Hendricks266 r2803 5 lug, 10:55 FixCON
  • Generale

    Remove BUTTON(gamefunc_Jump) and KB_KeyPressed(sc_Space) from AdvanceTrigger so you can type spaces in savegame names.

    Hendricks266 r2802 5 lug, 10:53
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Giugno 2012 2 build · 6 commit

Build 2789

27 giu 2012 · 1 commit · 1 autore SVN
Apri la build
  • Generale

    Fix the overlooking of EDUKE.CON in the absence of DUKE3D.GRP caused by r2726. Also, tweak a few string literals' use of quotation marks.

    Hendricks266 r2789 27 giu, 10:45 FixCON

Build 2729

3 giu 2012 · 5 commit · 1 autore SVN
Apri la build
  • Generale

    Prevent the reserved cheats from displaying a finished time and from clobbering personal map time records.

    Hendricks266 r2729 3 giu, 09:12
  • Generale

    Massive menu input control revamp/cleanup/factor. (added: input.[ch])

    Hendricks266 r2728 3 giu, 09:11
    Mostra dettagli

    New Wii control defaults for the Wii Remote + Nunchuk and the Classic Controller. This includes new code added just so that the Home key brings up the menu in-game, reducing the need for a USB keyboard. On the technical side, raw joystick access (comparable to what is available for keyboard and mouse) is now present in jmact, on the game side. (added: joystick.[ch]) Using this new raw joystick access, I replaced tueidj's hack to map A and B to LMB/RMB and D-Pad Up/Down to the scrollwheel. I made the menus more friendly to mouse and joystick browsing by adding and unifying checks and clears for various buttons and gamefuncs. In fact, the majority of the time spent on this commit was tracking down problems that appeared with the factoring and trying to understand the menu system and the way input checks are precariously executed. In addition, "Press any key or button to continue" now truly means what it says. As a result of incorporating proper raw access into control.c instead of it directly accessing the implementaiton, the program *may* no longer be affected by joystick input when it is out of focus. This follows the pattern set by the mouse, and I think this is a positive change. A small bonus: In the classic/old keyboard preset, the key for Show_Console has been changed from '`' to 'C' because '`' is taken by Quick_Kick.

  • Generale

    Bump MAXLEVELS to 64, per user request.

    Hendricks266 r2727 3 giu, 09:10
  • Generale

    The handling for grp, con, and def filenames has been massively cleaned up and factored into common.c. A new header, common_game.h, was created because common.h was placed in build/include (see r2542) and we need a common header for things that strictly should not be in the engine. RTS file names were also improved but some of the patterned changes were already made in r2420, and they were not factored because they are strictly part of the game, not the editor.

    Hendricks266 r2726 3 giu, 09:09 Engine
    Mostra dettagli

    NAM and Napalm can now share their con, def, and rts files if the one for their respective game is not present because the con and rts files are identical. Also, decapitalize two string literals missed in r2540.

  • Generale

    Incorporate some use of Bfflush(NULL) in hopes to alleviate Wii configuration saving concerns.

    Hendricks266 r2725 3 giu, 09:08

Maggio 2012 2 build · 5 commit

Build 2693

25 mag 2012 · 7 commit · 2 autori SVN
Apri la build
  • Generale

    Add EVENT_LOADGAME and EVENT_SAVEGAME, self-explanatory. Also make EVENT_NEWGAME use myconnectindex for player ID instead of screenpeek.

    Hendricks266 r2688 scritto il 24 mag 2012 CON
  • Generale

    Setting RETURN in EVENT_DISPLAYCROSSHAIR will now change the crosshair's picnum while allowing the game to position it, etc. As usual, setting RETURN to -1 disables hardcoded drawing of the crosshair completely.

    Hendricks266 r2687 scritto il 24 mag 2012 CON
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Build 2685

20 mag 2012 · 3 commit · 1 autore SVN
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  • Generale

    EDuke32 Wii: Ready for action!

    Hendricks266 r2685 20 mag, 00:25
  • Generale

    Mac OS X: Add correct default values for 'gameexecutable' cfg string so that the Mapster32 test feature works with .app bundles.

    Hendricks266 r2684 20 mag, 00:24 FixEngine
    Mostra dettagli

    Note: You may encounter a crash if you try to test your map and Mapster32 is running fullscreen.

  • Generale

    Fix warnings in net.c and xdelta3.

    Hendricks266 r2683 20 mag, 00:23 Fix