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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Dicembre 2013 1 build · 1 commit

Build 4200

19 dic 2013 · 1 commit · 1 autore SVN
Apri la build
  • Generale

    Rewrite and unify the handling of the scrollwheel between layers, fixing it in the editor's 2D mode and tile selector under SDL.

    Hendricks266 r4200 19 dic, 23:24 Fix
    Mostra dettagli

    The scrollwheel is unique among PC input because it has no innate "hold length". Previously, the layers gave the mousewheel a fake hold length to allow the not-necessarily-synchronous game/editor code to pick up the input before the layers marked it as "no longer pressed". This passed under Windows, but it didn't slide under SDL. Besides the two problems listed above, it also potentially limited the rate of weapon selection, where scrolling too fast would not register every clicks. [Unrelatedly, this is still the case when you scroll faster than the game's own tickrate, but addressing that would require rewriting input handling to go through a list of "events" for each tic instead of looking at overall pressed/unpressed states.]

Novembre 2013 3 build · 4 commit

Build 4130

3 nov 2013 · 1 commit · 1 autore SVN
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  • Generale

    Sweeping modifications to synthesis and the package directory structure so that every potential binary is in its own package.

    Hendricks266 r4130 3 nov, 19:59
    Mostra dettagli

    While we're rearranging files, ensure all SVN mime-types are set correctly.

Build 4128

2 nov 2013 · 2 commit · 1 autore SVN
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  • Generale

    Allow -g, -x, -h, -j, and for the game, -d, to take their file name after a space. This allows quotes to be used with them properly.

    Hendricks266 r4128 2 nov, 21:02
    Mostra dettagli

    I updated the help windows to prefer these variants because they are superior to the -xSquished versions. Also, factor out the command-line processing code for the above, plus con/def modules and clipmaps.

  • Generale

    RegCloseKey when we are done with RegOpenKeyEx.

    Hendricks266 r4127 2 nov, 21:02

Ottobre 2013 8 build · 25 commit

Build 4103

13 ott 2013 · 2 commit · 1 autore SVN
Apri la build
  • Wii

    Fix wiibuild.bat so that revision numbers have the "r" prefix like they are supposed to.

    Hendricks266 r4103 13 ott, 02:16 Fix
  • Wii

    Fix build and add custom headers and libs to SVN. (It's helpful to set up a build system from scratch.)

    Hendricks266 r4102 13 ott, 02:08 Fix
    Mostra dettagli

    DONT_BUILD.

Build 4101

12 ott 2013 · 3 commit · 1 autore SVN
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  • Generale

    r4087, attempt #2: Fix "warning: iteration 1461 invokes undefined behavior [-Waggressive-loop-optimizations]" in initkpeg().

    Hendricks266 r4101 12 ott, 23:17 Fix
  • Generale

    Change the default SDL version to SDL2 and the default Windows RENDERTYPE to SDL.

    Hendricks266 r4100 12 ott, 23:17
  • Add SDL2 headers and libraries to the repo for quick-and-easy building and static linking. (SDL2 uses the zlib license so we are in the clear.)

    Hendricks266 r4099 12 ott, 23:17

Build 4091

8 ott 2013 · 2 commit · 1 autore SVN
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  • Generale

    Clean up some GUI/WM minutiae. Should fix linking Mapster32 on *nix with HAVE_GTK=0.

    Hendricks266 r4091 8 ott, 03:00 FixEngine
  • Generale

    Fix the vsync menu option so that it actually works.

    Hendricks266 r4090 8 ott, 03:00 Fix
    Mostra dettagli

    Variables at global scope which share a name tend to actually be the same variable. Not good when you pass such a variable to function that immediately returns if the passed parameter (the variable) equals said variable (itself).

Build 4089

8 ott 2013 · 1 commit · 1 autore SVN
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  • Generale

    Merge a patch and suggestions from NY00123 improving SDL2 support. This fixes the flickering in OpenGL in SDL2 on Windows. It also provides a proper list of resolutions.

    Hendricks266 r4089 8 ott, 02:59 FixEngine

Build 4088

7 ott 2013 · 5 commit · 1 autore SVN
Apri la build
  • Generale

    Fix OpenGL under SDL && Windows. (Almost. SDL 1.2 works fine, but SDL2 has an unresolved problem where OpenGL screen updates flicker over a black background.)

    Hendricks266 r4088 7 ott, 03:06 FixEngine
  • Generale

    Fix "warning: iteration 1461 invokes undefined behavior [-Waggressive-loop-optimizations]" in initkpeg() by promoting the variables in question to int64_t.

    Hendricks266 r4087 7 ott, 03:05 Fix
    Mostra dettagli

    NOTE TO TEAM MEMBERS: Please review this, as I am not sure what is actually intended here.

  • Generale

    Windows startup window tweaks:

    Hendricks266 r4086 7 ott, 03:05
    Mostra dettagli

    - Don't print osd.szCSDVersion when it is empty, preventing an extra space between the OS name and version number. (An example of what this field holds is "Service Pack 1".) - Under SDL, allow the "console" edit field to repaint after "OK" is clicked. Important when a long def file is loading.

  • Generale

    Allow wm_msgbox() to use SDL_ShowSimpleMessageBox() under SDL2.

    Hendricks266 r4085 7 ott, 03:05
    Mostra dettagli

    Unfortunately, SDL2 does not (yet?) provide a Yes/No box for wm_ynbox().

  • Generale

    Split the handling of audio based on RENDERTYPE into a new variable named MIXERTYPE, allowing Windows builds to use SDL for input and rendering (RENDERTYPE=SDL) while using DirectSound and Windows' MIDI interface (MIXERTYPE=WIN [current default]) so that EMIDI works.

    Hendricks266 r4084 7 ott, 03:05 Engine

Build 4083

7 ott 2013 · 8 commit · 1 autore SVN
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  • Generale

    Fix the RETURN and KP_ENTER keys under SDL2.

    Hendricks266 r4083 7 ott, 03:04 Fix
  • Generale

    Fix the Classic renderer under SDL2.

    Hendricks266 r4082 7 ott, 03:04 FixEngine
  • Generale

    Fix USE_OPENGL=0 build.

    Hendricks266 r4081 7 ott, 03:03 Fix
  • Generale

    Merge a patch from NY00123 that draws the screen to a temporary surface under the selected bit depth then blits it to a surface at the system desktop bit depth, under SDL. This allows 8-bit classic to run in fullscreen under certain *nix configurations and Windows 8.

    Hendricks266 r4080 7 ott, 03:03
  • Generale

    Fix the long-standing trivial warnings in net.c.

    Hendricks266 r4079 7 ott, 03:03 Fix
    Mostra dettagli

    Cognitively, so much time has passed that these unused variables would offer little help indicating the roadmap for networking. In any case, I have taken care only to comment rather than remove anything that is more than just a throwaway loop counter. If this commit inconveniences anyone in any way, please contact me personally and I will make it right.

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Build 4074

6 ott 2013 · 5 commit · 2 autori SVN
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  • Generale

    Improve SDL2 support as much as I can, for now. The game compiles, links, and starts, but all three renderers either don't display correctly or crash.

    Hendricks266 r4074 6 ott, 00:49 Fix
    Mostra dettagli

    To build with SDL2: make RENDERTYPE=SDL SDL_TARGET=2

  • Generale

    Work around a bug in MinGW 4.8 / mingwrt-4.0 where a function named main() in misc/src/libcrt/gdtoa/qnan.c takes precedence over the proper one in src/libcrt/crt/main.c.

    Hendricks266 r4073 6 ott, 00:49 Fix
  • Generale

    Fix building of astub.c with MinGW 4.8.

    Hendricks266 r4072 6 ott, 00:49 Fix
    Mostra dettagli

    We have to work around namespace pollution in <sys/stat.h>.

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Luglio 2013 1 build · 3 commit

Build 3973

19 lug 2013 · 3 commit · 1 autore SVN
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  • Generale

    Updates to the processing of the tilefromtexture def command:

    Hendricks266 r3973 19 lug, 20:37
    Mostra dettagli

    - Allow xoffset and yoffset to modified independently of a tile definition, much like texhitscan and nofullbright. (Both still default to zero when a tile is specified, to keep current behavior, and because it makes sense.) - Add actual detection of the "nofullbright" keyword, which appears to have been overlooked in r3230. - Internal: Eliminate the need for one int32_t by condensing two variables into "flags".

  • Generale

    Patch from johnnyonflame to fix the GCW and Dingoo build process.

    Hendricks266 r3972 19 lug, 20:36 Fix
  • Generale

    Force orientation bit 2 for screentext in addition to qstrdim, to match all other screen drawing commands.

    Hendricks266 r3971 19 lug, 20:36

Giugno 2013 2 build · 8 commit

Build 3850

2 giu 2013 · 2 commit · 1 autore SVN
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  • Generale

    Fix the display of numbers with TEXT_GAMETEXTNUMHACK and TEXT_XOFFSETZERO. (Fix level stats, part 2.)

    Hendricks266 r3850 2 giu, 22:26 Fix
    Mostra dettagli

    The commit revises the definition of qstrdim when TEXT_[XY]OFFSETZERO are used. With these flags, the offsets the user specifies are now the only dimensions the function cares about in terms of tile placement, so depending on the difference between the offset(s) and the size of the final tile, it may be slightly more or less than the dimensions actually displayed on the screen because tile size is never taken into account. (For example, if your font is nominally 9x7 like the Duke bluefont and you use a TEXT_XOFFSETZERO of 5 with a string five characters long, the total x dimension will be 25 even though the last character will overhang that amount by four pixels. If you use a TEXT_XOFFSETZERO of 12 with the same string, the total x width will be 60 even though there will be three pixels of empty space on the right edge.) This change was made because assigning text an arbitrary constant width in general implies an intent to keep character positions constant even with a variable width font, but returning the visible span of pixels on the screen that the tiles cover would have caused the string to move when alignment options other than the top-left were used. In other words, you can now safely use TEXT_[XY]OFFSETZERO with the alignment options and the text won't jiggle. Also, with TEXT_GAMETEXTNUMHACK, numerals are now effectively TEXT_XOFFSETZERO text that respect the above paragraph, so number count displays can look nice with alignment options too. Having to modify the extent/offset code makes me realize that I'm not quite happy with its structure because it gets tangled juggling different concepts like character width, X offset, and spacing, and how they relate when the line wraps or in terms of the final size. Fortunately, it produces correct results as far as I know, and it's not necessarily ugly, just hard to understand. Handle with care.

  • Generale

    Fix display of level stats by fixing G_ScreenText() handling of (orientation & 2).

    Hendricks266 r3849 2 giu, 22:26 Fix

Build 3839

1 giu 2013 · 6 commit · 1 autore SVN
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  • Generale

    Replace use of preprocessor macro WIN32 with _WIN32. (Blame clang.)

    Hendricks266 r3839 scritto il 31 mag 2013
  • Generale

    Make improvements utilizing G_ScreenText().

    Hendricks266 r3838 scritto il 31 mag 2013
  • Generale

    For all HUD and text shadows that use pal 4, also use shade 127.

    Hendricks266 r3837 scritto il 31 mag 2013
  • Generale

    Text wrapper conversion.

    Hendricks266 r3836 scritto il 31 mag 2013
    Mostra dettagli

    G_PrintGameText(), minitext_(), G_DrawTXDigiNumZ(), and menutext_() now wrap G_ScreenText(). G_GameTextLen() now wraps G_ScreenTextSize(). G_DrawDigiNum_() now wraps G_DrawTXDigiNumZ().

  • Generale

    Prettify the DEF progress meter by relocating '\n' en masse.

    Hendricks266 r3835 scritto il 31 mag 2013
    Mostra dettagli

    It should be transparent even with the meter disabled.

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Maggio 2013 2 build · 3 commit

Aprile 2013 3 build · 10 commit

Build 3676

13 apr 2013 · 3 commit · 1 autore SVN
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Build 3669

12 apr 2013 · 3 commit · 1 autore SVN
Apri la build
  • Generale

    Fix Mapster32 crash caused by custom s_buildRev strings longer than five characters.

    Hendricks266 r3669 12 apr, 20:49 FixEngine
    Mostra dettagli

    (Note: We are still vulnerable to crashes here (and likely in other places), but you have (4096-16) extra characters to work with. We should consider replacing many uses of Bsprintf with Bsnprintf.)

  • Generale

    Add newlines to some diagostic log messages that lack them and need them.

    Hendricks266 r3668 12 apr, 20:49
  • Generale

    Fix the pause during display of TENSCREEN.

    Hendricks266 r3667 12 apr, 20:49 Fix