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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Stai vedendo il 2021 · selezionalo di nuovo per vedere tutti gli anni
Era SVN · r1519 – r8798 Era Git · voidpoint.io, da aprile 2020
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Dicembre 2021 4 build · 45 commit

Build 9879

16 dic 2021 · 4 commit · 1 autore GIT
Apri la build
  • fix building against SDL older than 2.0.9

    TerminX 9bf153e scritto il 14 dic 2021 FixEngine
  • SW

    use CONTROL_SetAnalogAxisSensitivity() instead of CONTROL_SetAnalogAxisScale() for mouse

    TerminX 8167009 16 dic, 02:30
    Mostra dettagli

    I don't think this is perfect but it should be an improvement.

  • fix an error in the autoaim logic where the z coord wouldn't be adjusted for CSTAT_SPRITE_YCENTER when playing Fury in EDuke32 (retail Fury builds were not affected)

    TerminX 740e1bc scritto il 12 dic 2021 Fix
  • add STANDALONE_EVAL macro

    TerminX 6353ffe scritto il 12 dic 2021

Build 9875

14 dic 2021 · 34 commit · 1 autore GIT
Apri la build
  • add menu option to control OPL3 volume post-amplification

    TerminX 3cbf400 scritto il 10 dic 2021
  • add mjr4077au to contributors

    TerminX 77aa090 scritto il 24 nov 2021
  • fix misleading usage of A_CheckSpriteFlags() (comparison with 0 implied the function returns the flag bits instead of `true` or `false`; it does not)

    TerminX b85ed73 scritto il 24 nov 2021 Fix
  • extra const in libtess2

    TerminX 487ba03 scritto il 24 nov 2021 Engine
  • fix redundant assignment

    TerminX 544044d scritto il 24 nov 2021 Fix
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Build 9839

8 dic 2021 · 7 commit · 2 autori GIT
Apri la build
  • use FX_GetPosition() in S_GetSlot() to take the age of a voice into account when selecting a voice to cancel when attempting to play more than MAXSOUNDINSTANCES of a single sound simultaneously

    TerminX 888a987 scritto il 7 dic 2021
  • basic MV_GetPosition() support for FMT_VOC/FMT_WAV

    TerminX 71821e2 scritto il 7 dic 2021
  • move a debug assertion

    TerminX c21ee6e scritto il 1 dic 2021
  • bump GL version to 3.0, drop GLES APIs since we don't use them

    TerminX 8b9e310 scritto il 1 dic 2021
  • fix crash trying to play negative sound indexes from mistagged switches

    TerminX 10ca19f scritto il 3 dic 2021 Fix
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Novembre 2021 12 build · 58 commit

Build 9828

28 nov 2021 · 10 commit · 2 autori GIT
Apri la build
  • fix dumbass GL state oversights

    TerminX b047d37 scritto il 24 nov 2021 FixEngine
  • fix stupid copy/paste error in b6740a7b32d352e6d71a5be0bc118f381599933e

    TerminX af2adcc scritto il 24 nov 2021 FixEngine
  • WIP controller force feedback (rumble) support

    TerminX 38eba41 scritto il 24 nov 2021 CON
    Mostra dettagli

    Currently hard-coded with no real customization; algorithm and range of values will certainly change but the current implementation attempts to automatically discern appropriate force feedback values based on the potential damage inflicted by projectiles the player fires, events occurring in the map such as explosions and earthquakes, and on the damage the player receives. A future commit will likely contain a way to send the force feedback impulses from CON.

  • work on controller features

    TerminX a81be4c scritto il 24 nov 2021 Engine
  • fix oversight in current A_RadiusDamage() implementation that allowed a sprite to inflict radius damage on itself

    TerminX 0178c7c scritto il 24 nov 2021 FixEngine
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Build 9815

25 nov 2021 · 8 commit · 4 autori GIT
Apri la build
  • allow r_pr_shadowdetail 6 (8192x8192)

    TerminX 90da0fc scritto il 24 nov 2021 Engine
  • fix sound regression causing sound #0 (KICK_HIT) to play when doors were opened

    TerminX cc924ee scritto il 23 nov 2021 Fix
  • Generale

    Update gamecontrollerdb.txt

    TerminX f456eb3 scritto il 23 nov 2021
  • add missing buildgl_bindSamplerObject() calls

    TerminX b98b1c1 scritto il 23 nov 2021 Engine
  • add SAMPLER_NEAREST_NEAREST_CLAMP and SAMPLER_NEAREST_NEAREST_WRAP, samplers which use GL_NEAREST_MIPMAP_NEAREST for the minification filter

    TerminX 7b325f1 scritto il 12 nov 2021 Engine
    Mostra dettagli

    It looks like mipmapping actually works with the indexed color texture shader in Polymost as-is, but it doesn't work with Polymer art mapping so we're disabling it there.

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Build 9804

19 nov 2021 · 8 commit · 2 autori GIT
Apri la build
  • Generale

    Revert "Duke3d: ACTIVATOR/MASTERSWITCH parity for SE2, SE3, SE18, SE21, SE31, SE32, and SE36"

    TerminX 4d7b0b9 scritto il 18 nov 2021 Fix
    Mostra dettagli
    Annulla
    fbf4ab5 — Duke3d: ACTIVATOR/MASTERSWITCH parity for SE2, SE3, SE18, SE21, SE31, SE32, and SE36 (Build 9382)
  • Generale

    mimalloc 2.0.3

    TerminX b1de3ed scritto il 17 nov 2021
  • throw errors when vorbis and XMP decoder initialization in a worker thread fails, validate result of worker thread decoder initialization before allowing MV_Mix() to proceed with working with the voice

    TerminX 2e909fc scritto il 12 nov 2021
    Mostra dettagli

    Untested beyond the obvious stuff like verifying the non-failure cases still produce non-failure results. These errors were still being handled before this commit, but it was in more of a rudimentary "do nothing and silently fail" sort of way.

  • properly handle the rejection of sound data that can't be identified by file header again

    TerminX 25b63dd scritto il 12 nov 2021
  • oops, this still needs to be called here for Polymer to work in the editor

    TerminX 1b880e5 scritto il 16 nov 2021 FixEngine
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Build 9791

12 nov 2021 · 4 commit · 2 autori GIT
Apri la build
  • remove reset to previous projectile position from projectile bounce handling

    TerminX b3003ac 12 nov, 07:53
    Mostra dettagli

    Please report any weirdness relating to bouncing projectiles impacting surfaces.

  • make actors set to move vertically in CON act as if SFLAG_SMOOTHMOVE was explicitly enabled

    TerminX 9467311 12 nov, 07:53 CON
    Mostra dettagli

    This smooths out stuff like octabrains and flying liztroops without making them look stupid when they move on the ground.

  • add amalgamated version of the vector math library found at https://github.com/glampert/vectormath

    TerminX a56a752 12 nov, 07:53 Engine
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Build 9787

12 nov 2021 · 5 commit · 1 autore GIT
Apri la build
  • clean up r_persistentstreambuffer so you can turn it on and off without having to restart anything

    TerminX 47e24d2 12 nov, 07:53 Engine
  • move all the cvars in polymost.cpp so that they're at least in the same spot

    TerminX 839c192 12 nov, 07:53 Engine
  • update SDL to bfd2f8993f173535efe436f8e60827cc44351bea

    TerminX c1a128d 12 nov, 08:38
  • fix a few polymer lighting bugs, add interpolation to light positions, etc

    TerminX e67e539 12 nov, 08:38 FixEngine
  • improve GL state management, add support for GL sampler objects, add libtess2 and implement in polymer in place of the GLU tesselator, drop dependency on libGLU, improve GL debug output (in debug builds), fix various GL resource leaks

    TerminX b6740a7 12 nov, 08:38 FixEngine
    Mostra dettagli

    This should prevent a few more state changes, and address issues arising from rendermode changes wiping our state but not any of our accounting data for said state. Because libtess2 seems to be abandoned and because there were a few issues I needed to fix anyway, I went ahead and made a custom single-file header-only version for improved performance.

Build 9782

12 nov 2021 · 4 commit · 1 autore GIT
Apri la build
  • fix extra counters shown with r_showfps values greater than 1 to account for frames being rendered in places where they previously weren't

    TerminX 661883a 12 nov, 07:02 Fix
  • detect GL_ARB_sampler_objects, drop detection of GL_ARB_vertex_buffer_object, GL_EXT_texture_edge_clamp, and GL_SGIS_texture_edge_clamp

    TerminX 7304811 12 nov, 07:16 Engine
  • update to 0.1.34

    TerminX 0e45faa 12 nov, 07:01
  • remove unfinished x86_64 port of the original x86 classic renderer

    TerminX 3ddb9dd 12 nov, 07:26 Engine
    Mostra dettagli

    It never worked.

Build 9778

12 nov 2021 · 6 commit · 1 autore GIT
Apri la build
  • re-add EDuke32-specific patch I accidentally lost when I updated it

    TerminX a9ba29f 12 nov, 05:58
  • fix screen return-to-center when triggering save checkpoints, hopefully for good this time. :p

    TerminX e08d1a9 scritto il 4 set 2021 Fix
  • fix map console command to work correctly with coroutine setup

    TerminX 01f10a6 scritto il 4 set 2021 Fix
    Mostra dettagli

    Adds MODE_NEWGAME to player .gm

  • turn G_DrawFrame() into a coroutine that can just be resumed from wherever we need to

    TerminX cd55f33 scritto il 4 set 2021
    Mostra dettagli
  • Generale

    Update SDL gamecontrollerdb.txt

    TerminX 3c256ba 12 nov, 05:12
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Build 9772

12 nov 2021 · 4 commit · 1 autore GIT
Apri la build
  • sound fixes

    TerminX 6812b74 scritto il 11 nov 2021 Fix
  • minor AdLib driver fixes

    TerminX fb4369f scritto il 11 nov 2021 Fix
    Mostra dettagli

    This fixes a crash when restarting the sound system twice in a row with the OPL3 driver selected but an .ogg (or .flac or any other format) is playing instead, and makes a couple of things FORCE_INLINE in the process.

  • move libasync task to VoiceNode struct, explicitly wait on task completion before attempting to service a voice with MV_BeginService()

    TerminX 68c56c7 scritto il 11 nov 2021 Fix
    Mostra dettagli

    This fixes crashes when attempting to service an .ogg voice immediately after starting playback, before the decoder has actually finished initializing.

  • fix warning

    TerminX 37987dd 12 nov, 01:33 Fix

Build 9767

11 nov 2021 · 12 commit · 1 autore GIT
Apri la build
  • jump to menu options when pressing letter keys

    TerminX 3ec0597 scritto il 10 nov 2021
  • move yax_updown[] reset to yax_update()

    TerminX d5a6729 scritto il 12 ago 2021 Engine
  • add scroll wheel support back into file selection menus, add PgUp/PgDn and scroll wheel support to the little submenus used for selecting screen resolution and configuring the framerate limit etc

    TerminX 466b45d scritto il 12 ago 2021
  • don't use SDL_WINDOW_FULLSCREEN_DESKTOP and don't call SDL_SetWindowBordered in fullscreen

    TerminX ef06dff scritto il 12 ago 2021 Engine
  • ignore SDL_WINDOWEVENT_MOVED and SDL_WINDOWEVENT_RESIZED in fullscreen

    TerminX bd1cd8c scritto il 12 ago 2021 Engine
    Mostra dettagli

    I'm not sure if this is going to end up being the correct thing to do here, but it's what we shipped in the Fury 2.0 binary.

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Ottobre 2021 8 build · 118 commit

Build 9747

31 ott 2021 · 23 commit · 1 autore GIT
Apri la build
  • fix S_ChangeSoundPitch()/CON_SETACTORSOUNDPITCH

    TerminX bfeaf61 scritto il 7 set 2021 Fix
  • improve S_StopAllSounds() (I think)

    TerminX d8a22b7 scritto il 7 set 2021
  • use .playing member of sound_t as bitfield, improve freeSlotQueue std::atomic usage

    TerminX 88047c8 scritto il 7 set 2021
  • offload xmp_create_context()/xmp_load_module_from_memory() into worker thread

    TerminX 0730abd scritto il 7 set 2021
  • offload initial ov_open_callbacks() etc calls for vorbis into worker threads to avoid VM stalls when playing tons of .oggs from script

    TerminX 76b0d9c scritto il 7 set 2021
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Build 9721

8 ott 2021 · 1 commit · 1 autore GIT
Apri la build
  • Generale

    Revert "engine: make floor sprites clip a little more like floors"

    TerminX 964c0b5 8 ott, 02:10 FixEngine
    Mostra dettagli

    clipmove() really needs concrete indication of a moving point's starting floor height for this optimization to work correctly, and inferring that ourselves without it being explicitly passed in isn't something that would work.

    Annulla
    81f7c71 — engine: make floor sprites clip a little more like floors (Build 9710)

Build 9720

7 ott 2021 · 10 commit · 1 autore GIT
Apri la build
  • SW

    fix buffer overflow preventing the game from starting, exposed by switching to the new memory allocation systems

    TerminX 6a1f4ec 7 ott, 12:15 Fix
  • fix SDL fullscreen issues

    TerminX cae5d70 scritto il 22 set 2021 FixEngine
  • remove r_pr_vbos cvar and the code paths used for values 0 and 1

    TerminX 1682ff4 scritto il 14 ago 2021 FixEngine
    Mostra dettagli

    r_pr_vbos 0 was broken and r_pr_vbos 1 became useless once it was clear r_pr_vbos 2 wasn't causing issues.

  • add GL context version to glinfo, allow in 8 bpp mode (it's still backed by a GL surface, after all...)

    TerminX ab2e5f0 scritto il 8 ago 2021 Engine
  • manually flush console log file ptr in crash handler

    TerminX a68d0d8 scritto il 25 set 2021 FixEngine
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