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 2022 1 build · 2 commit

Build 10163

29 set 2022 · 2 commit · 1 autore GIT
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  • findfrompath() with empty filename immediately returns -1

    Dino Bollinger 2b3f691 scritto il 25 set 2022 FixEngine
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    Fixes a bug where an empty filename is interpreted as the current directory "./", which of course always exists.

  • Use AppTechnicalName instead of AppProperName for log filename

    Dino Bollinger fd9212c scritto il 25 set 2022 Engine

Luglio 2022 1 build · 1 commit

Maggio 2022 2 build · 2 commit

Build 10042

6 mag 2022 · 1 commit · 1 autore GIT
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  • Fix building on Linux with GTK Startup Window

    Dino Bollinger 02503e9 6 mag, 13:43 Fix
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    Also changes the case of the hardcoded strings "STUFF.DAT" and "NUKELAND.MAP" to match the file case in the download on Ken's website.

Aprile 2022 9 build · 21 commit

Build 10040

29 apr 2022 · 3 commit · 1 autore GIT
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  • Introduce actor event 'EVENT_PREACTORDAMAGE'

    Dino Bollinger 9c9518f scritto il 6 feb 2022 CON
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    This event is executed when an actor runs A_IncurDamage(), and is placed just before subtracting 'htextra' from 'extra' and updating the actor's owner (i.e. just before damage is applied to the actor). For useractors, this normally occurs when ifhitweapon is called. Set RETURN to a nonzero value to skip applying the damage. This will also cause the 'ifhitweapon' conditional to skip the branch. Note that doing so will not automatically reset htextra to 0.

  • Add global gameflag "DUKE3D_GLOBAL_ADDITIVE_HITRADIUS"

    Dino Bollinger 2e5741c scritto il 28 apr 2022
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    If this flag is set, all radius damage sources will apply cumulative damage instead of overriding the existing accumulated damage. Equivalent to applying PROJECTILE_HITRADIUS_ADDITIVE to all explosions.

  • Add projectile WORKSLIKE flag PROJECTILE_HITRADIUS_ADDITIVE

    Dino Bollinger 3c4a8bb scritto il 19 nov 2021
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    This flag alters the radiusdamage calculation such that the blast damage is added to the current htextra of the actor, rather than overwriting the current applied damage completely.

Build 10036

27 apr 2022 · 3 commit · 1 autore GIT
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  • Save voxmodels in texcache to reduce startup delay in Polymost

    Dino Bollinger fa3d678 27 apr, 19:44 Engine
  • Fix texcache discovering index files in search paths if texcache.index doesn't exist in the cwd

    Dino Bollinger b51e7ac 27 apr, 17:26 FixEngine
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    Resolved by creating the index file before trying to read from it

  • Make standalone build gamefunc names available in non-standalone builds as well

    Dino Bollinger 4e85f36 27 apr, 20:18 Fix
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    Fixes issues when launching Fury with synthesis eduke32 builds

Build 10020

21 apr 2022 · 4 commit · 1 autore GIT
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Build 10013

20 apr 2022 · 1 commit · 1 autore GIT
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  • Fix viewscreens being permanently deactivated after loading a save

    Dino Bollinger f54d796 20 apr, 22:59 Fix
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    Also decreases MAXUSERTILES to (MAXTILES - 256) to ensure the tilespace used by the viewscreens isn't encroached on by user tiles.

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
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    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
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    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
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    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