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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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Era SVN · r1519 – r8798 Era Git · voidpoint.io, da aprile 2020
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Novembre 2012 18 build · 85 commit

Build 3157

13 nov 2012 · 2 commit · 1 autore SVN
Apri la build
  • set first walls more conveniently on split in one special case.

    Helixhorned r3157 13 nov, 02:50 Engine
    Mostra dettagli

    Specifically, if the first wall of the sector-to-split is to the left or right of the *start* of the splitting line AND the sector has no TROR extensions, make these two the new nextwalls of the respective split sectors.

  • Generale

    Rewrite old-version-savegame signaling in a cleaner fashion.

    Helixhorned r3156 13 nov, 02:50

Build 3153

11 nov 2012 · 5 commit · 1 autore SVN
Apri la build
  • Generale

    Make it possible to build a standalone libcache1d.so.

    Helixhorned r3153 11 nov, 09:57
    Mostra dettagli

    Exporting only (de)compression functions. Also, different reader/writer functions can be set.

  • Generale

    Couple of tweaks in player.c to match all ProjectileData[...].xxx with a regexp.

    Helixhorned r3152 11 nov, 09:57
    Mostra dettagli

    It would be something like "ProjectileData\[([^]]+)]\.([a-z_]+)".

  • Generale

    Fix demo playback with diff application enabled.

    Helixhorned r3151 11 nov, 09:57 Fix
    Mostra dettagli

    This requires ripping out the .proj member of tiledata_t back into ProjectileData[] again because it was the only one in g_tile[] that changed during the course of a game. The g_tile[] array is now also correctly flagged as "constant throughout a game" (DS_NOCHK). Savegame version bumped.

  • Generale

    Trivial G_Util_PtrToIdx*() tweaks.

    Helixhorned r3150 11 nov, 09:57
  • Generale

    Fix viewing through moving cameras.

    Helixhorned r3149 11 nov, 09:56 Fix
    Mostra dettagli

    It's still not pretty though since there's no interpolation from G_DrawRooms().

Build 3148

10 nov 2012 · 2 commit · 1 autore SVN
Apri la build
  • Generale

    Lunatic reorganization part 2: split into engine and editor/game parts.

    Helixhorned r3148 10 nov, 12:59 Engine
    Mostra dettagli

    On the engine side (functions starting with L_), there are now the basic parts like state creation and running code from strings and files. The game and editor can add to that by e.g. loading whatever they please into the state. Their functions start with El_ and Em_, respectively. The Lua scripts still reside in source/lunatic, even for the common ones. This is because they will be embedded into the binaries as bytecode or compressed source eventually, so their location on disk will be irrelevant.

  • Generale

    Lunatic reorganization part 1: two renames and one deletion.

    Helixhorned r3147 10 nov, 12:58
    Mostra dettagli

    See the next commit for details.

Build 3146

10 nov 2012 · 5 commit · 1 autore SVN
Apri la build
  • Generale

    Clean up texture loading code etc. in polymost.c, no functional changes.

    Helixhorned r3146 10 nov, 06:11 Engine
  • Generale

    Introduce a per-tile bit preventing fullbrights in GL modes, use for LOADSCREEN.

    Helixhorned r3145 10 nov, 06:11
  • fix rotatesprite with no screen scaling and non-widescreen aspects.

    Helixhorned r3144 10 nov, 06:11 FixEngine
    Mostra dettagli

    Also, enable showing sprites in Mapster32's overhead view again, since that was one (the only?) use of that code path. The uninitialized read was introduced in r2927.

  • Generale

    When looking through a camera, don't do third person view.

    Helixhorned r3143 10 nov, 06:11
    Mostra dettagli

    Also, reorganize some G_DrawRooms() code a little without changing anything.

  • Generale

    When found a camera sprite for viewscreen, set position etc. immediately.

    Helixhorned r3142 10 nov, 06:11 FixEngine
    Mostra dettagli

    Instead of later in P_ProcessInput(). This fixes one drawrooms() call in between where the sectnum is the camera's, but the position the player's, which can lead to a slow "outer view" render in Polymer.

Build 3131

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

    New utility ivfrate(.exe) and a couple of small VP8 changes.

    Helixhorned r3131 8 nov, 12:17
    Mostra dettagli

    The command-line utility can query and set the frame rate of IVF files, since apparently encoders don't care too much about setting proper values in the IVF header. Also, add the utility to the synthesis build. On the playback side in EDuke32, get rid of the 1/(2*fps) "correction" if the FPS numerator is <1000 (presumably used in older encoders) and properly print the frame rate's fractional part.

  • "fix" building.

    Helixhorned r3130 8 nov, 12:17 Fix
  • Generale

    Fix USE_OPENGL=0 build.

    Helixhorned r3129 8 nov, 12:17 Fix

Build 3127

6 nov 2012 · 5 commit · 1 autore SVN
Apri la build
  • Generale

    Prettify some code where I felt was necessary.

    Helixhorned r3127 6 nov, 15:06
  • Generale

    When binding a key, take care of processing one-to-many binds properly in menu.

    Helixhorned r3126 6 nov, 15:06 Fix
    Mostra dettagli

    This means that the "Keyboard Setup" should now properly reflect the bindings, except in the theoretical case of one gamefunc being bound more than two keys. (What was fixed is the one key to many gamefuncs case.)

  • Generale

    Get rid of the code reading in [KeyDefinitions] section of eduke32.cfg.

    Helixhorned r3125 6 nov, 15:06
    Mostra dettagli

    That section was only ever read in for little profit and never written out! Keyboard input is actually dispatched as OSD commands for a good while, so that old cruft has to go!

  • Generale

    Clean up control.c.

    Helixhorned r3124 6 nov, 15:06
    Mostra dettagli

    - Remove everything using CONTROL_KeyMapping, which was only written to. - Remove unused functions, make local ones static. - Remove private function declarations in _control.h.

  • Generale

    Fix one key <--> multiple gamefuncs dispatching.

    Helixhorned r3123 6 nov, 15:06 Fix

Build 3114

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

    engine.c: add bound-check assert failing for sprites in m32's textured 2D mode.

    Helixhorned r3114 4 nov, 15:03 Engine
    Mostra dettagli

    Also, disable drawing sprites in that mode for now.

  • functionality to rotate or scale RShift-highlighted stuff smoothly.

    Helixhorned r3113 4 nov, 15:03 Engine
    Mostra dettagli

    This is done by pressing LShift and - holding down the left mouse button for scaling, or - the right mouse button for rotating the highlighted walls/sprites with respect to a pivot point determined as the center of the bounding box of all highlighted points. Note that scaling sectors isn't that easy and the current functionality is very rudimentary: there's no z scaling, no xrepeat correction, and sprites aren't touched expect for their position. The user is responsible to maintain map consistency, for example to prevent wall-lines of the same sector crossing each other.

  • when looking for matching wall in 2nd pt. ins., don't skip gray nextwalls.

    Helixhorned r3112 4 nov, 15:03 FixEngine
    Mostra dettagli

    This fixes a bug where it's not possible to split a sector under certain circumstances, reported by Micky C here: http://forums.duke4.net/topic/1348-mapster32-problems-and-bugs/page__view__findpost__p__138380 Also, don't allow zero in various 'F functions: Resize selection and Global {shade, visibility} divide.

Build 3111

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

    Work around the transparent line with on-screen chaingun and linear filtering.

    Helixhorned r3111 3 nov, 12:32 Engine
    Mostra dettagli

    We do this by messing with the GL texture that gets uploaded for CHAINGUN. Since this is implemented on the engine side, the static value for CHAINGUN (2536) is used, and the tile dimensions are compared to 211x55 to have a little confidence that the tile wasn't overridden by a mod. Hack indeed.

  • VPX

    print determined frame rate to the log.

    Helixhorned r3110 3 nov, 12:32
    Mostra dettagli

    Currently, the FPS determination is based on libvpx's vpxdec.c code, which uses the FPS provided in the IVF file in one case, and simply sets it to 30 FPS in the other. For the first case, a "correction" is carried out for something which the comments suggest to originate from other (old?) VPX encoder versions.

  • update structures, find maps case-insensitively in findmaps.sh.

    Helixhorned r3109 3 nov, 12:32
  • draw lines to linking sprites with LShift, jump to them with +[ or +]

    Helixhorned r3108 3 nov, 12:32 FixEngine
    Mostra dettagli

    When LShift is pressed and the mouse is over a linking sprite (as determined by the tag labeling system), lines are drawn to all other sprites, and pressing [ or ] will cycle these then. False positives and missed sprites are possible. Additional changes: - consider SE 31 and 32's lotag to NOT be linking, since the ACTIVATOR is what matters. The original maps are inconsistent there. - When pressing Alt+[ or Alt+] and there are no corruptions, say so instead of doing [ or ].

  • make geom.lua work standalone, fix __eq metamethods for dvec[23]_t.

    Helixhorned r3107 3 nov, 12:32 Fix
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Ottobre 2012 4 build · 32 commit

Build 3078

14 ott 2012 · 7 commit · 1 autore SVN
Apri la build
  • Generale

    Texel-granular hitscan() for wall-aligned sprites.

    Helixhorned r3078 14 ott, 13:41 Engine
    Mostra dettagli

    The attribute is set per tile from DEF: either texhitscanrange <begintile> <endtile> or tilefromtexture <tile> { ... texhitscan ... } (As a special case, the list may only contain "texhitscan", in which case the texture is not changed.) In passing, do some cleanup for "tilefromtexture" DEF parsing: the list tokens should now be accepted in any order, and errors don't appear in the middle of the list parsing.

  • Generale

    Factor out 2x identical code into G_WeaponHitCeilingOrFloor().

    Helixhorned r3077 14 ott, 13:41
  • Generale

    Clean up G_MoveWeapons(), among other things getting rid of weird indentation.

    Helixhorned r3076 14 ott, 13:41
  • Generale

    Clean up A_MoveSprite(), no functional changes.

    Helixhorned r3075 14 ott, 13:41
  • Generale

    Rearrange G_MoveTransports() code a little to cut down on nested switches.

    Helixhorned r3074 14 ott, 13:41
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Build 3064

7 ott 2012 · 9 commit · 1 autore SVN
Apri la build
  • expose updatesector*, add random walker as timing test for them.

    Helixhorned r3064 7 ott, 08:26
  • various tweaks and API changes/additions.

    Helixhorned r3063 7 ott, 08:26
  • save command input history.

    Helixhorned r3062 7 ott, 08:26 Engine
  • Generale

    Clean up redundant/local function declarations in build.c.

    Helixhorned r3061 7 ott, 08:26
  • various tweaks.

    Helixhorned r3060 7 ott, 08:26
    Mostra dettagli

    Going to extremes to avoid code duplication like the plague, but at least it's great to learn about the whole function environment business.

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Build 3052

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

    In savegames, store dummy constant-length block instead of a _prlight array.

    Helixhorned r3052 3 ott, 08:29 Engine
    Mostra dettagli

    sizeof(_prlight) differs across compilers, and besides, Polymer lights were not loaded anyway (they're restored live in-game later). The savegame version was not bumped, but only savegames made with builds where sizeof(_prlight)==261 (like synthesis) will stay compatible! Report and helpful debugging information by LeoD.

  • Generale

    In DNCOORDS display, add spritebridge and sbs.

    Helixhorned r3051 3 ott, 08:29
  • Generale

    On non-{Windows, OS X}, don't link to libpng when PNG support is not requested.

    Helixhorned r3050 3 ott, 08:29

Build 3049

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

    Add helper program profdemo.lua, running EDuke32's demo profiling N times.

    Helixhorned r3049 1 ott, 10:52
    Mostra dettagli

    ... and displaying statistics afterwards. It was easier to do it this way than porting stat.lua to C and especially adding more logic to the already spaghetti-like demo playback code.

  • Generale

    In Load Game menu, show 32- or 64-bitness of save game on mismatch.

    Helixhorned r3048 1 ott, 10:52
  • make 'corruptcheck_noalreadyrefd' a separate OSD command.

    Helixhorned r3047 1 ott, 10:52 FixEngine
    Mostra dettagli

    Instead of having 'noalreadyrefd' as a 'corruptcheck' subcommand. This way, TAB completion can be had.

  • factor out some code (3x) into GetSaveBoardFilename().

    Helixhorned r3046 1 ott, 10:52 Engine
  • Generale

    In -d command line arg, allow specifying demo number in addition to file name.

    Helixhorned r3045 1 ott, 10:52
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Settembre 2012 9 build · 50 commit

Build 3034

28 set 2012 · 4 commit · 1 autore SVN
Apri la build
  • Generale

    engine.c: Split CLASSIC_NONPOW2_YSIZE into _WALLS and _SPRITES, enable the second

    Helixhorned r3034 28 set, 08:20 Engine
  • Generale

    Port non-pow2 ysize texture mapping routines to MASM, untested.

    Helixhorned r3033 28 set, 08:20
    Mostra dettagli

    It's mostly taking over the NASM code, with a couple of changes: - declarations for externals and globals are slightly different - the masm seems to have e.g. "dword ptr [...]" where the nasm has only "dword [...]", though the masm also has a couple of the latter. The "ptr" modifier seems kinda redundant to me, but I added it to every indirection anyway.

  • Generale

    a.nasm: add 'dword' to some stores in the nonpow2 routines for consistency.

    Helixhorned r3032 28 set, 08:20
  • Generale

    engine.c: add compilation switches for non-pow2 ysize functions, disable for now.

    Helixhorned r3031 28 set, 08:20 FixEngine
    Mostra dettagli

    Previously, we used them in our builds for sprites, but MSVC builds don't have the ASM ported to MASM, and thus the workaround of ignoring the linking errors was not safe.

Build 3030

26 set 2012 · 3 commit · 1 autore SVN
Apri la build
  • Generale

    foreachmap.lua: add option of only printing matching file names (like grep -l)

    Helixhorned r3030 26 set, 15:54 Engine
    Mostra dettagli

    Also, add convenience wrapper script findmaps.sh for quickly searching for sprites/walls/sectors satisfying a certain condition in all map files under a given directory.

  • add check for sprites being out of the maximal grid range (+-524288).

    Helixhorned r3029 26 set, 15:53 Engine
    Mostra dettagli

    Requested auto-correction will place such sprites at their sector's first point.

  • Generale

    Revert "Abyss crash prevention code", but make the overflow explicit.

    Helixhorned r3028 26 set, 15:53 Fix

Build 3027

24 set 2012 · 5 commit · 1 autore SVN
Apri la build
  • Generale

    Disable spot lights on ATI cards, fixing the recent crashes with Catalyst 12.8.

    Helixhorned r3027 24 set, 14:09 Fix
  • Generale

    Fix compilation on Debian 6.0 (Squeeze).

    Helixhorned r3026 24 set, 14:09 Fix
  • Generale

    Revert r2223's removing of bit 1 making it to setbrightness(), now a noop.

    Helixhorned r3025 24 set, 14:09 Fix
    Mostra dettagli

    Hendricks found a bug caused by that commit, so this one enables exprimentation with setbrightness() bit 1 behavior.

  • Generale

    Add the option of starting demo profiling from the command line.

    Helixhorned r3024 24 set, 14:09
    Mostra dettagli

    EDuke32 will exit afterwards.

  • Generale

    foreachmap.lua: add shortcut for quickly finding certain sectors/walls/sprites.

    Helixhorned r3023 24 set, 14:09 Engine

Build 3022

15 set 2012 · 3 commit · 1 autore SVN
Apri la build
  • Generale

    With SDL 1.2 builds, make the profiling be cancelable by pressing any key.

    Helixhorned r3022 15 set, 08:28
  • Generale

    Add a profiling option to the 'demo' OSD command.

    Helixhorned r3021 15 set, 08:28
    Mostra dettagli

    See the comment in source/osdcmds.c for instructions on its usage.

  • Generale

    Fix aspect determination from showview in fullscreen mode.

    Helixhorned r3020 15 set, 08:28 Fix
    Mostra dettagli

    This makes the splitscreen mod not have a ridiculous view distortion. Such scenes will have no correction for non-square pixels, though.

Build 3013

12 set 2012 · 4 commit · 1 autore SVN
Apri la build
  • Generale

    SE17 setup: when failing to find warp z height for lower level, use heuristic.

    Helixhorned r3013 12 set, 02:48
    Mostra dettagli

    Specifically, use the elevator's own ceiling z height instead of searching nextsectors with nextsectorneighborz(). This makes maps like L9.map (Spaceport from N64) or DEMOUNT.MAP work. [Note well: work at all, since if it happened to work before, that was pure coincidence.]

  • Generale

    __fastcall int32_t getangle -> int32_t fastcall getangle. Might fix MSVC build.

    Helixhorned r3012 12 set, 02:47 Fix
  • Generale

    Replace some literal statnums with the corrensponding STAT_...

    Helixhorned r3011 12 set, 02:46
  • Generale

    Replace some more literal SE numbers, rename a couple of functions.

    Helixhorned r3010 12 set, 02:45

Build 3009

8 set 2012 · 9 commit · 1 autore SVN
Apri la build
  • Generale

    STHELP.HLP/SEHELP.HLP: reference SE11 and ST23 from each other.

    Helixhorned r3009 8 set, 15:18
  • Generale

    Replace most other literal SEs/STs by symbolic enumeration values.

    Helixhorned r3008 8 set, 15:18
    Mostra dettagli

    Have fun researching Duke3D's hardcoded weirdness!!!

  • Generale

    Clean up some timing-related code.

    Helixhorned r3007 8 set, 15:18
    Mostra dettagli

    - duke3d.h: comment the timing marcos a bit more - factor out smoothratio calculation - (TICRATE/TICSPERFRAME) --> REALGAMETICSPERSEC

  • Generale

    New OSD cmd: demo <demonum or demofile>, starting one instantly from the menu.

    Helixhorned r3006 8 set, 15:18 Fix
    Mostra dettagli

    Also, correct some comments made in the demo source made earlier. Oops.

  • Generale

    Move enum cheatindex_t from game.c to game.h and use its values in osdcmds.c.

    Helixhorned r3005 8 set, 15:18
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