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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Febbraio 2011 15 build · 16 commit

Build 1793

13 feb 2011 · 1 commit · 1 autore SVN
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    use sprite's cstat bit 2048 for approximately the same effect as spritenoshade; some side-view and other editor tweaks

    Helixhorned r1793 13 feb, 22:48 Engine

Build 1792

13 feb 2011 · 1 commit · 1 autore SVN
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    temporarily bump the additional space after wall[] to 1024 walltypes in the editor; display map corruption status in upper left corner in the corrupt case.

    Helixhorned r1792 13 feb, 16:15 FixEngine

Build 1790

11 feb 2011 · 1 commit · 1 autore SVN
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    * Fix a serious logic mistake with checksectorpointer. Previously, a white wall could 'connect' to a red one, leaving the reverse link intact and creating a situation like this: w_new <-> w <-- w_old.

    Helixhorned r1790 11 feb, 00:15 FixEngine
    Mostra dettagli

    * Have the corruption checker catch this case among a few other new ones. Rename OSD command 'autocorruptcheck' to simply 'corruptcheck' with options 'corruptcheck <seconds>', 'corruptcheck now' and 'corruptcheck tryfix'. * When pasting sector selection into valid player space (releasing AltGr), ask whether a surrounding outer loop should be created since this is probably not always desired.

Build 1789

7 feb 2011 · 1 commit · 1 autore SVN
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    fix some issues with compilation on mac osx; make B, N, M keys behave the same as KP1, KP2, KP3 when pointing at a polymer light (hack around keyboard strangeness)

    Helixhorned r1789 scritto il 6 feb 2011 FixEngine

Build 1788

5 feb 2011 · 1 commit · 1 autore SVN
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    make [ and ] keys cycle search matches and Alt-[ and Alt-] cycle corrupt places; make Alt behave the same as Shift when panning/resizing textures in 3D mode to work around dead Shift+KP5+KP2/8 combination.

    Helixhorned r1788 5 feb, 18:16 Fix

Build 1787

4 feb 2011 · 1 commit · 1 autore SVN
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    Fix handling of lotag and friends in generic sprite search. Tags like 65535 which are really (int16_t)(-1) are now also found.

    Helixhorned r1787 scritto il 3 feb 2011 FixEngine

Gennaio 2011 10 build · 10 commit

Build 1784

30 gen 2011 · 1 commit · 1 autore SVN
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    print 'cached tile' messages only from 5 ms up so as not to flood the OSD/log; quit on out of mem in one more place; new tool md2tool to query MD2 model info or change the scale/translate fields so that desired bounds are produced

    Helixhorned r1784 30 gen, 03:02

Build 1780

23 gen 2011 · 1 commit · 1 autore SVN
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    With the help of Coccinelle, eliminate a few sector[-1] accesses and calculations of &sector[-1] (bound checking code not committed).

    Helixhorned r1780 23 gen, 07:30 Engine

Build 1777

20 gen 2011 · 1 commit · 1 autore SVN
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    Fix clipshape bug reported by DeeperThought. Reason was absent-mindedness while coding :/

    Helixhorned r1777 20 gen, 11:00 Fix

Build 1760

15 gen 2011 · 1 commit · 1 autore SVN
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    Too much stuff for one commit.

    Helixhorned r1760 15 gen, 16:23 FixEngine
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    engine: * sector-like sprite clipping now works with x- xor y-flipped actual sprites mapster32: * corruption checker has been hooked up to loading/saving routines to inform/warn the user * also warn if mouse pointer is over corrupt wall which is shown in pink then: you should not move such a wall! * faster map loading by deferring polymer_loadboard to 3d mode entrance (also removes some 'glGetTexLevelParameteriv returned GL_FALSE' warnings) * more logical maphack light handling, the logic is still a bit dodgy though * some menu and misc. function fixup * redundancy elimination... API: * added consts various for 'char *filename' parameters * loadboard() now accepts bit 4 for flags (formerly 'fromwhere')

Build 1754

9 gen 2011 · 1 commit · 1 autore SVN
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    Make mapster32 know r_downsize parameter. For best caching performance, this and glusetexcache should be the same as for the game. Highpalookup script can now generate maps equivalent to the current PHRP tint defs.

    Helixhorned r1754 9 gen, 10:53 Engine

Build 1752

3 gen 2011 · 2 commit · 2 autori SVN
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    A bunch of mutually unrelated updates.

    Helixhorned r1751 3 gen, 14:04 FixEngine
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    First, there's a new script for the generation of highpalookup images. Python 2.6, NumPy and PIL are required. Next, the map corruption checker has been ported to C. This is so that Mapster32 will be able to take decisions more cleverly based on the corruptness of the map. It also catches a few more issues like inconsistent nextwall/nextsector tags now. Finally, link the executables with --large-address-aware on Windows. This gives a gig more private virtual memory on XP when booting with /3GB. YMMV, but I can play IW2 with Polymer now.

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Build 1750

1 gen 2011 · 1 commit · 1 autore SVN
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    Make deferred polymer model processing not crash; make tile name search case-insensitive.

    Helixhorned r1750 1 gen, 10:35 FixEngine

Dicembre 2010 10 build · 10 commit

Build 1749

30 dic 2010 · 1 commit · 1 autore SVN
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    (ATM broken) support for PNG highpal files; their dimensions must be the same as the TGA ones.

    Helixhorned r1749 30 dic, 17:35 Fix

Build 1744

24 dic 2010 · 1 commit · 1 autore SVN
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    Split MD3 model post-processing into common and Polymer parts and defer the latter if the game is started with a different renderer. This has the benefit of faster startup times and much less memory consumption in that case. When the user switches to Polymer later in-game, all processing is done in one run. I've observed crashes due to the music system if it takes too long, so the it may be unreliable. Also some calloc->malloc where the clearing is unnecessary.

    Helixhorned r1744 24 dic, 07:44 FixEngine