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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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Agosto 2023 1 build · 5 commit

Build 10392

28 ago 2023 · 12 commit · 3 autori GIT
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Giugno 2023 1 build · 9 commit

Build 10303

9 giu 2023 · 18 commit · 1 autore GIT
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  • Generale

    weapons.sample.con: Implement EVENT_DISPLAYTIP and EVENT_DISPLAYACCESS

    Hendricks266 ca4adc8 scritto il 21 feb 2021 CON
  • Generale

    weapons.sample.con: Fix knuckle shade and position

    Hendricks266 8b8a5d5 scritto il 21 feb 2021 FixCON
  • Generale

    weapons.sample.con: Replace "ifand N xor N" with "and -N-1"

    Hendricks266 54e335c scritto il 21 feb 2021 CON
  • Generale

    weapons.sample.con: Make use of scalevar where appropriate

    Hendricks266 567aee3 scritto il 21 feb 2021 CON
  • Generale

    weapons.sample.con: Replace multiplications by -1 with inv and abs

    Hendricks266 cc55450 scritto il 21 feb 2021 CON
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Febbraio 2020 1 build · 2 commit

Gennaio 2020 1 build · 2 commit

Agosto 2019 1 build · 2 commit

Luglio 2019 1 build · 1 commit

Giugno 2019 1 build · 1 commit

Febbraio 2019 1 build · 4 commit

Build 7358

27 feb 2019 · 6 commit · 1 autore SVN
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  • CON

    Implement a new VM dispatch method using an explicit jump table

    Hendricks266 r7358 27 feb, 23:21 CON
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    Most of this patch is by pogokeen.

  • CON

    Macro-ize CON keyword tokens in gamedef.h and gameexec.cpp

    Hendricks266 r7357 27 feb, 23:21 CON
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    Most of this patch is by pogokeen.

  • CON

    Move five missed opcodeless keywords down in gamedef.h

    Hendricks266 r7356 27 feb, 23:21 CON
  • CON

    #ifdef out deactivated stuff that should not be half-in, half-out

    Hendricks266 r7355 27 feb, 23:21 CON
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Gennaio 2019 1 build · 1 commit

Maggio 2018 3 build · 7 commit

Build 6902

22 mag 2018 · 6 commit · 1 autore SVN
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  • CON

    Add "swaparrays" command, which performs a pointer-swap on arrays of the same storage class.

    Hendricks266 r6902 22 mag, 22:58 CON
  • CON

    Factor out the parsing of gamearray names.

    Hendricks266 r6901 22 mag, 22:58 CON
  • CON

    Remix resizearray in the following ways:

    Hendricks266 r6900 22 mag, 22:58 CON
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    Make only one allocation instead of two. Calculate array byte sizes in a way compatible with GAMEARRAY_BOOLEAN. Clear the expanded part of grown arrays using correct counts for non-int32 sizes. Support resizing an array to 0 to free it.

  • CON

    Implement the copy command for GAMEARRAY_BOOLEAN.

    Hendricks266 r6899 22 mag, 22:58 CON
  • CON

    Fix two regressions completely breaking the correctness of the copy command, introduced in r6343.

    Hendricks266 r6898 22 mag, 22:58 FixCON
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Build 6892

21 mag 2018 · 1 commit · 1 autore SVN
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  • CON

    Revert r6526 and r6527. This restores the longstanding behavior of the killit command, and setting sprites' xrepeat to zero, to not actually delete sprites unless their statnum is STAT_ACTOR or STAT_MISC. Be sure to set a sprite's statnum to one of these statnums if you want it to be deleted.

    Hendricks266 r6892 21 mag, 22:59 FixEngineCON
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    This should fix the broken E1L1 sector warp in the existing release of the Duke 64 mod, and the Polymer light culling used in HHR.

Aprile 2018 1 build · 2 commit

Marzo 2018 4 build · 5 commit

Build 6775

16 mar 2018 · 8 commit · 2 autori SVN
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  • CON

    Add EVENT_DAMAGESPRITE, EVENT_POSTDAMAGESPRITE, EVENT_DAMAGEWALL, EVENT_DAMAGECEILING, and EVENT_DAMAGEFLOOR.

    Hendricks266 r6771 16 mar, 20:26 EngineCON
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    In these events, THISACTOR is the projectile (or source of damage), and RETURN is the sprite/wall/sector affected. Set RETURN to -1 to cancel any hardcoded effects. ud.return 1 through 5 are the parameters passed to hitradius if RADIUSEXPLOSION is the source of the damage. ud.return 1 is -1 otherwise. New tokens "damageeventtile" and "damageeventtilerange" or tiledata[].gameflags & SFLAG_DAMAGEEVENT to enable processing for receivers with corresponding tilenums. CON commands to replicate hardcoded effects (beyond switching tilenums, such as spawning glass) are forthcoming. Use of EVENT_DAMAGEHPLANE is hereby discouraged. Patch from Striker, based on work by Fox.

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Build 6766

14 mar 2018 · 1 commit · 1 autore SVN
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  • CON

    Add gettiledata/settiledata. Same members as tiledata[] quick access struct. Not all fields writable.

    Hendricks266 r6766 14 mar, 18:19 CON
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    Patch from Striker.

Build 6715

1 mar 2018 · 3 commit · 1 autore SVN
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  • Generale

    Move "EVENT_DISPLAYREST" after "EVENT_DISPLAYCROSSHAIR".

    Hendricks266 r6715 1 mar, 05:46 CON
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    Patch from Fox.

  • Generale

    1. Fix translucency in the mouse cursor.

    Hendricks266 r6714 1 mar, 05:46 FixCON
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    2. In "EVENT_DISPLAYCROSSHAIR" and "EVENT_DISPLAYCURSOR", make "userdef[].return" 1 and 2 return the coordinates, and 3 the alpha ("EVENT_DISPLAYCURSOR" only). 3. New event "EVENT_DISPLAYPOINTER" Similar to "EVENT_DISPLAYCURSOR", it is used to display the pointer that controls the aiming in Wii. "RETURN" / "userdef[].return" work in the same way as "EVENT_DISPLAYCURSOR". Patch from Fox.

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Febbraio 2018 8 build · 10 commit

Build 6706

26 feb 2018 · 2 commit · 1 autore SVN
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  • Generale

    New userdef structure "return"

    Hendricks266 r6706 26 feb, 12:20 CON
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    This works like an extension of the RETURN gamevar and it accepts multiple values. Reading or writing the value of "userdef[].return 0" is the same as reading of writing the RETURN gamevar. The following userdefs are now aliases: - m_origin_x = userdef[].return 1 - m_origin_y = userdef[].return 2 - screenarea_x1 = userdef[].return 0 - screenarea_y1 = userdef[].return 1 - screenarea_x1 = userdef[].return 2 Additionally, the API for EVENT_PLAYLEVELMUSICSLOT is hereby redefined to use return 1 and 2 (not 0) _instead of_ ud.m_*_number. Patch from Fox.

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Build 6694

24 feb 2018 · 5 commit · 1 autore SVN
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  • Generale

    Save the player's map time before EVENT_ENDLEVELSCREEN, which happens regardless of whether the hardcoded bonus screen is displayed.

    Hendricks266 r6694 24 feb, 17:18 CON
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    Make sure ud.displaybonusscreen is set to 1 if you want this to take place. The bonus screen can still be skipped by setting RETURN to -1 in EVENT_ENDLEVELSCREEN.

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