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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Gennaio 2023 1 build · 1 commit

Build 10167

23 gen 2023 · 1 commit · 1 autore GIT
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  • Generale

    - Duke3D: Ensure player maintains velocity when going through a portal.

    Mitchell Richters 1a90b98 scritto il 7 ott 2022
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    * The current setup that's been long-standing has the player come to a complete stand-still for one tic while transiting through a portal. * By saving off the velocity difference between the player's pos/opos, we can re-apply that to opos to make the portal transition truly seamless.

Agosto 2020 1 build · 1 commit

Build 9214

10 ago 2020 · 6 commit · 2 autori GIT
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    ALSA MIDI: Improve implementation as per discussions in terminx/eduke32!16.

    Mitchell Richters b1cfcd4 scritto il 20 giu 2020
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    * Don't call ALSADrv_MIDI_ListPorts() from driver_alsa.cpp. There is no need to do this as ALSADrv_MIDI_Init() just connects to the client and port specified and succeeds or fails accordingly. * Remove nullDevice vector from driver_alsa.cpp. Calculate whether returned vector from ALSADrv_MIDI_ListPorts() is null or not within game's menu and handle accordingly. * Remove static declaration of validDevices from driver_alsa.cpp. Vector is of no use inside of driver_alsa.cpp and is only required game-side. * Return declaration of devices found back to ALSADrv_MIDI_ListPorts() and return whether it's empty or not. * Declare alsadevices as an empty non-constant in menus.cpp, then populate from Menu_RefreshSoundProperties() in menus.cpp. This allows us to fill alsadevices with an empty vector if no devices found and allows a user to plug new MIDI devices in and have the game find them without restarting the game.

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Maggio 2020 4 build · 5 commit

Aprile 2020 2 build · 9 commit

Build 8850

13 apr 2020 · 4 commit · 2 autori GIT
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    build/src/sdlayer.cpp: Add new CVAR r_glfinish to make 'glFinish()' optional.

    Mitchell Richters e15e2ef 13 apr, 18:16 Engine
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    - Issues requiring glFinish() aren't really apparent on Linux, therefore not needed. - Running glFinish() can have an detrimental impact of Polymer users depending on whether they use the HRP or not.

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    build/src/sdlayer.cpp: Add new CVAR r_finishbeforeswap.

    Mitchell Richters c92fe8f scritto il 9 apr 2020
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    - glFinish() after swapping stabilises stuttering issues and has minimum performance impact. - glFinish() before swapping stabilises should be better but sometimes isn't, and is needed for KMT not to tear. Offer as an option.

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Build 8846

12 apr 2020 · 30 commit · 2 autori GIT
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