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

Commit per anno

Seleziona un anno per vederne le build
Era SVN · r1519 – r8798 Era Git · voidpoint.io, da aprile 2020
Filtri · 1 attivi

Visualizzati 16 commit

Esporta CSV
Opzioni di visualizzazione
Dettagli dei commit:

Gennaio 2023

  • Generale

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

    Mitchell Richters 1a90b98 scritto il 7 ott 2022 Build 10167
    Mostra dettagli

    * 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

  • Generale

    ALSA MIDI: Improve implementation as per discussions in terminx/eduke32!16.

    Mitchell Richters b1cfcd4 scritto il 20 giu 2020 Build 9214
    Mostra dettagli

    * 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.

Maggio 2020

Aprile 2020