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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Giugno 2020 20 build · 43 commit

Build 9126

8 giu 2020 · 1 commit · 1 autore GIT
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  • fix jittery view on moving sectors

    TerminX 6a78dde 8 giu, 12:21 FixEngine
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    This also fixes the interpolation for gamefunc_TurnAround and stomping on enemies. Fixes terminx/eduke32#60.

Build 9125

8 giu 2020 · 1 commit · 1 autore GIT
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  • fix issue with player movement not being locked when crushing shrunken enemies

    TerminX 7ac897a 8 giu, 09:39 Fix
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    Fixes terminx/eduke32#59.

Build 9124

7 giu 2020 · 1 commit · 1 autore GIT
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  • fix issue where the player was unable to look or move under some circumstances after being "killed" with god mode enabled

    TerminX 15c084b 7 giu, 12:15 Fix
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    Fixes #56.

Build 9122

6 giu 2020 · 5 commit · 1 autore GIT
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Build 9117

6 giu 2020 · 34 commit · 2 autori GIT
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  • Generale

    Merge branch 'goodbye_lunatic' into 'master'

    TerminX ab90c72 6 giu, 17:06 FixEngineCON
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    Remove Lunatic-related code This removes almost anything related to Lunatic, not just LunaCON. It may remove a bit more than desired, e.g., functions that can be used as possible hooks (I believe that this was one purpose of LUNATIC_EXTERN, now replaced with static anywhere). Some bits like the optional fix for software rendering of walls with non-POT tile heights remain, albeit they're still compile-time disabled. As previously written, I still know that Philipp Kutin was spending a lot of time on this.

    Merge request
    terminx/eduke32!13
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Build 9076

5 giu 2020 · 3 commit · 1 autore GIT
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  • fix CON_INITTIMER issue where the timer callback wasn't being set again after changing the rate

    TerminX c842f17 5 giu, 14:01 Fix
  • move REVSTR stuff to rev.h so it doesn't need to be duplicated between rev.cpp and windows_inc.h

    TerminX 659c2ec 5 giu, 13:35 Engine
  • specify 9 characters of length when generating VC_HASH

    TerminX 55d9f80 5 giu, 12:11
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    This is the default for current versions of git, but older versions used a default of 7.

Build 9070

5 giu 2020 · 6 commit · 1 autore GIT
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  • add source control version information to window title strings, and refactor all calls to wm_setapptitle() to go through G_UpdateAppTitle()

    TerminX afa1e57 5 giu, 05:57
  • fix winlayer wm_setapptitle() to deal with being passed a pointer to apptitle[]

    TerminX 2117042 5 giu, 05:55 FixEngine
  • move swallf[] and lookups[] allocation to videoAllocateBuffers()

    TerminX 659537d scritto il 3 giu 2020 Engine
  • Generale

    Revert "Duke3d: throw S_Update() back into the main loop to prevent audio popping"

    TerminX 4e481d1 scritto il 2 giu 2020 Fix
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    Annulla
    0a877c0 — Duke3d: throw S_Update() back into the main loop to prevent audio popping (Build 9040)
  • change calcFrameDelay() to no longer reduce the frame limit by 1 fps per 60Hz of refresh rate with r_maxfps -1

    TerminX c7c88db scritto il 2 giu 2020 FixEngine
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    This worked fine with G-SYNC displays, but I guess it sucked for regular 60Hz setups for some people. This should be tested for regressions...

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Build 9058

1 giu 2020 · 5 commit · 1 autore GIT
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  • fix DemandFeed playback

    TerminX 176a779 1 giu, 05:39 Fix
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  • mark compiled CON_MOVE/CON_AI/CON_ACTION with a trailing value

    TerminX 98351dd scritto il 30 mag 2020 CON
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    This is so I can tell the difference between actor .t_data[] values that are actually set to something defined in CON versus bullshit arbitrary internal usage of the same variable, which I need for a future commit.

  • improve WT FLAMETHROWERFLAME enemy type check

    TerminX fb4c4d5 scritto il 30 mag 2020
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    I don't expect anyone to make an EDuke32-compatible WT mod where other enemies shoot FLAMETHROWERFLAME, but if they do the behavior will at least be consistent across enemy types.

  • optimize A_RadiusDamage()

    TerminX 56a6ba6 scritto il 30 mag 2020 Engine
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    This results in far fewer calls to getwalldist(), inside(), and cansee(), which should significantly lessen the performance hit from a large number of A_RadiusDamage() calls in areas with many small detail sectors.

  • Generale

    four spaces

    TerminX 3b20f61 scritto il 28 mag 2020

Maggio 2020 8 build · 64 commit

Build 9053

28 mag 2020 · 4 commit · 1 autore GIT
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  • remove extraneous call to videoNextPage() when handling savegames initiated from CON

    TerminX e784aa3 28 mag, 08:32 CON
  • amend b164d944351463696e43eba4179dbd51c8c13885 to take slopes into account

    TerminX 4e2a326 scritto il 27 mag 2020
  • call handleevents() from CONTROL_PollDevices()

    TerminX d55c4e9 scritto il 25 mag 2020
  • improve nextsectorneighborz() return value checks

    TerminX 0224524 scritto il 25 mag 2020 Engine
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    Improves the messages printed to console when bailing out of sector effect processing due to nextsectorneighborz() returning -1. This also adds such a check to ST_21_FLOOR_DOOR, which was missing it entirely. (!!)

Build 9040

25 mag 2020 · 12 commit · 1 autore GIT
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  • #if 0 out some dead code in XA and XMP support

    TerminX 3cbb6ad 25 mag, 05:26
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    This doesn't look like it's intended to be dead code, but nothing sets Loop.Size anywhere.

  • Generale

    Bump libxmp-lite back to version 4.5.0

    TerminX fb80731 25 mag, 04:46 Fix
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    Annulla
    8914e7b — Revert "Update libxmp-lite" (Build 8928)
  • use an additional bitmap in clipupdatesector() to mark which sectors have been checked with inside()

    TerminX 453f774 scritto il 23 mag 2020 Engine
  • disable annoying clipupdatesector() console warning in release builds

    TerminX 4bb2678 scritto il 23 mag 2020 Engine
  • make a few things in clipmove() const that I must have missed the last time I worked on it

    TerminX 23b0d6b scritto il 23 mag 2020 Engine
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    Not a particularly exciting set of changes.

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Build 9009

21 mag 2020 · 6 commit · 2 autori GIT
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  • this bit of the main loop needs to go

    TerminX 01b8671 scritto il 20 mag 2020 Fix
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    The logic here is incorrect when considering anything run from within G_DoMoveThings() that may directly trigger drawing.

  • remove weird framejitter shit from FPS limiter because it doesn't do what I wanted it to

    TerminX 2876a38 scritto il 20 mag 2020 Engine
  • split chunks of main loop off into Net_DedicatedServerStdin() and G_DrawFrame()

    TerminX 8b733c1 scritto il 20 mag 2020
  • fix VS2019 16.6 build error

    TerminX 438ba9b scritto il 20 mag 2020 Fix
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Build 8942

17 mag 2020 · 4 commit · 1 autore GIT
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  • Generale

    Remove GitLab CI/CD configuration

    TerminX 7053134 17 mag, 18:07
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    Synthesis builds are now kicked off with a post-commit hook.

  • remove LIBXMP_CORE_DISABLE_IT preprocessor definition

    TerminX 22a0cc6 scritto il 15 mag 2020 Fix
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    This seems to fix memory corruption issues with .xm playback... ???

  • Generale

    engine, audiolib: clean up most SDL_MAJOR_VERSION checks so they're relative to version 2

    TerminX 0b14f61 scritto il 15 mag 2020 Engine
  • comment the reason SetWindowGrab exists

    TerminX 9462774 scritto il 15 mag 2020 Engine

Build 8937

15 mag 2020 · 7 commit · 1 autore GIT
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  • use timerGetPerformanceCounter() instead of timerGetHiTicks() for CON performance profiling

    TerminX 74da38c 15 mag, 04:53 CON
  • move gameHandleEvents() (and therefore system event pumping) back to directly in the main loop

    TerminX 0fb637f 15 mag, 02:35
    Mostra dettagli

    I'm hoping this is OK now that the issues with SDL and GetClipCursor() have been worked around.

  • bypass SDL_SetWindowGrab on Windows

    TerminX 0f6a696 scritto il 14 mag 2020 Engine
  • make CON_GETFLORZOFSLOPE and CON_GETCEILZOFSLOPE TROR aware

    TerminX 0f6398a scritto il 13 mag 2020
  • add yax_getflorzofslope() and yax_getceilzofslope()

    TerminX a73e8e6 scritto il 13 mag 2020 Engine
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