EDuke32 Changelog Archivio non ufficiale

Build 2330

9 febbraio 2012 · 10 commit di 1 autore · SVN

Build per mese 136 build

  1. gen

  2. feb

  3. mar

  4. apr

  5. mag

  6. giu

  7. lug

  8. ago

  9. set

  10. ott

  11. nov

  12. dic

File di log originale · 20120209-2330.txt
------------------------------------------------------------------------
r2330 | helixhorned | 2012-02-09 14:45:38 -0800 (Thu, 09 Feb 2012) | 1 line

Remove a couple of redundant declarations.
------------------------------------------------------------------------
r2329 | helixhorned | 2012-02-09 14:45:18 -0800 (Thu, 09 Feb 2012) | 1 line

Lunatic: interface to events.
------------------------------------------------------------------------
r2328 | helixhorned | 2012-02-09 14:44:45 -0800 (Thu, 09 Feb 2012) | 1 line

Add some #includes to gameexec.h and sector.h so that they can be included directly
------------------------------------------------------------------------
r2327 | helixhorned | 2012-02-09 14:44:26 -0800 (Thu, 09 Feb 2012) | 1 line

Use a tokenlist for the event names and add tokenlist typedef to gamedef.h.
------------------------------------------------------------------------
r2326 | helixhorned | 2012-02-09 14:44:09 -0800 (Thu, 09 Feb 2012) | 1 line

Make r_maxfps functional in demo playback.
------------------------------------------------------------------------
r2325 | helixhorned | 2012-02-09 14:43:55 -0800 (Thu, 09 Feb 2012) | 1 line

Coalescle codes for dnkroz and dncgs cheats.
------------------------------------------------------------------------
r2324 | helixhorned | 2012-02-09 14:43:40 -0800 (Thu, 09 Feb 2012) | 1 line

Factor out identical (except for params) pieces of code of G_CheatGetInv().
------------------------------------------------------------------------
r2323 | helixhorned | 2012-02-09 14:43:21 -0800 (Thu, 09 Feb 2012) | 1 line

Fix zero-size calloc when enumerating a joystick with no hats in Windows.
------------------------------------------------------------------------
r2322 | helixhorned | 2012-02-09 14:43:06 -0800 (Thu, 09 Feb 2012) | 6 lines

Revert r2303 functionality ("Don't wait for pain tinting to subside...")

It was causing update issues when many tints were applied simultaneously,
like being shot and spit at by enforcers while being on rails barefeet.
Also, the GL modes were calling gltexinvalidate8() when picking up goodies
or being hurt with that change, so it needs much more thought.
------------------------------------------------------------------------
r2321 | helixhorned | 2012-02-09 14:42:51 -0800 (Thu, 09 Feb 2012) | 6 lines

Factor out two pieces of identical code in actors.c into A_HandleBeingSpitOn().

This fixes a bug in passing: 'int32_t j' was assigned to as a temporary inside
one instance of the code, but used as if it were the previous sprite index
further on.  Would only happen with projectiles that "work like" both SPIT
and RPG_IMPACT.
------------------------------------------------------------------------
r2320 | helixhorned | 2012-02-08 03:01:03 -0800 (Wed, 08 Feb 2012) | 1 line

Probably fix crash when reaching light count limit in G_MoveEffectors SE50 code.
------------------------------------------------------------------------
Fix

Revert r2303 functionality ("Don't wait for pain tinting to subside...")

Philipp Kutin (Helixhorned) 9 feb 2012, 14:43 UTC−8 r2322

It was causing update issues when many tints were applied simultaneously, like being shot and spit at by enforcers while being on rails barefeet. Also, the GL modes were calling gltexinvalidate8() when picking up goodies or being hurt with that change, so it needs much more thought.

FixEngine

Factor out two pieces of identical code in actors.c into A_HandleBeingSpitOn().

Philipp Kutin (Helixhorned) 9 feb 2012, 14:42 UTC−8 r2321

This fixes a bug in passing: 'int32_t j' was assigned to as a temporary inside one instance of the code, but used as if it were the previous sprite index further on. Would only happen with projectiles that "work like" both SPIT and RPG_IMPACT.