EDuke32 Changelog Archivio non ufficiale

Build 3261

9 dicembre 2012 · 6 commit di 1 autore · SVN

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File di log originale · 20121209-3261.txt
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r3261 | helixhorned | 2012-12-09 05:24:46 -0800 (Sun, 09 Dec 2012) | 3 lines

Rearrange {net,}actor_t for 4-byte alignment of int32_t members.

Bump BYTEVERSION.
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r3260 | helixhorned | 2012-12-09 05:24:44 -0800 (Sun, 09 Dec 2012) | 6 lines

Experimental NETCODE Makefile variable, enabled by default.

Disabling netcode compilation can be interesting on memory-constrained
systems, or those that have no means of accessing the network anyway.
Note: I'm OK with maintaining this myself, i.e. it's fine if netcode dev
breaks compilation with NETCODE=0.
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r3259 | helixhorned | 2012-12-09 05:24:39 -0800 (Sun, 09 Dec 2012) | 1 line

Lunatic: drowning in code.
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r3258 | helixhorned | 2012-12-09 05:24:36 -0800 (Sun, 09 Dec 2012) | 1 line

Make EventNames[] an array of (const char *) instead of const tokenlist.
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r3257 | helixhorned | 2012-12-09 05:24:32 -0800 (Sun, 09 Dec 2012) | 5 lines

Initialize BADGUY sprite flags for hardcoded enemies.

... instead of switch/case-ing them in A_CheckEnemyTile().
Because this requires bumping BYTEVERSION, we also get rid of the
excess trailing bytes in the save game's "rest" data. (See r3052.)
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r3256 | helixhorned | 2012-12-09 05:24:28 -0800 (Sun, 09 Dec 2012) | 5 lines

Lunatic: gasping for some air.

That is, fix some oversights introduced in the preceding runs.
listglobals.sh is a helper to find global accesses.
Translator: add "number-conversion" warning option, max. error limit.
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Experimental NETCODE Makefile variable, enabled by default.

Philipp Kutin (Helixhorned) 9 dic 2012, 05:24 UTC−8 r3260

Disabling netcode compilation can be interesting on memory-constrained systems, or those that have no means of accessing the network anyway. Note: I'm OK with maintaining this myself, i.e. it's fine if netcode dev breaks compilation with NETCODE=0.

Engine

Initialize BADGUY sprite flags for hardcoded enemies.

Philipp Kutin (Helixhorned) 9 dic 2012, 05:24 UTC−8 r3257

... instead of switch/case-ing them in A_CheckEnemyTile(). Because this requires bumping BYTEVERSION, we also get rid of the excess trailing bytes in the save game's "rest" data. (See r3052.)

Lunatic Fix

gasping for some air.

Philipp Kutin (Helixhorned) 9 dic 2012, 05:24 UTC−8 r3256

That is, fix some oversights introduced in the preceding runs. listglobals.sh is a helper to find global accesses. Translator: add "number-conversion" warning option, max. error limit.