EDuke32 Changelog Unofficial archive

Build 5400

21 October 2015 · 5 commits by 1 author · SVN

Builds by month 16 builds

Original log file · 20151021-5400.txt
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r5400 | terminx | 2015-10-21 12:54:14 -0700 (Wed, 21 Oct 2015) | 4 lines

Sprite sorting changes:

-Sort by owner now occurs only when two sprites have matching x/y coordinates.
-Cstat 1024 now activates a special drawing mode that indicates a sprite should be drawn without depth after all other sprites have been drawn. The previous cstat 1024 functionality, an internal hack for shadows cast by models in Polymost, has been moved to bit 1 of a new graphical effects bitfield stored in a tsprite's .extra member.
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r5399 | terminx | 2015-10-21 12:54:09 -0700 (Wed, 21 Oct 2015) | 1 line

Add colmatch to Android Makefile. DONT_BUILD.
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r5398 | terminx | 2015-10-21 12:54:06 -0700 (Wed, 21 Oct 2015) | 1 line

Tweak the amount that distance is factored in when mitigating depth fighting in Polymost.
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r5397 | terminx | 2015-10-21 12:54:02 -0700 (Wed, 21 Oct 2015) | 1 line

Improve the behavior of the BLOODSPLAT family of sprites. This improves the effect so that the blood doesn't stutter when it moves, and no longer occasionally appears to climb back up the wall for a fraction of a second.
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r5396 | terminx | 2015-10-21 12:53:57 -0700 (Wed, 21 Oct 2015) | 1 line

Minor cleanup to previous commit. DONT_BUILD.
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See http://svn.eduke32.com/listing.php?repname=eduke32 for more details.
Engine

Sprite sorting changes:

Richard Gobeille (TerminX) 21 Oct 2015, 12:54 UTC−7 r5400

-Sort by owner now occurs only when two sprites have matching x/y coordinates. -Cstat 1024 now activates a special drawing mode that indicates a sprite should be drawn without depth after all other sprites have been drawn. The previous cstat 1024 functionality, an internal hack for shadows cast by models in Polymost, has been moved to bit 1 of a new graphical effects bitfield stored in a tsprite's .extra member.

Engine

Improve the behavior of the BLOODSPLAT family of sprites. This improves the effect so that the blood doesn't stutter when it moves, and no longer occasionally appears to climb back up the wall for a fraction of a second.

Richard Gobeille (TerminX) 21 Oct 2015, 12:54 UTC−7 r5397