EDuke32 Changelog Archivio non ufficiale

Build 5407

23 ottobre 2015 · 7 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 · 20151023-5407.txt
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r5407 | terminx | 2015-10-23 16:00:25 -0700 (Fri, 23 Oct 2015) | 1 line

Fix cstat 1024 with Polymer
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r5406 | terminx | 2015-10-23 16:00:21 -0700 (Fri, 23 Oct 2015) | 3 lines

Add r_pr_lighting 2, which disables the hard-coded lights while leaving lights added in maps enabled.

This also adds a menu option to control r_pr_lighting.
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r5405 | terminx | 2015-10-23 16:00:16 -0700 (Fri, 23 Oct 2015) | 1 line

Check whether the sprite is a wall, floor, or face sprite when deciding whether to bump it ahead of another entry based on position and owner.
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r5404 | terminx | 2015-10-23 16:00:13 -0700 (Fri, 23 Oct 2015) | 1 line

Disable Polymer lights attached to hidden switches.
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r5403 | terminx | 2015-10-23 16:00:10 -0700 (Fri, 23 Oct 2015) | 1 line

Improve depth fighting mitigation for floor aligned sprites.
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r5402 | terminx | 2015-10-23 16:00:06 -0700 (Fri, 23 Oct 2015) | 1 line

Don't spawn BLOODPOOL 256 units above the ground.
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r5401 | terminx | 2015-10-23 16:00:02 -0700 (Fri, 23 Oct 2015) | 1 line

Fix errant use of tsprite extra field to check an enemy's health.
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See http://svn.eduke32.com/listing.php?repname=eduke32 for more details.

Add r_pr_lighting 2, which disables the hard-coded lights while leaving lights added in maps enabled.

Richard Gobeille (TerminX) 23 ott 2015, 16:00 UTC−7 r5406

This also adds a menu option to control r_pr_lighting.

Engine

Check whether the sprite is a wall, floor, or face sprite when deciding whether to bump it ahead of another entry based on position and owner.

Richard Gobeille (TerminX) 23 ott 2015, 16:00 UTC−7 r5405