EDuke32 Changelog Unofficial archive

Build 8247

21 October 2019 · 7 commits by 1 author · SVN

Builds by month 100 builds

Original log file · 20191021-8247.txt
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r8247 | terminx | 2019-10-21 04:27:47 -0700 (Mon, 21 Oct 2019) | 1 line

I swear, the amount of trivial differences between toolchain setups drives me up the wall sometimes
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r8246 | terminx | 2019-10-21 04:27:27 -0700 (Mon, 21 Oct 2019) | 1 line

Use stat() instead of fopen() to detect existing files when saving screenshots
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r8245 | terminx | 2019-10-20 10:55:35 -0700 (Sun, 20 Oct 2019) | 1 line

This helps the player not fall off of the edges of certain types of moving sectors as easily
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r8244 | terminx | 2019-10-20 10:55:32 -0700 (Sun, 20 Oct 2019) | 1 line

Don't activate gamefunc_Toggle_Crouch if cheat_phase is non-zero
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r8243 | terminx | 2019-10-20 10:55:28 -0700 (Sun, 20 Oct 2019) | 1 line

This fixes most issues with the player clipping through the walls of rotating sectors
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r8242 | terminx | 2019-10-20 10:55:24 -0700 (Sun, 20 Oct 2019) | 1 line

Prefer assignment of .vec2 union inside vec3_t instead of explicitly assigning .x and .y members
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r8241 | terminx | 2019-10-20 10:55:20 -0700 (Sun, 20 Oct 2019) | 7 lines

Band-aid fix for Duke3d E4L4 map "corruption"

The map isn't necessarily "corrupt", but it has a large water sector with half a dozen different SE7 teleporter sprites in it, of which all but one have destination SE7 sprites that are constantly moving while the matching SE7 in the large sector stays in place. When you teleport, the game code picks one. It doesn't always pick the one that matches.

Yeah, OK, it never picks the one that matches.

The area is a total clusterfuck.
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See http://svn.eduke32.com/listing.php?repname=eduke32 for more details.
Engine

I swear, the amount of trivial differences between toolchain setups drives me up the wall sometimes

Richard Gobeille (TerminX) 21 Oct 2019, 04:27 UTC−7 r8247
FixEngine

Band-aid fix for Duke3d E4L4 map "corruption"

Richard Gobeille (TerminX) 20 Oct 2019, 10:55 UTC−7 r8241

The map isn't necessarily "corrupt", but it has a large water sector with half a dozen different SE7 teleporter sprites in it, of which all but one have destination SE7 sprites that are constantly moving while the matching SE7 in the large sector stays in place. When you teleport, the game code picks one. It doesn't always pick the one that matches. Yeah, OK, it never picks the one that matches. The area is a total clusterfuck.