EDuke32 Changelog Archivio non ufficiale

Cosa è cambiato in EDuke32, build per build

2.117 build · 8.866 commit · 25 autori · Ottobre 2009 – Agosto 2026

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Era SVN · r1519 – r8798 Era Git · voidpoint.io, da aprile 2020
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Gennaio 2016 4 build · 6 commit

Build 5532

7 gen 2016 · 19 commit · 1 autore SVN
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  • Generale

    Introduce USE_GLEXT macro and use it to conditionally compile out all GL ARB function calls when compiling for GL ES platforms.

    Hendricks266 r5526 7 gen, 17:33 Engine
    Mostra dettagli

    This replaces the previous hack where we kept the dynamic pointers null and simply never tried calling any of them by a conspiracy of default runtime settings and disabled menu options. Code affected: VBO support for models, VPX GLSL decoding, texture compression (texture cache), and multitexturing (glow/detail maps). This commit also replaces EDUKE32_GLES conditionals with USE_GLEXT where appropriate. I didn't touch polymer.c because it depends too heavily on extensions for conditionally compiling them to make sense.

  • Generale

    Fix POLYMER=0 warnings introduced in r5496.

    Hendricks266 r5516 7 gen, 17:32 FixEngine
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Dicembre 2015 5 build · 17 commit

Build 5491

22 dic 2015 · 17 commit · 1 autore SVN
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  • Generale

    Add vm_player, vm_sprite and vm_distance to get/setuserdef. This controls the sprite and player referenced by things like "THISACTOR", all of the "ifp" conditionals, per-actor gamevar access, etc. This is intended to be used to un-gimp things like EVENT_WORLD.

    TerminX r5489 22 dic, 20:06 EngineCON
  • Generale

    Fix cstat 1024 in classic and Polymer

    TerminX r5484 22 dic, 20:05 FixEngine
  • Generale

    Increase Polymost depth fighting mitigation offset, plus some other minor changes that shouldn't affect anything.

    TerminX r5482 22 dic, 20:05 Engine
  • Generale

    Add support for sector/wall/sprite struct trackers to Polymer

    TerminX r5481 22 dic, 20:05 Engine
  • Generale

    Split Polymer artmap setup into polymer_setupartmap()

    TerminX r5480 22 dic, 20:05 Engine
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Build 5466

4 dic 2015 · 6 commit · 1 autore SVN
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  • Generale

    Add test cases for previous commit: transhacktest.map and .m32

    Hendricks266 r5466 4 dic, 03:53 Engine
  • Add a new pthtyp flag to mark textures that should not be processed by the fixtransparency() hack (which avoids the transparent color blending into a sprite when texture filtering is enabled), such as non-(T)ROR-masking floors and ceilings, white- and mask-walls, paper-skies, and rotatesprite with orientation flag 64. This commit makes sure the flag's status always fits the situation.

    Hendricks266 r5465 4 dic, 03:52 FixEngine
    Mostra dettagli

    This fixes the remaining issue with WWII GI's LOGO.ANM: Color index #255 is used as the dominant white color (not as a transparent index) and fixtransparency() was mangling the image as a result.

  • Enumify the lower bits of the method/dameth argument to various functions.

    Hendricks266 r5464 4 dic, 03:52 Engine
  • Generale

    Factor out common handling of the end-of-level between sectors tagged 65535 and 65534, switches tagged 65535, and nukebuttons.

    Hendricks266 r5463 4 dic, 03:52 FixEngine
    Mostra dettagli

    This fixes the bug with user maps ending in 65534-tagged sectors, reported by FistMarine: https://forums.duke4.net/topic/8367-end-of-level-bug/ It also eliminates dead code belonging to the nukebutton.

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Novembre 2015 5 build · 22 commit

Build 5454

25 nov 2015 · 20 commit · 2 autori SVN
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  • Don't test (!usemodels || md_tilehasmodel(picnum, pal) < 0) in eligible_for_tileshades (called only from getshadefactor) because getshadefactor is only called when a model is *not* being drawn, and therefore results in incorrect shading when drawing a tile with a model defined and models enabled to the screen or as a skybox.

    Hendricks266 r5440 25 nov, 04:07 FixEngine
  • Bookend the recursive call to polymost_drawpoly as part of the fullbright pass with bglDepthFunc(GL_EQUAL) and bglDepthFunc(GL_LEQUAL) to ensure that the fullbright overlay is always visible and never fights with the sprite itself.

    Hendricks266 r5438 25 nov, 04:07 Engine
  • Remove "indrawroomsandmasks" variable and its only use in polymost_drawpoly as a condition for the fullbright pass.

    Hendricks266 r5437 25 nov, 04:07 Engine
  • Connect spriteext[].x/ypanning to model UVs (range 0-255).

    Hendricks266 r5436 25 nov, 04:07 Engine
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Build 5434

20 nov 2015 · 4 commit · 1 autore SVN
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  • in drawspritelabel(), use fixed background color.

    Helixhorned r5434 20 nov, 12:26 FixEngine
    Mostra dettagli

    Make it always one of the colors that the 2D color cycles to (base color + offset in [0 .. 4]) instead of <base color>-3, as that one might be in a different color ramp.

  • add byte array editorcolors[256] to m32script variables.

    Helixhorned r5433 20 nov, 12:26 EngineCON
    Mostra dettagli

    This makes it possible to set up editor colors at startup (from m32_autoexec.cfg). For example: script_expertmode 1 do for i range 256 ifge i 33 { set editorcolors[i] i } script_expertmode 0 Use this method in the description of how to get old-style 2D colors in tiles.cfg and suggest an alternative color index pair.

  • make 'script_expertmode' require an argument (0 or 1) to toggle.

    Helixhorned r5432 20 nov, 12:26 Engine
    Mostra dettagli

    Without an argument, it prints the current state.

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Build 5430

14 nov 2015 · 7 commit · 1 autore SVN
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  • changes to aid getting the old color scheme (by customizing).

    Helixhorned r5430 14 nov, 15:41 Engine
    Mostra dettagli

    - bump MAX_TILE_GROUP_ENTRIES to MAXUSERTILES - in loadtilegroups(), only assign a tile color if it wasn't already assigned - allow "hidden" tile groups by omitting the hotkey - Tweak the description added to tiles.cfg

  • honor "blocking color" declared with DEF 'spritecol' et al.

    Helixhorned r5429 14 nov, 15:40 Engine
    Mostra dettagli

    Meaning tilegroup's 'colors' directive. Also, to the packaged tiles.cfg, add a description of how to emulate the earlier Mapster32 sprite coloring for one tile group.

  • in a.m32, draw color info ("set showpal 1") more informatively.

    Helixhorned r5428 14 nov, 15:40 Engine
    Mostra dettagli

    - draw ticks above the palette "ruler" - draw all editor colors (colors in editorcolor[])

  • introduce DEF command "2dcolidxrange <col> <idx> <idxend>".

    Helixhorned r5427 14 nov, 15:40 Engine
    Mostra dettagli

    <col> is the editorcolor[] starting index <idx> is the actual color index start <idxend> is the actual color index end So, editor colors from <col> onward will be mapped to [<idx> .. min(<idxend>, 255)]. Takes precedence over '2dcol'.

  • in drawscreen_drawsprite(), "sprite[j]." -> "spr->".

    Helixhorned r5426 14 nov, 15:40 Engine
    Mostra dettagli

    Also a similar stylistic tweak in parsetilegroups().

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Build 5423

14 nov 2015 · 11 commit · 2 autori SVN
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Ottobre 2015 8 build · 24 commit

Build 5412

31 ott 2015 · 3 commit · 1 autore SVN
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  • in TROR-join sectors [Ctrl+J], print z difference hint.

    Helixhorned r5412 31 ott, 08:13 Engine
    Mostra dettagli

    At the very least, this makes it easier to decide for one option ("Connect yellow ceiling w/ blue floor (1) or (v)ice versa?") when one of the differences is zero, which might have occurred from temporarily breaking TROR links.

  • fix fillsector() calls before fade_editor_screen().

    Helixhorned r5411 31 ott, 08:13 FixEngine
    Mostra dettagli

    The latter allows one to specify a color to keep, but with r5302 the fillsector() highlights are drawn with transparency, thus making it ineffective. Add an argument to toggle transparency to fillsector() (now fillsector_maybetrans()) and two wrapper functions.

  • don't offer to "Insert outer loop and make red walls" w/ RAlt+RCtrl.

    Helixhorned r5410 31 ott, 08:13 Engine
    Mostra dettagli

    This feature only makes sense with the complete de-selection of a set of sectors, i.e. when pressing RAlt to do this, not adding or removing sectors to/from the set of already highlighted ones.

Build 5407

23 ott 2015 · 7 commit · 1 autore SVN
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  • Generale

    Fix cstat 1024 with Polymer

    TerminX r5407 23 ott, 16:00 FixEngine
  • Generale

    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.

    TerminX r5405 23 ott, 16:00 Engine
  • Generale

    Disable Polymer lights attached to hidden switches.

    TerminX r5404 23 ott, 16:00 Engine
  • Generale

    Improve depth fighting mitigation for floor aligned sprites.

    TerminX r5403 23 ott, 16:00 Engine
  • Generale

    Fix errant use of tsprite extra field to check an enemy's health.

    TerminX r5401 23 ott, 16:00 FixEngine
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Build 5400

21 ott 2015 · 5 commit · 1 autore SVN
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  • Generale

    Sprite sorting changes:

    TerminX r5400 21 ott, 12:54 Engine
    Mostra dettagli

    -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.

  • Generale

    Tweak the amount that distance is factored in when mitigating depth fighting in Polymost.

    TerminX r5398 21 ott, 12:54 Engine
  • Generale

    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.

    TerminX r5397 21 ott, 12:54 Engine
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Build 5395

20 ott 2015 · 8 commit · 1 autore SVN
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  • Generale

    Additional depth fighting mitigation for face sprites

    TerminX r5395 20 ott, 00:15 Engine
  • Generale

    Sort tsprites by owner as a replacement for the sort by statnum removed by Helixhorned a while back. Seems sensible enough...

    TerminX r5394 20 ott, 00:15 Engine
  • Generale

    New attempt at fixing the depth fighting with wall and floor-aligned sprites.

    TerminX r5391 20 ott, 00:15 FixEngine
  • Generale

    Fix pathsearchmode in Mapster32 when using a .def which loads a .grp.

    TerminX r5389 20 ott, 00:15 FixEngine
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Build 5375

3 ott 2015 · 9 commit · 1 autore SVN
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  • Add globalgameflag DUKE3D_NO_HARDCODED_FOGPALS, which prevents the game from automatically defining white, red, green, and blue fogpals in the first four adjacent empty palookup slots it finds.

    Hendricks266 r5375 3 ott, 04:53 Engine
  • Generale

    Add globalgameflags to Duke-Mapster32's game-side def parsing.

    Hendricks266 r5374 3 ott, 04:53 Engine
  • Generale

    Move PaletteIndexFullbrights back into the engine and autodetect fullbrights instead of hardcoding them.

    Hendricks266 r5373 3 ott, 04:53 Engine
  • Generale

    Before aliasing empty palookups to #0, check existing ones if they are identical to #0, and if so, also alias them. This saves memory in Polymost with tileshades enabled.

    Hendricks266 r5368 3 ott, 04:52 Engine
  • Add "undef" subtokens to and undef-range versions of basepalette, palookup, and blendtable.

    Hendricks266 r5367 3 ott, 04:52 Engine
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