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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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Maggio 2013 16 build · 33 commit

Build 3813

24 mag 2013 · 10 commit · 1 autore SVN
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  • implement dragpoint, clipmove*; fix gamearray serialization.

    Helixhorned r3812 24 mag, 06:54 FixEngineCON
  • don't extern 'clipmovetraceboxnum', add a new func. clipmovex() instead.

    Helixhorned r3811 24 mag, 06:54 Engine
    Mostra dettagli

    The 'x' is for "extended", since its last arg is a switch of whether to disable sliding. Use that from gameexec.c.

  • Generale

    For DNCOORDS display, add current sprite count and #inserted sprites / last sec.

    Helixhorned r3808 24 mag, 06:54 Engine
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    Only in debugging builds.

  • Add -Wall option and sector[].*bunch, warn on some NYI gamevar flags.

    Helixhorned r3804 24 mag, 06:54 EngineCON
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Build 3780

16 mag 2013 · 7 commit · 1 autore SVN
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  • when 3D-inserting sprite higher than z extent, position at floor...

    Helixhorned r3780 16 mag, 14:54 Engine
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    ... when aiming at the floor.

  • fix centering of y-flipped wall sprites. (Case D in test_tileoffsets.)

    Helixhorned r3779 16 mag, 14:54 FixEngine
  • Generale

    engine.c: add tile offset debugging code guarded by DEBUG_TILEOFFSETS.

    Helixhorned r3777 16 mag, 14:54 Engine
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    Also, update test_tileoffsets.map with a new 'dimension': cstat 128 (sprite centering). It has an issue in Polymer marked with a silver D.

  • fix floor sprites with y flipping by removing special-case code.

    Helixhorned r3776 16 mag, 14:54 FixEngine
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    This fixes the case marked with the silver letter C in test_tileoffsets.map. The orientation of the sprites is correct (matches classic) as far as I can see, there are now only problems with translation.

  • rewrite sprite x/y flipping so that data flow is explicit.

    Helixhorned r3775 16 mag, 14:54 Engine
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    Also, add some defines for sprite cstats to build.h (SPR_*) and use them.

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Build 3764

14 mag 2013 · 9 commit · 1 autore SVN
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  • Generale

    Get rid of that old model occlusion checking hack I wrote for Polymost years ago. I actually didn't know this was still in EDuke32... it's one of the worst things I've ever written. :p

    TerminX r3764 14 mag, 19:19 Engine
  • Generale

    A bit more work on the Polymost shade table mode (r_usetileshades)

    TerminX r3763 14 mag, 19:19 Engine
  • Generale

    Add an experimental shading mode to Polymost for .art tiles, in which extra textures are allocated for each shade level based on the classic mode shade tables. Enable with r_usetileshades 1 (disabled by default). This uses a lot of memory and is still very WIP (a lot of the shading is completely wrong at this point).

    TerminX r3761 14 mag, 19:18 FixEngine
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    Also, further refactor texcache code.

  • Generale

    Fix issue with Polymer checkbox in startup window, as reported at http://forums.duke4.net/topic/2961-paper-cuts-minor-bugs-and-annoyances/page__view__findpost__p__158208

    TerminX r3760 14 mag, 19:17 FixEngine
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Build 3748

10 mag 2013 · 6 commit · 1 autore SVN
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  • make 'corruptcheck tryfix ?' (or '??') not require c. number range.

    Helixhorned r3747 10 mag, 05:31 FixEngine
  • for some nextwall/nextsector corruptions, suggest making wall white.

    Helixhorned r3746 10 mag, 05:31 FixEngine
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    Selected by writing e.g. 'corruptcheck tryfix 1-14 ??' in the console. Like with the first alternative, the corruption numbers / range (here, 1-14) must be given.

  • Generale

    Mapster32 corruptcheck: on nextsector/nextwall oob, suggest making wall white.

    Helixhorned r3745 10 mag, 05:31 FixEngine
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    ... in the auto-correction. Also, - make two similar corruptions level 5 (wallptr oob, wallptr+wallnum oob). - in drawscreen_drawwall(), do a more strict bound check, not only >=0.

  • Generale

    Mapster32 corruptcheck: if some members out of MAX bounds, signal level 5.

    Helixhorned r3744 10 mag, 05:31 FixEngine
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Build 3741

7 mag 2013 · 1 commit · 1 autore SVN
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  • Hook ART mapping to rotatesprite.

    Plagman r3741 7 mag, 23:53 Engine
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    The visibility calculation relies on the distance, which might not be entirely accurate in rotatesprite, so maybe it'll be too dark in some cases.

Build 3737

7 mag 2013 · 1 commit · 1 autore SVN
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  • Generale

    Finish Polymer cancer mode and enable by default.

    Plagman r3737 7 mag, 00:48 FixEngine
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    TODO: figure out wtf is wrong with rotatesprite, linear filtering.

Aprile 2013 14 build · 28 commit

Build 3708

25 apr 2013 · 3 commit · 1 autore SVN
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  • Generale

    Automatically execute mapname.cfg at map load time. This allows different maps in mods to have different rendering settings (shadescale, etc). This is not currently suitable for standalone user maps as there's no functionality to reset such cvars back to default at the next map load (so, if using this in a mod, every map needs to have a cfg).

    TerminX r3706 25 apr, 10:48 Engine
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Build 3704

22 apr 2013 · 3 commit · 1 autore SVN
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  • Generale

    a.m32: add user variable 'override_basepal'.

    Helixhorned r3704 22 apr, 03:35 Engine
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    Set it to >=0 to override the base palette (water, slime, ...) in 3D mode. This can be useful to navigate Lameduke's underwater sections, since its LOOKUP.DAT only contains 8 lookup tables, but no other *base* palettes. Consequently, base palettes >=1 will make the whole screen black when Lameduke's LOOKUP.DAT is loaded into EDuke32 or Mapster32.

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