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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Ottobre 2012 9 build · 19 commit

Build 3092

20 ott 2012 · 1 commit · 1 autore SVN
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  • add support for negative lights

    Plagman r3092 20 ott, 21:52 Engine
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    And hook them up to cstat 128 (half-submerged, 'c' in mapster).

Build 3091

20 ott 2012 · 1 commit · 1 autore SVN
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  • add a prlight flag to make shadow-less spotlights

    Plagman r3091 20 ott, 20:41 Engine
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    And hook it up to SE cstat 64 ('1' in mapster32). This disables both lightmaps and shadow maps for the spotlight; please let me know if you have a usecase where you want lightmaps but no shadow maps for specific lights.

Build 3078

14 ott 2012 · 7 commit · 1 autore SVN
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  • Generale

    Texel-granular hitscan() for wall-aligned sprites.

    Helixhorned r3078 14 ott, 13:41 Engine
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    The attribute is set per tile from DEF: either texhitscanrange <begintile> <endtile> or tilefromtexture <tile> { ... texhitscan ... } (As a special case, the list may only contain "texhitscan", in which case the texture is not changed.) In passing, do some cleanup for "tilefromtexture" DEF parsing: the list tokens should now be accepted in any order, and errors don't appear in the middle of the list parsing.

  • Prototypical no-SE7 water submersion/emersion.

    Helixhorned r3072 14 ott, 13:41 Engine
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    Submersion only happens when the upper sector has lotag 1 and its vertical neighbor has lotag 2 (this can be useful to create non-submergible above-water sectors). Currently, only the player is handled. On the implementation side, the water handling code is split into P_Submerge() and P_Emerge() preparing the "teleportation", and P_FinishWaterChange() for the finalization.

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Build 3052

3 ott 2012 · 3 commit · 1 autore SVN
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  • Generale

    In savegames, store dummy constant-length block instead of a _prlight array.

    Helixhorned r3052 3 ott, 08:29 Engine
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    sizeof(_prlight) differs across compilers, and besides, Polymer lights were not loaded anyway (they're restored live in-game later). The savegame version was not bumped, but only savegames made with builds where sizeof(_prlight)==261 (like synthesis) will stay compatible! Report and helpful debugging information by LeoD.

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Build 3049

1 ott 2012 · 13 commit · 1 autore SVN
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  • make 'corruptcheck_noalreadyrefd' a separate OSD command.

    Helixhorned r3047 1 ott, 10:52 FixEngine
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    Instead of having 'noalreadyrefd' as a 'corruptcheck' subcommand. This way, TAB completion can be had.

  • factor out some code (3x) into GetSaveBoardFilename().

    Helixhorned r3046 1 ott, 10:52 Engine
  • Generale

    Factor out prepare/finish parts from load{old,}board(), misc. cleanup.

    Helixhorned r3044 1 ott, 10:52 Engine
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    This means that loadoldboard() now should also initialize Polymer map info after loading a v5/v6 map. Make the variables holding a file descriptor an int32_t instead of int16_t.

  • Generale

    A bit stylistic Polymost code cleanup.

    Helixhorned r3041 1 ott, 10:52 Engine
  • Generale

    Add compilation switch MODEL_OCCLUSION_CHECKING to polymost.h, leave it enabled.

    Helixhorned r3040 1 ott, 10:52 Engine
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Settembre 2012 5 build · 10 commit

Build 3035

30 set 2012 · 1 commit · 1 autore SVN
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  • Generale

    Fix a.masm changes so MSVC builds work again. The relevant functionality seems to work (non-power of 2 textures drawn without error), even with CLASSIC_NONPOW2_YSIZE_WALLS defined in engine.c, but I'm not familiar with any corner or edge cases that need to be watched out for with this.

    TerminX r3035 30 set, 07:40 FixEngine
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    Note: CLASSIC_NONPOW2_YSIZE_WALLS is still not enabled in svn.

Build 3034

28 set 2012 · 4 commit · 1 autore SVN
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  • Generale

    engine.c: Split CLASSIC_NONPOW2_YSIZE into _WALLS and _SPRITES, enable the second

    Helixhorned r3034 28 set, 08:20 Engine
  • Generale

    engine.c: add compilation switches for non-pow2 ysize functions, disable for now.

    Helixhorned r3031 28 set, 08:20 FixEngine
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    Previously, we used them in our builds for sprites, but MSVC builds don't have the ASM ported to MASM, and thus the workaround of ignoring the linking errors was not safe.

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Build 3030

26 set 2012 · 3 commit · 1 autore SVN
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  • Generale

    foreachmap.lua: add option of only printing matching file names (like grep -l)

    Helixhorned r3030 26 set, 15:54 Engine
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    Also, add convenience wrapper script findmaps.sh for quickly searching for sprites/walls/sectors satisfying a certain condition in all map files under a given directory.

  • add check for sprites being out of the maximal grid range (+-524288).

    Helixhorned r3029 26 set, 15:53 Engine
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    Requested auto-correction will place such sprites at their sector's first point.

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Build 2992

2 set 2012 · 12 commit · 1 autore SVN
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  • Generale

    Make getangle() a __fastcall function instead of static inline.

    Helixhorned r2991 2 set, 07:12 Engine
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    This trims four 4k pages of code from the release EDuke32 build and one page from Mapster32.

  • Generale

    In dosetaspect(), bail out calculating radarang2[] instead of failing assertion.

    Helixhorned r2990 2 set, 07:10 Engine
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    When this happens, parallaxmodes other than 0 will be unavailable and silently draw as parallaxmode 0. This usually happens with extremely wide resolutions.

  • Generale

    Move #include <math.h> from polymer.h to polymer.c.

    Helixhorned r2985 2 set, 07:05 Engine
  • Generale

    Remove some #if 0 blocks that are probably of no interest any more.

    Helixhorned r2981 2 set, 07:00 EngineCON
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    For reference, they are the following: - cache1d.c: suckcache() - build.c: compare_wall_coords() - make switch-invisible heuristic - Mapster32: old sprite search - Mapster32: manual z range - m32script: read/writearray, qgetsysstr - menus.c: savetemp()

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Agosto 2012 9 build · 21 commit

Build 2971

26 ago 2012 · 9 commit · 1 autore SVN
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  • Generale

    Quit the game if SE17 (warp elevator) setup fails.

    Helixhorned r2971 26 ago, 15:17 Engine
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    The spawn-time SE 17 setup uses nextsectorneighborz() which can fail (return -1) on some circumstances and would cause an OOB sector[] access.

  • Generale

    engine.c: rewrite nextsectorneighborz() for clarity.

    Helixhorned r2969 26 ago, 15:15 Engine
  • Generale

    build.lua map loader: add the option of canonicalizing sprite order.

    Helixhorned r2968 26 ago, 15:13 Engine
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    This is mostly for debugging, since currently, Mapster32 restores sprites not in the same order as the original sprite index order. Also, expose this option from map2text.lua and mapdiff.sh.

  • for c&p-ing map portions w/o TROR, fix wrongly resetting wall lotag/extra

    Helixhorned r2965 26 ago, 15:10 FixEngine
  • for copy-pasting map portions without TROR, fix wrongly resetting xpanning.

    Helixhorned r2963 26 ago, 15:08 FixEngine
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    This is really an artifact of overloading the sector fields for different uses. For copy-pasting TROR'd portions, the bug still persists.

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Build 2951

21 ago 2012 · 1 commit · 1 autore SVN
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  • Generale

    Make a colored REACTOR/REACTOR2 sprite disappear in single player again.

    Helixhorned r2951 21 ago, 10:40 Engine
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    Noted by Nukey. See Duke3D 1.5 GAME.C line 4220.

Build 2948

20 ago 2012 · 11 commit · 1 autore SVN
Apri la build
  • properly reset highlights in undo/redo.

    Helixhorned r2943 20 ago, 14:27 Engine
  • with highlighted sectors, print rot. angle; Alt + [,]: manual angle.

    Helixhorned r2942 20 ago, 14:26 Engine
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    Because rotating sectors "smoothly" by 1 BUILD ang will quickly accumulate roundoff error, this lets the user first do that as a preview and then use the manual angle rotation do carry it out for real.

  • use the rotatepoint code for both smooth and 90-degree sect. rotation.

    Helixhorned r2941 20 ago, 14:26 Engine
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Build 2915

16 ago 2012 · 20 commit · 1 autore SVN
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  • Generale

    Factor out Polymost's widescreen bit handling code and use it in classic, too.

    Helixhorned r2911 16 ago, 14:48 Engine
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    This means that classic and the GL modes now look the same as far as e.g. hud_bgstretch or HUD weapons are concerned.

  • Generale

    polymost.c: rewite widescreen bit code, part 2.

    Helixhorned r2910 16 ago, 14:48 Engine
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    Use integer math; both args to setaspect are constant.

  • Generale

    Clean up classic's and Polymost's dorotatesprite functions (triv. changes only)

    Helixhorned r2909 16 ago, 14:48 Engine
  • Generale

    polymost.c: rewrite dorotatesprite's widescreen bit handling (256,512,1024).

    Helixhorned r2908 16 ago, 14:48 Engine
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    Instead of setting and resetting the [xy]dim globals, use them as locals in a block (shadowing the globals). Also, do some common subexpression elimination for clarity.

  • use updatesector instead of *z.

    Helixhorned r2907 16 ago, 14:48 Engine
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    When shrunk, the player position is below the floor for some weird reason. Updatesectorz would set the sector to -1, and the view would not be drawn.

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