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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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Febbraio 2012 15 build · 29 commit

Build 2390

27 feb 2012 · 1 commit · 1 autore SVN
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  • Generale

    Significantly speed up non-power-of-two floor sprite texture mapping functions.

    Helixhorned r2390 27 feb, 11:40 Engine
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    (Classic renderer). We don't need 64-bit integers; also use the nice asm version of divscale32() if possible.

Build 2387

25 feb 2012 · 1 commit · 1 autore SVN
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    Try to find another mirror wall if the assigned one breaks.

    Helixhorned r2387 25 feb, 07:59 FixEngine
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    This fixes mirrors consisting of more than one walls not drawing when the first assigned mirror wall breaks. It still does not let you have more than one mirror (i.e. mirror sectors) showing up at the same time in the scene. Affects classic and Polymost only.

Build 2381

24 feb 2012 · 2 commit · 1 autore SVN
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  • Generale

    Do bound check for "quick" sector/wall accesses from CON, i.e. in getvarvar.

    Helixhorned r2381 24 feb, 11:51 EngineCON
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    This was causing oob sector accesses with code like this: getwall[hitwall].nextsector temp ifvarvare sector[temp].floorz sector[temp].ceilingz setvar tempb 1 (from DT's HYPERCORE). Also validate quote indices passed to CON's quote and userquote commands at runtime.

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Build 2379

21 feb 2012 · 3 commit · 1 autore SVN
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    QUOTE_NVG_OFF-p->heat_on --> QUOTE_NVG_OFF-!!p->heat_on in sector.c.

    Helixhorned r2378 21 feb, 11:33 EngineCON
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    Because: 1) It used to be like this; 2) guard against bad CON input.

  • Generale

    Fix potential (certain?) oob access with ST28/SE21.

    Helixhorned r2377 21 feb, 11:32 FixEngine
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    Encountered with Scent.map. Since the SE21 are deleted after they have been used, the search for them in the ST28 code in sector.c may come up empty, in which case sector[-1] would be accessed.

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Build 2376

21 feb 2012 · 1 commit · 1 autore SVN
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    Fix sprites with picnums >= MAXSPRITES not drawing in classic.

    Helixhorned r2376 21 feb, 10:24 FixEngine
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    This was discovered because viewscreens (TILE_VIEWSCR) ceased being drawn with the MAXTILES increase (reported by Hank, who also did the bisect).

Build 2373

20 feb 2012 · 8 commit · 1 autore SVN
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  • make neartag accept a sprite-blacklist function and use it in sector.c.

    Helixhorned r2373 20 feb, 11:54 EngineCON
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    Internally, the last argument to neartag is now a pointer to a function int32_t (*blacklist_sprite_func)(int32_t i), which is supposed to return 1 if sprite[i] should NOT be considered for hitting. This is now used in the hard-coded neartag() calls in sector.c, but not in any way in CON (there's neither a C blacklist function provided, nor is there a possibility to define one in CON). There, all sprites with picnums >=1 and <=10 (i.e. the effectors) will be blacklisted. This remedies problems where such sprites would get in the way of switches. Note that a whitelist approach (only consider a predefined set, namely those picnums which will be checked afterwards) has back-compatibility implications since people may have used e.g. lotagged window sprites to cover a switch. Also, the >=1 to <=10 range is [sic] (the static, not dynamic values are used), since anyone redefining effector picnums is clearly out of their mind.

  • Generale

    polymost.c: More informative failure message for gloadtile_cached().

    Helixhorned r2371 20 feb, 11:53 Engine
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Build 2360

18 feb 2012 · 8 commit · 1 autore SVN
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  • make aspect ratio also control r_usenewaspect.

    Helixhorned r2358 18 feb, 09:56 Engine
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    - RENDERER SETUP is now also accessible from classic, with only 2 options: 'aspect ratio' and 'ambient light level' - remove the latter option from the VIDEO SETUP menu - When compiled with OpenGL, the aspect ratio option cycles between 3 states: r_usenewaspect=1 (the modern way), and r_usenewaspect=0 but r_widescreen=0/1. In non-GL builds, there are only 2 states. - don't display black translucent overlay in COLOR CORRECTION menu

  • Generale

    Fix non-OpenGL build.

    Helixhorned r2357 18 feb, 09:56 FixEngine
  • Generale

    In the user map selector, sort file names case-insensitively on Unix'y systems.

    Helixhorned r2356 18 feb, 09:56 Engine
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    This makes more sense because the game selector draws the names with uppercase letters and the hotkeys to jump to a map starting with a particualar letter aren't case sensitive, either. Mapster32's selector will still display maps starting with upper case first.

  • Generale

    engine.c: more formatting, removing of textually duplicate code.

    Helixhorned r2354 18 feb, 09:55 Engine
  • Generale

    engine.c: formatting changes

    Helixhorned r2353 18 feb, 09:55 Engine
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    The bulk are whitespace changes; the only exception is a "if (expr) { stmt; }" --> "if (expr) stmt;"

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Build 2351

16 feb 2012 · 7 commit · 1 autore SVN
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    Update samples/trueror1.map with some tests of sprites lying on TROR floors.

    Helixhorned r2351 16 feb, 11:25 FixEngine
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    Also, there's a "ladder" that passes through a TROR portal, and the mirror in that map has been fixed for the classic renderer.

  • Fix extended ceiling/floor picnums taking on picnum 0 in Polymer.

    Helixhorned r2350 16 feb, 11:25 FixEngine
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    The reason was that drawmasks(), which was where the resetting of the fake RoR textures happened under Polymer, can be called from polymer_displayrooms() when mirrors are present. I was assuming that drawmasks() was only ever called after the 'main' drawrooms and that hence the sequence of fake RoR tile tweaking was set, reset, set, reset, ... which it was not. Now, do the resetting explicitly after every drawmasks() in the editor.

  • Generale

    When loading a map in-game, clear TROR wall members corresponding to up/down links.

    Helixhorned r2349 16 feb, 11:25 FixEngineCON
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    I find this cleaner for two reasons. First, lotags won't get in the way of neartag(), so that doors and switches near constrained TROR walls can be pushed. Second, this removes the information leak so that CON coders aren't tempted to read that values directly before a proper API for that comes along. When writing out a map in-game (e.g. with dndebug), restore the respective members so that it can be loaded in the editor again.

  • Generale

    engine.c: Rewrite tslopevlin (translucent slope vline texmapping) for clarity.

    Helixhorned r2348 16 feb, 11:24 Engine
  • Generale

    Fix player being not blocked by sprites lying on an extended floor.

    Helixhorned r2347 16 feb, 11:24 FixEngine
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    getzrange() returns the floor rather than the sprite if their heights are equal. Now, make an exception for extended floors (analogously, ceilings).

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Build 2344

14 feb 2012 · 4 commit · 1 autore SVN
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  • Generale

    engine.c: replace 0xXXXXXXXX literals with INT32_MIN/MAX; whitespace changes.

    Helixhorned r2343 14 feb, 15:13 Engine
  • Generale

    Fix a couple of out-of-bounds accesses when roaming around with noclip.

    Helixhorned r2342 14 feb, 15:13 FixEngine
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    - guard cansee() against negative sectnums (return 0 immediately), since it's often called with the player sectnum as one argument - in resetpspritevars(), don't inset APLAYER sprite if sectnum < 0, which can happen if a map is started in void space accidentally (e.g. from the editor) - two checks before accessing sector[] with a player sectnum

  • Generale

    Fix sprite rendering glitches with r_usenewaspect=1 in 8-bit mode.

    Helixhorned r2341 14 feb, 15:13 FixEngine
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Build 2330

9 feb 2012 · 10 commit · 1 autore SVN
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  • Generale

    Add some #includes to gameexec.h and sector.h so that they can be included directly

    Helixhorned r2328 9 feb, 14:44 Engine
  • Generale

    Factor out two pieces of identical code in actors.c into A_HandleBeingSpitOn().

    Helixhorned r2321 9 feb, 14:42 FixEngine
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    This fixes a bug in passing: 'int32_t j' was assigned to as a temporary inside one instance of the code, but used as if it were the previous sprite index further on. Would only happen with projectiles that "work like" both SPIT and RPG_IMPACT.

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Build 2313

4 feb 2012 · 5 commit · 1 autore SVN
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  • When in menus, always draw a black (33%) translucent background.

    Helixhorned r2312 4 feb, 06:30 Engine
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    Internally, there's a new function fade_screen_black() that implements the fading more efficiently than calling rotatesprite for classic, and uses tile 0 (assumed to have at least 64x32 size) in the GL modes. The black background of the user map selector is still done with rotatesprite and tile BLANK in every renderer.

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Gennaio 2012 18 build · 22 commit

Build 2304

30 gen 2012 · 2 commit · 1 autore SVN
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    Fix demo progress bar in OpenGL modes by adding bit 1024 to rotatesprite calls.

    Helixhorned r2304 30 gen, 13:19 FixEngine
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    The problems still remains that rotatesprite behaves differently in classic and OpenGL modes with clipping boundaries specified (and maybe in some other cases)

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Build 2302

30 gen 2012 · 1 commit · 1 autore SVN
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  • tweak dragging a single sprite so that they can be dragged 'uphill'.

    Helixhorned r2302 30 gen, 10:25 Engine
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    The implementation uses the recently introduced updatesector_onlynextwall when setspritez fails.