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 2012 18 build · 22 commit

Build 2278

23 gen 2012 · 1 commit · 1 autore SVN
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    Fix sprite[-1] access when aborting playing a sound in Mapster's Sound Index.

    Helixhorned r2278 23 gen, 11:13 FixEngine
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    Also a couple of other cleanup lines... might need more though, I'm not sure it's all good there.

Build 2277

22 gen 2012 · 1 commit · 1 autore SVN
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    Fix sprite[] access with indices > MAXSPRITES in Polymer model drawing code.

    Helixhorned r2277 22 gen, 09:18 FixEngine
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    Internally, updateanimation() now takes a third parameter 'lpal'.

Build 2270

19 gen 2012 · 2 commit · 1 autore SVN
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    Inreased debugging level for catching oob accesses to 'main' arrays.

    Helixhorned r2270 19 gen, 15:17 Engine
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    If enabled, this makes the following arrays be allocated statically: spriteext, spritesmooth, sector, wall, sprite, tsprite, while necessarily disabling the clipshape feature (because it relies on setting sector/wall to different malloc'd block temporarily). To compile, pass DEBUGANYWAY=1 in addition to RELEASE=0 to 'make', and it's really only useful with CC=clang, of course.

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Build 2257

14 gen 2012 · 2 commit · 1 autore SVN
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    Fix parallaxed sector display in Mapster32 on Polymer.

    Helixhorned r2257 14 gen, 06:48 FixEngine
  • Generale

    Fix the Polymer hitches first encountered with Parkade.

    Helixhorned r2256 14 gen, 06:48 FixEngine
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    The cause was a combination of many factors. First, Polymer requires the start-drawing position to be inside the sector to draw (deviations lead to incorrect drawing). This was violated by the game, because it interpolated the current and next tic position without updating the sectnum, leading to inconsistencies especially when passing through narrow sectors. Polymer worked around it by doing an updatesector() each frame, however this works poorly for maps with overlapping geometry such as SoS or RoR. The solution to this is to add a new engine function, updatesector_onlynextwalls(), which searches the sectors (via nextsector) in breadth-first fashion instead of from 0 to numsectors-1, like updatesector does when it fails for the *immediate* nextwall neighbors. Internally, the breadt-first search helpers are moved into the engine.

Build 2255

12 gen 2012 · 8 commit · 1 autore SVN
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    polymer.c: "Compiling GPU program with bits (octal) %o" for easier reading.

    Helixhorned r2250 12 gen, 12:48 Engine
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    Also, for debugging builds, show this message from verbosity level 1 on.

  • Generale

    more internal cleanup...

    Helixhorned r2248 12 gen, 12:47 Engine
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    the only visible change is that polymost_trytexcache (formerly two instances of nearly duplicate code) now prints a diagnostic after a cache miss. The one that one is most likely to encounter is "r_downsize doesn't match", meaning that this setting likely differs between Mapster and the game.

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Build 2236

5 gen 2012 · 1 commit · 1 autore SVN
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    - When saving game, clear all polymer lights before. Not doing this makes

    Helixhorned r2236 5 gen, 13:58 Engine
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    the SE ones douple, triple, ... after each save. Maphack lights are reloaded with polymer_resetlights() (though I've had them disappearing after load, I couldn't reproduce it afterwards). - in debugging builds, print a message when polymer_resetlight is called on a nonexistent one. The problem is not so much the call itself (it's guarded), but the fact that resources on the caller side may not have been freed if it thinks that those lights do in fact exist. Right now, it's not the case though. - add 'loaded map hack' messages after some other successful loadmaphack calls

Build 2235

5 gen 2012 · 3 commit · 1 autore SVN
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    When loading a game, DON'T restore 'adult' TV tiles. This fixes the recent

    Helixhorned r2235 5 gen, 12:48 FixEngine
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    crashes. Usually, after loading a game, some wall tiles are tweaked depending on whether adult mode is enabled or not. If it's not, those wall picnums are replaced with blank or broken screens. If it is, they are restored from the wall's .extra member. Apparently though, Mapster32 leaves some .extra members floating around even after deleting a TROR nextwall link (it's used as the 'lower wall index'). Because MAXWALLS is greater than MAXTILES, this may produce out-of-bounds accesses and corrupt memory (besides setting wall tilenums to nonsensical values) later in the game. Other than that, the change only affects loading savegames created with adult mode OFF. Kinky TV screenies simply won't be restored then.

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Dicembre 2011 12 build · 26 commit

Build 2225

28 dic 2011 · 9 commit · 1 autore SVN
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    Besides the performance issues, there's another reason why changing the palette

    Helixhorned r2225 28 dic, 12:36 EngineCON
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    'frequently' isn't such a good idea. Assume an actor constantly changes the palette to some value and you're attacked by a newbeast at the same time. Then the pain tinting would be reset each time the actor's code is run. This commit adds a new flag 16 to setbrightness(), meaning "don't reset the fade tinting". Its only use right now is from CON's setgamepalette command (and there, always). The change is done in the engine and thus affects all platforms.

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Build 2184

17 dic 2011 · 2 commit · 1 autore SVN
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    Add new actor[].flags flag 2048 (SPRITE_NOCLIP), for 'spriteflags' CON usage.

    Helixhorned r2184 17 dic, 10:51 EngineCON
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    Actors are always moved such that _they_ clip against blocking sprites, even if their blocking bit is clear. Setting the new bit make them not clip against anything. The promary use of this is for decorative moving sprites that are spawned in masses, such as rain or snow.

  • Generale

    engine.c, in engine_addtsprite: if we can't add more tsprites because we

    Helixhorned r2183 17 dic, 10:51 Engine
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    already have MAXSPRITESONSCREEN of them, return 1 to signal that the caller should break out of the loop.

Build 2182

15 dic 2011 · 3 commit · 1 autore SVN
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    Patch up out-of-bounds access in some voxel drawing code.

    Helixhorned r2181 15 dic, 14:42 Engine
  • Generale

    Don't spawn weapon tiles (WEAPONx_SPAWN) if any such value has been set

    Helixhorned r2180 15 dic, 14:42 EngineCON
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    to negative numbers. Previously, only checks for being zero were performed, but CON code in the wild also has WEAPONx_SPAWN -1, which would propagate to the sprite picnum...

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Build 2179

12 dic 2011 · 4 commit · 1 autore SVN
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    a.m32: new state 'print_parallel_midpts'

    Helixhorned r2179 12 dic, 15:18 Engine
  • Rudimentary support for auto-aligning along TROR nextwalls.

    Helixhorned r2178 12 dic, 15:18 Engine
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    Usage: press the ['] (quote) modifier together with the PERIOD key. Aligns only the immediate upper and lower neighbors of each wall that got aligned by following point2s or nextwalls. Doesn't play well with Alt (carry over xrepeat) yet, might need two subsequent alignment passes.

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