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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Settembre 2011 18 build · 33 commit

Build 2016

11 set 2011 · 1 commit · 1 autore SVN
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  • Generale

    Add a couple of missed sanity checks for accessing player and sprite structure members as vars. Should fix crashes with stuff like "ifvare player[some value greater than MAXPLAYERS].kickback_pic blah"

    TerminX r2016 11 set, 23:25 FixEngineCON

Build 2015

10 set 2011 · 4 commit · 1 autore SVN
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  • In setbrightness() and qsetmodeany(), call setpalette() only if the

    Helixhorned r2015 10 set, 08:45 FixEngine
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    palette changed from the last one (either globally or within the last call of one of the function). This fixes the ugly OSD flickering in 8-bit mode when a screen tint effect is in action (such as when being hurt or snotted on).

  • Generale

    A couple of trivial/cleanup changes. setvgapalette() is removed from the

    Helixhorned r2014 10 set, 08:44 Engine
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    engine, since it had no users.

  • when changing screen palettes, pass flag 2 to setbrightness().

    Helixhorned r2013 10 set, 08:44 Engine
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    This will prevent it from calling gltexinvalidateall() when e.g. submerging and resurfacing, mimicking the behavior of the game, where only gltexinvalidate8() is called in such situations.

  • make the heinum&2 and stat inconsistency be displayed only once

    Helixhorned r2012 10 set, 08:44 FixEngine
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    with 'corruptcheck now', but still print each corrected one on tryfix.

Build 2011

6 set 2011 · 6 commit · 1 autore SVN
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  • Generale

    polymer.c: Fix a potential zero-size calloc call when a two-walled sector

    Helixhorned r2010 6 set, 10:46 FixEngine
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    is present (like in E4L1). Also sneak in a trivial change in cache1d.c

  • Generale

    Using this dynamic checking tool: http://embed.cs.utah.edu/ubc/,

    Helixhorned r2009 6 set, 10:46 FixEngine
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    fix two issues with signed integer overflow. One is related to clipping and the other to Polymost mouse-picking for overlong walls. Many more remain especially in the 8-bit rendering code, but I expect many of them to be intended.

  • Generale

    mdsprite.c: prevent a couple of float divides by zero and save model file

    Helixhorned r2007 6 set, 10:45 Engine
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    name into m->head.nam after loading (but before preprocessing for Polymer)

  • Generale

    Make Polymer declare a callback function G_Polymer_UnInit() that is called

    Helixhorned r2006 6 set, 10:45 FixEngine
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    whenever we change to another renderer etc. and define it for the game and editor. The purpose of the function is to clean up references to Polymer resources like lights. This fixes 1) all lights becoming spot lights in the game and 2) an issue with maphack lights in the editor (can't recall which exactly).

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Build 2004

4 set 2011 · 4 commit · 1 autore SVN
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  • Generale

    Better handling of tsprites that are duplicated through TROR portals.

    Helixhorned r2004 4 set, 12:44 FixEngine
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    Specifically, now also consider the sprite tile's yoffset, and fix an issue when a tsprite got duplicated 'toward' the viewer. Also add a couple of tests in trueror1.map.

  • Generale

    Prepare polymost.c for proper umost/dmost clipping of TROR passes. No real functional changes.

    Helixhorned r2002 4 set, 12:44 Engine
  • Generale

    Move the fixspritesectors call and the start sector updating into ExtPreSaveMap().

    Helixhorned r2001 4 set, 12:43 Engine
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    This makes the latter also correct when testing a map from the editor.

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Build 1999

1 set 2011 · 5 commit · 1 autore SVN
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  • Generale

    BACKSPACE key in 3D mode now deletes a red-wall link when aimed at a wall or mask.

    Helixhorned r1997 1 set, 12:53 FixEngine
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    With script_expertmode enabled, SHIFT-BACKSPACE clears the upwall link and CTRL- BACKSPACE the downwall link. These functions are useful because the automatic nextwall determination code sometimes gets it wrong (not corrupting anything) or if you want to vertically displace a sector attached to a higher or lower level. Also add the exploding ceiling example to the TROR test map.

  • Generale

    polymost.c: remove the rest of the rendmode 1 and 2 code from the build

    Helixhorned r1994 scritto il 28 ago 2011 Engine
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Agosto 2011 14 build · 25 commit

Build 1993

27 ago 2011 · 1 commit · 1 autore SVN
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  • fix leak of GL query objects

    Plagman r1993 27 ago, 21:42 FixEngine
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    In cases where performing occlusion queries for multiple red walls leading to the same sector, we would sometimes leak a number of query objects. This was apparently harmless on NVIDIA drivers, but would leak tons of memory on ATI.

Build 1991

21 ago 2011 · 2 commit · 1 autore SVN
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  • fix sector masks translucency.

    Plagman r1991 21 ago, 12:41 FixEngine
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    The code was using the Polymer-cached version of the sector cstat to determine the translucency of its diffuse material, meaning it would never get it right on the first try; that's what you get for having completely different variables named 's' and 'sec'.

  • Don't draw back faces of sector masks.

    Plagman r1990 21 ago, 12:41 Engine
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    We normally enable backface culling always, but turn it off for two-sided sprites; we need to make sure it's re-enabled after that as sector masks are drawn after.

Build 1982

20 ago 2011 · 9 commit · 1 autore SVN
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  • fix external view.

    Plagman r1982 20 ago, 14:06 FixEngine
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    Some of the ROR code was operating under the assumption that drawasks always correspond to one call of polymer_displarooms(), but that's not necessarily the case; external view draws all sectors from the top polymer_drawrooms(), which was causing crashes. Just ignore the sector mask queues in external view mode, we already don't draw masked walls.

  • propagate lights across vertical boundaries.

    Plagman r1981 20 ago, 14:05 Engine
    Mostra dettagli

    Check all the bunch siblings if we get a floor/ceiling hit and walk them if their own planes hit.

  • add preliminary support for sector masks.

    Plagman r1980 20 ago, 14:05 Engine
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    When walking the sectors in displayrooms, detect floor/sector masks to place them in a mask queue. The queues are allocated on the heap, but a stack pointer is maintained by the displayrooms to allow it to play nice with mirror recursion. Right now the masks are drawn after all of drawmasks is finished; that means you can see sprites and wall masks through sector masks, but not the opposite. There is a slight attempt at blending far to near, but nothing too conclusive yet; that means that in some cases some sector masks won't be visible through other sector masks, but it should work for trivial cases. The next step would be to copy all the drawmasks logic into Polymer and have it (attempt to) properly interleave sector masks where they belong in the blending order.

  • Don't draw 1-way walls twice.

    Plagman r1979 20 ago, 14:05 Engine
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    Previously they would get counted both as 1-way walls for immediate drawing and as mask walls for delayed drawing.

  • Don't bother fogcalc()ing invisible planes.

    Plagman r1978 20 ago, 14:05 Engine
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    Doesn't actually matter that much.

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Build 1971

18 ago 2011 · 2 commit · 1 autore SVN
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  • Generale

    slight tweak for software renderer sprite picking: don't pick them if they're behind a TROR portal from the current position.

    Helixhorned r1971 18 ago, 15:01 Engine
  • Generale

    Make Ctrl-Alt-A also remove gray walls in the side-view mode. This makes TROR-heavy maps look much less cramped when used in conjunction with Ctrl-A.

    Helixhorned r1970 18 ago, 15:01 Engine

Build 1969

17 ago 2011 · 2 commit · 1 autore SVN
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  • Generale

    Various cleanup work:

    Helixhorned r1969 17 ago, 11:52 FixEngine
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    - fix an earlier 'oops': make highpals load correctly again - maphack lights shouldn't be double-loaded now - slight tweak to the loading screen fadein/out timing - two bound checks - make some variables static in engine.c

  • Generale

    Take a stab at hidden model switch handling. There are at least two ways by

    Helixhorned r1968 17 ago, 11:52 Engine
    Mostra dettagli

    which switches have been hidden in the original and user maps. One is to make it face a wall, and another is to 'embed' it in e.g. the floor, like the monitor with the burning fuse in E4L1. Both kinds show up when the switches are rendered as models, revealing the secrets that the mapper sought to hide. My proposal, implemented in this commit, is to apply a heuristic for such switches at premap and make them invisible (set cstat bit 32768). The conditions are re-checked during the game in case there is a switch coming out of the floor, for example. A new spriteext bit is used for this feature.

Build 1967

16 ago 2011 · 1 commit · 1 autore SVN
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  • Generale

    * "Fix" two bugs introduced by r1450. In quotation marks, because I merely tracked down the offending changes without understanding them. Mild breakage of TX's ROR is expected.

    Helixhorned r1967 16 ago, 12:17 FixEngine
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    The two bugs are: - RPG projectiles don't pass through water - can't emerge from slime in bobsp2 * Coalesce Polymer lights that are at the same position for FIRE-like sprites so that only one light is actually generated. This is good for usermaps that have multi-sprite fires, like bobsp2 again.

Build 1966

15 ago 2011 · 1 commit · 1 autore SVN
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  • Generale

    fix sector updating between TROR bunches, leading to 'being stuck' glitches. Difference: one character.

    Helixhorned r1966 15 ago, 08:46 FixEngine

Build 1965

14 ago 2011 · 1 commit · 1 autore SVN
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  • Generale

    Fix colored fog in Polymer.

    Plagman r1965 14 ago, 20:41 FixEngine
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    This fixes a ridiculous interaction problem between non-black fog and additive lighting passes. Plagman is stupid.

Build 1957

6 ago 2011 · 1 commit · 1 autore SVN
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  • Generale

    * skip grayed out sectors when changing tags in 2d mode

    Helixhorned r1957 6 ago, 04:50 Engine
    Mostra dettagli

    * make Ctrl-Alt-A (formerly 'toggle inner gray walls') now remove all gray walls entirely in 2d mode * make r_usenewaspect enabled by default

Build 1956

3 ago 2011 · 2 commit · 1 autore SVN
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  • Generale

    Lots of M32script tweaks:

    Helixhorned r1955 3 ago, 10:22 FixEngineCON
    Mostra dettagli

    * fix breaking out of 'switch' blocks and compilation of the 'default' case * Have a way of assigning 'special function' menu [' F] entries to script states. Writing a string literal after the state name will register the state under that name. Menu names are limited to 24 characters and it's possible to have up to 16 of them. * new branching command 'ifinteractive', true if a state runs from the menu mentioned above. * new command: getnumberfromuser <<retvar>> "query_string" <maxnum> <flags> See 'state collect_teleporting_sectors' in a.m32 for a combined usage of the new functionality.

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