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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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Luglio 2011 13 build · 13 commit

Build 1952

30 lug 2011 · 1 commit · 1 autore SVN
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    * a.m32: new state 'correctslopes' which will check all ceilings and floors for a stat&2 and heinum mismatch and correct accordingly (the result isn't visible, but such an inconsistency can prevent planes from TROR-joining)

    Helixhorned r1952 30 lug, 06:03 Engine
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    * helper feature: when shade preview is enabled, the ceilings and floors of highlighted sectors are shown in pal 6. This makes it possible to highlight the TROR-joining candidate sectors in 3D mode using e.g. 'sethighlightsector searchsector 1' while aiming at the respective ceilings and floors, and get visual feedback. * when failing TROR-joining early ('no consistent joining combinations found'), print to the console why it failed. * more Makefile.deps updating

Build 1943

24 lug 2011 · 1 commit · 1 autore SVN
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    * Clean up after myself. It seems that Polymost isn't very clean with handling texture IDs sometimes, so switching between the two GL renderers could mess them up with the last revision. This is fixed now by always uninitializing Polymer when changing from it to another renderer.

    Helixhorned r1943 24 lug, 08:15 FixEngine
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    * New shade/visibility calculation code, which is activated with 'r_usenewshading' (on by default), and is closer to the classic look. Also tweak the FOGSCALE macro to have approximately the same fog distance with all renderers. * Mapster32: END modifier to RShift. If it's pressed when RShift is released, sprites which are in grayed out sectors are also selected; Make changing shade affect all highlighted sprites in 3D mode (when aiming at one of them). * some debug code to watch out for suspicious glGenTexture/glDeleteTextures calls, not active.

Build 1942

22 lug 2011 · 1 commit · 1 autore SVN
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    Janitorial work part 2, perfect for a rainy day. This fixes a lot of leaks, both on the client side as well as for memory allocated by OpenGL. If you had crashes after a few times of restartvid'ing in Polymer, this should fix it.

    Helixhorned r1942 22 lug, 15:00 FixEngine

Build 1941

22 lug 2011 · 1 commit · 1 autore SVN
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    A bit of cleanup with memory issues.

    Helixhorned r1941 22 lug, 06:32 FixEngine
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    First, it is now possible to disable the memcache (which is there to cache the texcache) by setting the new cvar 'r_memcache' to 0. Do this if you're constrained on memory or getting crashes when e.g. doing vidrestart often. Also, the memcache will disable itself (and free its storage, if it's there) the first time it fails to allocate. Fix a strcpy with identical arguments in game.c and a couple of uninitialized mem accesses related to Polymer lights.

Build 1939

21 lug 2011 · 3 commit · 1 autore SVN
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    My first commit!

    Hendricks266 r1937 21 lug, 15:39 FixEngine
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    The main feature is the addition of -mx and -mh command-line parameters to EDuke32 and Mapster32. These parameters include a con and def "module" respectively. This translates into essentially including the file from the bottom of the compiled script. I fixed the classic buggy behavior of the BROKEHYDROPLANT and REACTOR2 sprites. I also fixed a small, long-standing bug where FRAMEEFFECT1 blurs are not affected by sector floorpal. You can see one example of this by shrinking the Enforcer on the upper inside of the toppled building in E3L11: Freeway. I tweaked the Makefile so that it would automatically regenerate the keep.me files in the $(OBJ) and $(EOBJ) directories after they are deleted for cleaning. One final change is a slight positioning cleanup of both programs' --help dialog boxes.

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Build 1934

20 lug 2011 · 1 commit · 1 autore SVN
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    Make useractor's <actortype> bit 4 mean 'this actor will not move by itself' to make it possible to have it in a rotating sector with full rounding correction. No token name is provided because the three others come from CON and I don't want to clutter the namespace; fix the editor issue where the box wasn't shown on occasion in the tile selector (8-bit)

    Helixhorned r1934 20 lug, 15:08 FixEngineCON

Build 1933

18 lug 2011 · 1 commit · 1 autore SVN
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    VP8 video playback as (side-by-side) replacement of ANM moving pictures.

    Helixhorned r1933 18 lug, 12:06 FixEngine
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    Usage: For an ANM file <somefile>.anm/ANM, EDuke32 looks for <somefile>.ivf, which is the VP8 stream transported by an IVF container. It can be extracted from a WebM file with e.g. mkvextract tracks <filename>.webm 1:<filename>.ivf (part of Mkvtoolnix, the Matroska toolset) Libvpx is required, and the 'YUV'-->RGB conversion is implemented using a fragment shader, so it's for OpenGL modes only. Also, this commit doesn't enable the code. Unfinished: sound, aspect correction for fullscreen w/ non-square pixels, ... ? --- Make MAXNODESPERLINE in engine_priv.h actually a macro that depends on MAXYSAVES and MAXDIM instead of using the obsolete precomputed value. I think this might have been the cause for the latest patched-up overhead view crash.

Build 1932

13 lug 2011 · 1 commit · 1 autore SVN
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    Make smostcnt an int32 to prevent overflow (and subsequent crash) with too many saved positions; In Mapster, make it possible to bunch-join an extended with a non-extended floor inner to the first one, so that inner sectors created out of loops can be deleted by joining the sectors then.

    Helixhorned r1932 13 lug, 09:42 FixEngine

Build 1931

10 lug 2011 · 1 commit · 1 autore SVN
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    * new editor cfg options: corruptcheck_noalreadyrefd (silinces 'already referenced warning'), r_usenewaspect, r_screenxy

    Helixhorned r1931 10 lug, 08:39 FixEngineCON
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    * Read-only CON access to sector bunchnums by adding the labels '.ceilingbunch' and '.floorbunch' to the CON sector structure

Build 1930

9 lug 2011 · 1 commit · 1 autore SVN
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    * Join-bunch functionality in 2d mode ('J'). When applied to two adjacent extended floors with different bunchnums, this makes them equal so that their sectors can be joined in a next step if their ceiling bunchnums are equal. The two floors also must be non-sloped and at the same height.

    Helixhorned r1930 9 lug, 10:36 FixEngine
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    * slightly tweaked status line, now also displaying the number of bunches * fix a couple of issues unearthed by valgrind and a TROR nextwall corruption when joining sectors

Build 1928

4 lug 2011 · 1 commit · 1 autore SVN
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    Addresses posts #180 and #181 of the TROR thread. Specifically,

    Helixhorned r1928 4 lug, 14:20 FixEngineCON
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    * it is now possible to paste (and have an outer red wall automatically) highlighted sectors into a sector that is extended on one side and non-sloped on the other. For this, the highlighted sectors must be in one connected component. * Make it possible to not display inner gray walls, toggled with Ctrl-Alt-A, but only when no manual grayout (Ctrl-R) is in effect. * bugfix: don't clear original TROR-nextwall link when duplicating extended highlighted sector * m32script: protect wall members relevant to TROR * save autogray (Ctrl-A) and showinnergray (see above) to mapster32.cfg

Build 1927

3 lug 2011 · 1 commit · 1 autore SVN
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    * New m32script commands:

    Helixhorned r1927 3 lug, 15:51 FixEngineCON
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    - sethighlightsector <sectnum> <on?> - updatehighlightsector - collectsectors <<array_to_collect_sectnums>> <initial_sector> <<num_collected_sectors>> <sector_filtering_state> The latter does a breadth-first search starting from an initial sector and collects nextsectors only when the filtering state, given a sectnum as RETURN input, writes a nonzero value into RETURN. As a usage example, a.m32 includes the state 'collect_teleporting_sectors', that collects all sectors containing an SE7 and highlights them afterwards. This way, it should be possible to retrofit old maps with TROR by distributing small scripts that do most of the work (right now, joining has to be done by hand, though). * corruption checker: for the 'nextwall inconsistent with nextsector' corruption, suggest an alternative fix by searching fitting nextwalls and changing the nextwall of the corrupt wall (as opposed to the nextsector). It will display with a leading '?' in the listing, and can be demanded by suffixing 'corruptcheck tryfix' with it. For example, corruptcheck tryfix 9-21 ? would fix some corruptions in Billy Boy's cranium.map without introducing drawing errors. * fix demo playback (tueidj figured this out)

Giugno 2011 11 build · 11 commit

Build 1924

29 giu 2011 · 1 commit · 1 autore SVN
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    * Fix usage of uninitialized array (\!), which could result in TROR connections being deleted at random when deleting sectors. I guess this is a sign of approaching senility :(

    Helixhorned r1924 29 giu, 12:57 FixEngine
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    * When dragging highlighted sprites, do a setsprite() after each position update. This way, they won't end up on the wrong level * TROR support for SE 31 and 32 in-game, example provided in test map * some uncommited stuff for TROR: SE 6/14

Build 1922

26 giu 2011 · 1 commit · 1 autore SVN
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    fix highlighted sector deleting and probably a couple of other inconsistencies stemming from that bug

    Helixhorned r1922 26 giu, 16:29 FixEngine

Build 1921

26 giu 2011 · 1 commit · 1 autore SVN
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    * Make destructable ceilings and floors (SE 13 pointing down) behave well with TROR; also carry sprites and players on the roof of a subway. The latter uses t_data[9] on the pivot sprite.

    Helixhorned r1921 26 giu, 14:59 FixEngine
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    * Make the minimum resolution possible 640x480. Sometimes you'd accidentally enter something like 'vidmode 800 60' and crashes would ensue... * fix a warning

Build 1916

24 giu 2011 · 1 commit · 1 autore SVN
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    Don't crash G_ShowCacheLocks when there are many locks; Better sprite interpolation in subways

    Helixhorned r1916 24 giu, 04:16 FixEngine

Build 1913

22 giu 2011 · 1 commit · 1 autore SVN
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    Make certain sprites in rotating sectors impervious against diverging from their initial position due to roundoff error accumulation. The sprites affected are those with statnums 0, STANDABLE, FX, and FALLER (also SE lights, but that shouldn't be considered permanent) contained in sectors with SE 0, 6 or 14. Fix some interpolation issues with such sprites in passing, though they still jitter on occasion. For usage examples, take a look at the updated trueror1.map.

    Helixhorned r1913 22 giu, 12:12 FixEngine
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    Implementation note: the so instrumented sprites use actor[].t_data[7] to hold a magic number (0x18190000 + pivot spr idx), and t_data[8] and [9] for the initial coords relative to the pivot point.