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 2011 12 build · 12 commit

Build 1754

9 gen 2011 · 1 commit · 1 autore SVN
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    Make mapster32 know r_downsize parameter. For best caching performance, this and glusetexcache should be the same as for the game. Highpalookup script can now generate maps equivalent to the current PHRP tint defs.

    Helixhorned r1754 9 gen, 10:53 Engine

Build 1752

3 gen 2011 · 2 commit · 2 autori SVN
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    A bunch of mutually unrelated updates.

    Helixhorned r1751 3 gen, 14:04 FixEngine
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    First, there's a new script for the generation of highpalookup images. Python 2.6, NumPy and PIL are required. Next, the map corruption checker has been ported to C. This is so that Mapster32 will be able to take decisions more cleverly based on the corruptness of the map. It also catches a few more issues like inconsistent nextwall/nextsector tags now. Finally, link the executables with --large-address-aware on Windows. This gives a gig more private virtual memory on XP when booting with /3GB. YMMV, but I can play IW2 with Polymer now.

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Build 1750

1 gen 2011 · 1 commit · 1 autore SVN
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    Make deferred polymer model processing not crash; make tile name search case-insensitive.

    Helixhorned r1750 1 gen, 10:35 FixEngine

Dicembre 2010 6 build · 6 commit

Build 1747

29 dic 2010 · 1 commit · 1 autore SVN
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    Get the glTexImage3D function pointer from the ICD, not from dlsym/GetProcAddress. This fixes OpenGL on Windows since opengl32.dll only has version 1.1 symbols.

    Plagman r1747 29 dic, 12:46 FixEngine

Build 1744

24 dic 2010 · 1 commit · 1 autore SVN
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    Split MD3 model post-processing into common and Polymer parts and defer the latter if the game is started with a different renderer. This has the benefit of faster startup times and much less memory consumption in that case. When the user switches to Polymer later in-game, all processing is done in one run. I've observed crashes due to the music system if it takes too long, so the it may be unreliable. Also some calloc->malloc where the clearing is unnecessary.

    Helixhorned r1744 24 dic, 07:44 FixEngine

Build 1736

17 dic 2010 · 1 commit · 1 autore SVN
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    Fixes former crash in drawline16 and swaps drawpixel with the unsafe variant there; fixes potential sector[-1] access in sliding Star Trek doors; make CC overridable in Makefiles so that other toolchains or static analyzers like scan-build/clang can be used; with its help, fix some issues, some more severe than others.

    Helixhorned r1736 17 dic, 06:22 FixEngine

Build 1733

5 dic 2010 · 1 commit · 1 autore SVN
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    More sensible dragging in side view mode. When pasting walls in 3D mode, match the actual pixel width of the source wall.

    Helixhorned r1733 5 dic, 09:39 Engine

Novembre 2010 3 build · 3 commit

Build 1730

27 nov 2010 · 1 commit · 1 autore SVN
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    A week worth of Mapster hacking: first, there is an experimental side view mode toggled with [F3]. Nav keys are {QWAZ}, MMB and RMB. Use with care because it is still in construction. The sector selection routines have been rewritten -- it is now possible to paste the selection into a room and a new inner loop will be added automatically (MickyC's idea). Adds m32script commands drawline16z and drawcircle16z.

    Helixhorned r1730 27 nov, 14:12 EngineCON

Build 1728

20 nov 2010 · 1 commit · 1 autore SVN
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    Set union ['] and difference [;] for sector selection in Mapster32; probably fix for crash on clipshape-init; replace tabs in doc/build*.txt with three spaces.

    Helixhorned r1728 20 nov, 08:47 FixEngine

Ottobre 2010 7 build · 7 commit

Build 1723

31 ott 2010 · 2 commit · 1 autore SVN
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    Fixes quite a few nasty bugs with the new clipping code, including the crash. Clip shapes are now loaded from _clipshape0.map through _clipshape9.map (no break like when loading tiles, just see if each is present). Mapster32: insert some safety code for sprites with sectnum<0. Because this is still a bad thing, have the m32script corruption checker catch this and run it periodically from EVENT_DRAW2DSCREEN. Also draw such sprites in 2D mode with a blood-red color, and make them draggable. Remove set[sector,wall,sprite] commands.

    Helixhorned r1722 31 ott, 12:54 FixEngineCON
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Build 1721

30 ott 2010 · 1 commit · 1 autore SVN
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    New sprite clipping for hitscan; crude debugging code for tracing down the crash that Commander is getting and I can reproduce only in real Windows with the synthesis build.

    Helixhorned r1721 30 ott, 13:32 FixEngine

Build 1712

17 ott 2010 · 1 commit · 1 autore SVN
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    New aspect determination code for classic/Polymost, controlled with r_usenewaspect and r_screenaspect cvars; print stack traces with SDL/GCC; change signature of app_main in game.c to match declarations found in other places and return different positive values on init error.

    Helixhorned r1712 17 ott, 07:49 Engine

Build 1711

9 ott 2010 · 1 commit · 1 autore SVN
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    New CON command 'clipmovenoslide', doing the same as clipmove but stopping at collisions before sliding calculations. Fixes a problem with Mapster32 where names.h was tried to be read before setting up the search path.

    Helixhorned r1711 9 ott, 15:59 FixEngineCON

Settembre 2010 3 build · 3 commit

Build 1710

30 set 2010 · 1 commit · 1 autore SVN
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  • make sector keep old firstwall when adding inner loop, rewrite setfirstwall to use malloc'ed memory for temp storage instead of end of sector[], reintroduce correct searchwall determination in Polymer mouse picker (intersection of xy projection of aiming ray with wall); added commands to m32script: shiftvarvar[lr], ifhighlighted, ifin3dmode, updatehighlight, sethighlight; coded prototype terrain helper based on isolines and triangle strips.

    Helixhorned r1710 30 set, 16:05 EngineCON