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

Commit per anno

Stai vedendo il 2014 · selezionalo di nuovo per vedere tutti gli anni
Era SVN · r1519 – r8798 Era Git · voidpoint.io, da aprile 2020
Filtri · 2 attivi

Visualizzate 64 build · 139 commit

Esporta CSV
Opzioni di visualizzazione
Dettagli dei commit:

Dicembre 2014 7 build · 19 commit

Build 4873

30 dic 2014 · 2 commit · 1 autore SVN
Apri la build
  • Generale

    engine.c: fix clipmove() against floor-aligned sprites.

    Helixhorned r4873 30 dic, 12:05 FixEngine
    Mostra dettagli

    Introduced in r3207. Oops.

  • Generale

    engine.c: prevent an oob read of spriteext[] in drawsprite_classic().

    Helixhorned r4872 30 dic, 12:05 Engine

Build 4857

27 dic 2014 · 13 commit · 2 autori SVN
Apri la build
  • disable all loop checks as they spam the log too much. DONT_BUILD.

    Helixhorned r4848 27 dic, 09:17 Engine
    Mostra dettagli

    The one introduced with r4569.

  • Generale

    Propagate 'smoothratio' to scenes drawn from the position of a camera.

    Helixhorned r4847 27 dic, 09:17 Engine
    Mostra dettagli

    That is, make interpolation work properly there -- both when 'using' a VIEWSCREEN and when rendering the scene onto a TILE_VIEWSCR. This makes a difference only if the camera is in a moving sector.

  • Generale

    Minor cleanup, mostly in engine.c:drawalls().

    Helixhorned r4846 27 dic, 09:17 Engine
Apri la build per vedere tutti i 13 commit

Build 4844

26 dic 2014 · 11 commit · 1 autore SVN
Apri la build
  • Generale

    Tweak the behavior of viewscreens to what is more logical IMO.

    Helixhorned r4843 26 dic, 09:30 FixEngine
    Mostra dettagli

    - At a given time, at most one viewscreen may display TILE_VIEWSCR, namely that one which is g_curViewscreen - sync kinds of distance to compare against VIEWSCREEN_ACTIVE_DISTANCE (was Manhattan vs. dist(), now both the latter) - fix resetting to VIEWSCREEN tile when player is greater from it than that distance. When the player is closer to it again, it is *not* reset to TILE_VIEWSCR. - more sync'd g_curViewscreen and sprite[i].yvel (for 'i' being the viewscreen sprite) Note: in a multiplayer context, this needs to be thought about once more.

  • Generale

    engine.c: clamp all indices for distrecip[] access, as more OOBs were observed.

    Helixhorned r4842 26 dic, 09:29 Engine
  • Generale

    Convert voxels to models only when starting or changing to Polymost.

    Helixhorned r4836 26 dic, 09:29 Engine
    Mostra dettagli

    Analogously to the way models are processed in a deferred manner for Polymer.

  • Generale

    A couple of miscellaneous cleanups.

    Helixhorned r4835 26 dic, 09:29 Engine
    Mostra dettagli

    defs.c: sync some dup'd code for 'definevoxel' and 'voxel' DEF tokens. engine.c: factor out PolymerProcessModels().

  • Generale

    engine.c: style-cleanup drawvox(). Also clean up ALL of voxmodel.c.

    Helixhorned r4834 26 dic, 09:29 Engine
    Mostra dettagli

    No deliberate semantic changes here.

Apri la build per vedere tutti i 11 commit

Build 4833

21 dic 2014 · 5 commit · 1 autore SVN
Apri la build
  • include wall[].ypanning in wall invalidation logic.

    Helixhorned r4833 21 dic, 07:51 FixEngine
    Mostra dettagli
  • Generale

    Minor cleanup around security cameras / viewscreens. DONT_BUILD.

    Helixhorned r4831 21 dic, 07:51 Engine
    Mostra dettagli

    The only semantic change is that an out-of-sync instance of a distance to check (viewscreen sprite <-> player sprite) is changed in actors.c:G_MoveStandables(), from 2048 (as in Duke3D 1.5) to 8192, now represented by the define VIEWSCREEN_ACTIVE_DISTANCE. I have not yet observed any change in behavior regarding this change (but there ought to be one). Also, in DNCOORDS display, print 'totalclock' count, too.

  • don't draw masked walls with void tile. DONT_BUILD.

    Helixhorned r4830 scritto il 20 dic 2014 Engine
    Mostra dettagli

    This prevents displaying W_FORCEFIELD+1 masks (as e.g. in front of viewscreens) completely black with ART mapping. The old behavior, which is inconsistent with classic, is kept for one-sided masked walls, though.

Apri la build per vedere tutti i 5 commit

Build 4814

13 dic 2014 · 14 commit · 2 autori SVN
Apri la build
  • Generale

    Pull setting g_noFloorPal[] further down, into makepalookup().

    Helixhorned r4812 13 dic, 14:33 Engine
    Mostra dettagli

    Now passed as last arg 'noFloorPal' to makepalookup(). Used as follows: - from loadlookups(): *false*, i.e. do take over floor pal. - from generatefogpals() [default fog pals] and fillemptylookups(): *true*, i.e. don't take over floor pal - from DEF 'fogpal': true - from DEF 'makepalookup': take over flag from pal from which we are remapping, or set to true if remapping from pal 0 - (CROSSHAIR_PAL: true) This should make the issue reported in http://forums.duke4.net/topic/775-eduke32-20-and-polymer/page__view__findpost__p__197583 resolve in a natural manner.

  • Generale

    Move g_noFloorPal[] to the engine side and adapt other stuff accordingly.

    Helixhorned r4811 13 dic, 14:33 Engine
    Mostra dettagli

    - 'nofloorpalrange' DEF token: now handled for both game and editor (for the latter, it's effective only for "shade preview" mode, [']+[X]). - in generatefogpals(), assign g_noFloorPal[] = 1 for every generated (default) fog pal; get rid of its return value / g_firstFogPal

  • Generale

    engine.c: prevent an oob access of uwall[] in ceilspritescan().

    Helixhorned r4810 13 dic, 14:33 Engine
  • Generale

    engine.c: style tweaks (tighter var. declaration) in sprite drawing functions.

    Helixhorned r4809 13 dic, 14:32 Engine
Apri la build per vedere tutti i 14 commit

Build 4800

6 dic 2014 · 1 commit · 1 autore SVN
Apri la build
  • Generale

    voxmodel.c: fix Polymost rendering of voxels.

    Helixhorned r4800 6 dic, 13:05 FixEngine
    Mostra dettagli

    This reverts/corrects two semantic changes of r4639 as far as what is now voxmodel.c (formerly part of mdsprite.c) is concerned. One correction ends up having no effect (m->bscale is always 1.f for voxel models, as far as I can see), but is the proper rewrite. Also, in osdcmds.c:registerosdcommands(), tweak two help strings.

Novembre 2014 2 build · 13 commit

Build 4777

28 nov 2014 · 81 commit · 3 autori SVN
Apri la build
  • Generale

    Fix POLYMER=0 GTK C++ build. DONT_BUILD.

    Hendricks266 r4773 28 nov, 18:29 FixEngine
  • Generale

    Fix POLYMER=0 build and a couple of unused-variable warnings with it. DONT_BUILD.

    Helixhorned r4764 scritto il 25 nov 2014 FixEngine
  • Generale

    engine.c: in wallscan(), fix oob of umost[] and dmost[] when x2 == xdim-1.

    Helixhorned r4757 scritto il 22 nov 2014 FixEngine
    Mostra dettagli

    Analogously treat maskwallscan() and transmaskwallscan(), although I could not get the respective accesses to be oob, too.

  • Generale

    Fix Mapster32 fullscreen video modes. DONT_BUILD.

    TerminX r4740 scritto il 22 nov 2014 FixEngine
  • Generale

    Fix voxels in classic -- my error, confusing divscale() and mulscale() in r4576.

    Helixhorned r4728 scritto il 6 nov 2014 FixEngine
    Mostra dettagli

    Optimizations are left to the reader :P. I would prefer to look for ways of giving the compilers hints about loops to unroll instead of having to read the resulting mess of manual unrolling, though.

Apri la build per vedere tutti i 81 commit

Agosto 2014 4 build · 9 commit

Build 4584

31 ago 2014 · 9 commit · 1 autore SVN
Apri la build
  • demote wall check "corruptions" introduced in r4569 to level 2.

    Helixhorned r4580 31 ago, 04:15 FixEngine
    Mostra dettagli

    The winding of a loop -- with clockdir() -- is determined by examining the two line segments spanned between the points following a leftmost point of the loop. If the loop contains a leftmost point that belongs to the "right" side (as can happen with sliding door constructions), there's a chance that an outer loop is misclassified.

  • Generale

    Factor out [l]dist() implementations into static inline functions in common.h.

    Helixhorned r4579 31 ago, 04:15 Engine
    Mostra dettagli

    And use these in jmact/mathutil.c's FindDistance2D()/FindDistance3D(). The main use is to allow passing dx/dy instead of sprite positions; the code that actually uses this is not committed.

  • introduce two signed integer types, use in engine.c and a-c.c.

    Helixhorned r4578 scritto il 23 ago 2014 FixEngine
    Mostra dettagli

    They classify former uses of int64_t into two classes: - coord_t: those that represent coordinates and need 64-bit precision for proper functioning with large values - inthi_t: those that were added for e.g. casts merely to prevent undefined behavior on overflow DONT_BUILD.

  • Generale

    engine.c: prevent a 64-bit multiply in dosetaspect(). DONT_BUILD.

    Helixhorned r4576 scritto il 23 ago 2014 Engine
Apri la build per vedere tutti i 9 commit

Build 4573

16 ago 2014 · 2 commit · 1 autore SVN
Apri la build
  • fix a crash when m32_settings.cfg contains video setting.

    Helixhorned r4573 16 ago, 11:32 FixEngine
    Mostra dettagli

    Such as "vid_gamma". In that case, setbrightness() would have been called without basepaltableptr having been initialized. The fix is by moving the preparational setbasepaltable() call from ExtPostStartupWindow() to ExtInit(), just before the OSD command dispatching.

  • fix possible integer overflow in loopinside().

    Helixhorned r4572 16 ago, 11:32 FixEngine
    Mostra dettagli

    This could happen when building outside the "classic" grid limits and would then lead to e.g. incorrect loop assignment on sector splitting. Bug reported by MetHy.

Build 4571

8 ago 2014 · 19 commit · 2 autori SVN
Apri la build
  • prototypical checker for wall loops, enabled partially.

    Helixhorned r4569 8 ago, 13:02 FixEngine
    Mostra dettagli

    Inspired by http://forums.duke4.net/topic/7506-tror-question/page__view__findpost__p__199151 the corruption checker now checks for certain conditions of the loops of each sector. Recall that CW loops are outer and CCW loops are inner. - If a sector has no or more than one outer loop, count that as corruption (level 4 and 3, respectively). - (Disabled) For sectors with exactly one outer loop, check that all inner ones are inside it. This is currently not compiled due to an asymmetry of loopinside() for degenerate cases, similar to pre-r3898 inside().

  • Generale

    Move implementation details of Mapster32's sound system from m32exec.c into sounds_mapster32.c, and set up a sound system stub in KenBuild Editor.

    Hendricks266 r4563 scritto il 27 lug 2014 Engine
    Mostra dettagli

    DONT_BUILD.

Apri la build per vedere tutti i 19 commit

Luglio 2014 3 build · 3 commit

Build 4538

6 lug 2014 · 2 commit · 1 autore SVN
Apri la build
  • Generale

    Extend ebacktrace in two ways.

    Hendricks266 r4538 6 lug, 15:38 FixEngine
    Mostra dettagli

    1. The application must specify its proper name and technical name. Instead of eduke32_or_mapster32.crash.log, we now have eduke32.crash.log and mapster32.crash.log. 2. The exception handler will display a message box informing the user of a crash and requesting they send in the crash log. The box has three options: "Quit", the DLL's current behavior, "Continue", which passes the exception to the next handler, and "Ignore", which resumes execution immediately. These should allow the user to skip bogus exceptions picked up by ebacktrace, such as one I get with my laptop that causes EDuke32 no issues.

Apri la build per vedere tutti i 2 commit

Giugno 2014 1 build · 2 commit

Build 4500

1 giu 2014 · 12 commit · 3 autori SVN
Apri la build
  • r_npotwallmode, emulating 8-bit for walls w/ nonpow2 height textures.

    Helixhorned r4498 1 giu, 04:55 Engine
    Mostra dettagli

    When that mode is enabled (see below for caveats), wall textures that have a non-power-of-two height (call it 'h') will be modified to look like in classic: Let 'H' be the next power of two greater than 'h'. The texture will be uploaded with height 'H', made up from 'h' hlines of the original texture, followed by 'H'-'h' first hlines of the same. No panning "corrections" will take place. The mode is disabled by default. Caveats/notes: * the mode requires that r_hightile is disabled * it is not implemented in Polymer * in the Lunatic build, it is ineffective when a VX map is loaded, as those display walls with NPOT height textures correctly

  • when pasting onto the bottom part of a [2]-wall, take over y-flipping.

    Helixhorned r4493 scritto il 30 mag 2014 Engine
    Mostra dettagli

    Note that x-flipping is determined by the cstat of the upper part of the wall (that is, the wall facing the player, not the nextwall, from which the picnum for the bottom part is taken.)

Apri la build per vedere tutti i 12 commit

Maggio 2014 7 build · 12 commit

Build 4488

28 mag 2014 · 6 commit · 1 autore SVN
Apri la build
  • Generale

    Factor out commonly occuring hictinting[]-accessing code into three functions.

    Helixhorned r4487 28 mag, 15:40 Engine
    Mostra dettagli

    Note: in polymer.c, this was buggy (but harmless) because .r is a char: if ((uint32_t)hictinting[MAXPALOOKUPS-1].r & 0xFFFFFF00) != 0xFFFFFF00)

  • Generale

    Replace various GL rendering related literal flags with enum labels.

    Helixhorned r4486 28 mag, 15:40 Engine
    Mostra dettagli

    - pthtyp pth->flags bits - Flags of the <dameth> argument of various functions - hictinting[].f / gloadtile_hi() and daskinloader() <effect> arg bits - hicreplctyp hicr->flags bits - texcacheheader cachead.flags bits

  • Generale

    polymost.c: stylistic cleanup in gloadtile_hi, uploadtexture, fixtransparency.

    Helixhorned r4485 28 mag, 15:40 Engine
  • in NPOT wall ypanning "correction", behave like Polymer in one corner case.

    Helixhorned r4484 28 mag, 15:40 Engine
    Mostra dettagli

    Specifically, the handling of one-way walls ([1] in Mapster32) was slightly different.

Apri la build per vedere tutti i 6 commit

Build 4477

22 mag 2014 · 1 commit · 1 autore SVN
Apri la build
  • Generale

    actors.c: fix a A_CheckSpriteFlags() call for zombie actor to STANDABLE change.

    Helixhorned r4477 22 mag, 01:56 FixEngine
    Mostra dettagli

    This only affects zombie actors in a sector with a parallaxed ceiling. If they have SFLAG_NOSHADE clear, their shade is taken from the ceiling upon changing the statnum. Previously, A_CheckSpriteFlags() received a value that could only be 0 or 1 for the sprite index (typo).