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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Stai vedendo il 2019 · selezionalo di nuovo per vedere tutti gli anni
Era SVN · r1519 – r8798 Era Git · voidpoint.io, da aprile 2020
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Dicembre 2019 8 build · 13 commit

Build 8486

22 dic 2019 · 21 commit · 1 autore SVN
Apri la build
  • SW

    Fix crash issues when Track sprites are set up incorrectly

    Hendricks266 r8485 22 dic, 02:21 FixEngine
  • Use old-style voxel loading so that ART animations are ignored

    Hendricks266 r8475 22 dic, 02:20 Engine
  • Move voxel loading to common.cpp

    Hendricks266 r8474 22 dic, 02:20 Engine
  • Generale

    Expose nextvoxid variable

    Hendricks266 r8471 22 dic, 02:20 Engine
    Mostra dettagli

    This allows game and defs to not overwrite each other's voxels.

  • Generale

    Don't predicate the construction of distrecip on voxoff[0][0]

    Hendricks266 r8470 22 dic, 02:20 Engine
    Mostra dettagli

    It's possible to load voxels after a call to dosetaspect.

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Novembre 2019 3 build · 5 commit

Ottobre 2019 3 build · 11 commit

Build 8247

21 ott 2019 · 7 commit · 1 autore SVN
Apri la build
  • Generale

    I swear, the amount of trivial differences between toolchain setups drives me up the wall sometimes

    TerminX r8247 21 ott, 04:27 Engine
  • Generale

    This helps the player not fall off of the edges of certain types of moving sectors as easily

    TerminX r8245 scritto il 20 ott 2019 Engine
  • Generale

    This fixes most issues with the player clipping through the walls of rotating sectors

    TerminX r8243 scritto il 20 ott 2019 FixEngine
  • Generale

    Band-aid fix for Duke3d E4L4 map "corruption"

    TerminX r8241 scritto il 20 ott 2019 FixEngine
    Mostra dettagli

    The map isn't necessarily "corrupt", but it has a large water sector with half a dozen different SE7 teleporter sprites in it, of which all but one have destination SE7 sprites that are constantly moving while the matching SE7 in the large sector stays in place. When you teleport, the game code picks one. It doesn't always pick the one that matches. Yeah, OK, it never picks the one that matches. The area is a total clusterfuck.

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Build 8229

19 ott 2019 · 95 commit · 1 autore SVN
Apri la build
  • Generale

    Patch from Nuke.YKT to fix polygon leakage issue with NPOT skies in Polymost

    TerminX r8206 19 ott, 16:46 FixEngine
  • Generale

    This seems like it should be allocated permanently (value 255) instead of merely marked as locked (value 200)

    TerminX r8202 19 ott, 16:46 Engine
    Mostra dettagli

    There doesn't seem to be any functionality implemented to re-load voxels if they're removed from the cache, and blocks marked as locked can still be pushed out of the cache if the cache is full and a large allocation won't fit anywhere else.

  • Generale

    Separate the filesystem portion of cache1d.cpp and move it into vfs.cpp

    TerminX r8199 19 ott, 16:46 Engine
    Mostra dettagli

    Yes, the engine tools (kextract, etc) still compile.

  • Generale

    Renderer sprite sorting patch from Nuke.YKT

    TerminX r8166 19 ott, 16:43 Engine
  • Generale

    This old 3dfx and SiS hardware isn't capable of running our GL renderer and never will be

    TerminX r8159 19 ott, 16:42 Engine
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Build 8134

19 ott 2019 · 1 commit · 1 autore SVN
Apri la build
  • Generale

    startgtk.game.cpp edits:

    NY00123 r8134 19 ott, 00:28 FixEngine
    Mostra dettagli

    1. Fix USE_OPENGL=0 builds. 2. Don't ignore the user's choice of BPP. 3. If eduke32.cfg has Polymer set to 1 and ScreenBPP set to 8 (e.g., the user changed from Polymer to Classic), don't tick Polymer and don't select an OpenGL mode.

Settembre 2019 5 build · 6 commit

Build 8097

15 set 2019 · 1 commit · 1 autore SVN
Apri la build
  • Generale

    polymost.cpp: fix buffer overflow issue in uploadpalswap() & correct the code to initialize an extra row of black pixels

    pogokeen r8097 15 set, 17:17 FixEngine

Agosto 2019 14 build · 19 commit