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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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Febbraio 2012 6 build · 7 commit

Build 2373

20 feb 2012 · 8 commit · 1 autore SVN
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  • make neartag accept a sprite-blacklist function and use it in sector.c.

    Helixhorned r2373 20 feb, 11:54 EngineCON
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    Internally, the last argument to neartag is now a pointer to a function int32_t (*blacklist_sprite_func)(int32_t i), which is supposed to return 1 if sprite[i] should NOT be considered for hitting. This is now used in the hard-coded neartag() calls in sector.c, but not in any way in CON (there's neither a C blacklist function provided, nor is there a possibility to define one in CON). There, all sprites with picnums >=1 and <=10 (i.e. the effectors) will be blacklisted. This remedies problems where such sprites would get in the way of switches. Note that a whitelist approach (only consider a predefined set, namely those picnums which will be checked afterwards) has back-compatibility implications since people may have used e.g. lotagged window sprites to cover a switch. Also, the >=1 to <=10 range is [sic] (the static, not dynamic values are used), since anyone redefining effector picnums is clearly out of their mind.

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Build 2351

16 feb 2012 · 7 commit · 1 autore SVN
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  • Generale

    When loading a map in-game, clear TROR wall members corresponding to up/down links.

    Helixhorned r2349 16 feb, 11:25 FixEngineCON
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    I find this cleaner for two reasons. First, lotags won't get in the way of neartag(), so that doors and switches near constrained TROR walls can be pushed. Second, this removes the information leak so that CON coders aren't tempted to read that values directly before a proper API for that comes along. When writing out a map in-game (e.g. with dndebug), restore the respective members so that it can be loaded in the editor again.

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Build 2313

4 feb 2012 · 5 commit · 1 autore SVN
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  • Various menu tweaks and one fix.

    Helixhorned r2313 4 feb, 06:30 FixCON
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    - make PGUP/PGDN and HOME/END behave as expected across all menus - in keyboard/mouse button mapping menu, draw function names that have been given custom names via CON with pal 8 for easier recognition - fix tinting of function names in mouse button mapping menu

  • Generale

    Fix not-initialized variable warning in 'soundanims' CON token parser.

    Helixhorned r2309 4 feb, 06:29 FixCON
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Gennaio 2012 3 build · 4 commit

Build 2232

3 gen 2012 · 3 commit · 1 autore SVN
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  • Generale

    Pass bit 16 to P_SetGamePalette from CON's setgamepalette (forgotten from earlier commit)

    Helixhorned r2232 3 gen, 11:56 CON
  • Generale

    In G_NewGame(), call Gv_RefreshPointers after Gv_ResetVars.

    Helixhorned r2230 3 gen, 11:55 CON
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    Resetting the gamevars might produce inconsistencies between an earlier loaded game (for example, if it was saved with different/earlier CON code), and worst of all, the gamevars that reference C variables might be overwritten (i.e. the addresses to those variable, which is very bad!).

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Dicembre 2011 12 build · 16 commit

Build 2226

29 dic 2011 · 1 commit · 1 autore SVN
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  • CON

    make the 'palette' player member actually return the player's palette ID

    Helixhorned r2226 29 dic, 06:26 CON
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    instead of -1. Setting is still only through 'setgamepalette'.

Build 2225

28 dic 2011 · 9 commit · 1 autore SVN
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  • Generale

    Besides the performance issues, there's another reason why changing the palette

    Helixhorned r2225 28 dic, 12:36 EngineCON
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    'frequently' isn't such a good idea. Assume an actor constantly changes the palette to some value and you're attacked by a newbeast at the same time. Then the pain tinting would be reset each time the actor's code is run. This commit adds a new flag 16 to setbrightness(), meaning "don't reset the fade tinting". Its only use right now is from CON's setgamepalette command (and there, always). The change is done in the engine and thus affects all platforms.

  • Generale

    SDL layer: in 8-bit mode, defer setting the palette until showing the next frame.

    Helixhorned r2221 28 dic, 12:34 CON
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    CON code sometimes uses 'setgamepalette' from withing actors, which is a bit too frequent. Deferring the actual palette updating means that multiple requests in between two screen redraws are coalesced into one, which is desirable for performance reasons and for the reduction of 'tearing' artefacts (but not prevention, since the drawing isn't synced to the screen refresh rate with vsync off). (Did-not-)update issues might be introduced. Windows isn't touched because - I expect it to be more brittle, especially in light of the ATI HW gamma problems. - I haven't tested whether the particular performance penalty that lead to this change ('gas' in AMC TC) exists there too

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Build 2211

25 dic 2011 · 16 commit · 1 autore SVN
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  • Generale

    start CON code at script[3] instead of script[1]. The 'move' command permits

    Helixhorned r2211 25 dic, 07:35 CON
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    the constants 0 and 1, and moveptrs may reference the script up to index 2 then (though I'm not sure whether the code is reachable with moveofs either 0 or 1), so make sure it's nulled instead of whatever happened to compile at the first two positions. Move 1 is only used once in the original cons, when frozen and being shattered.

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Build 2184

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

    Add new actor[].flags flag 2048 (SPRITE_NOCLIP), for 'spriteflags' CON usage.

    Helixhorned r2184 17 dic, 10:51 EngineCON
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    Actors are always moved such that _they_ clip against blocking sprites, even if their blocking bit is clear. Setting the new bit make them not clip against anything. The promary use of this is for decorative moving sprites that are spawned in masses, such as rain or snow.

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Build 2182

15 dic 2011 · 3 commit · 1 autore SVN
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  • Generale

    Don't spawn weapon tiles (WEAPONx_SPAWN) if any such value has been set

    Helixhorned r2180 15 dic, 14:42 EngineCON
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    to negative numbers. Previously, only checks for being zero were performed, but CON code in the wild also has WEAPONx_SPAWN -1, which would propagate to the sprite picnum...

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Build 2172

9 dic 2011 · 16 commit · 1 autore SVN
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  • Generale

    Fix sintable[] access with out-of-bounds values in core engine functions

    Helixhorned r2170 9 dic, 11:11 FixEngineCON
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    (getzrange, hitscan, clipmove, drawmapview). They're reproducible with DNE1.3D; Since these angle values most likely come from CON code, my suggestion would be to bit-and all values representing angles with 2047 when setting the from CON, but I'd have to think about potential side-effects of doing this.

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Build 2155

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

    a.m32: New function save_restore_hlsectors, also accessible from the Quote-F

    Helixhorned r2155 4 dic, 13:21 EngineCON
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    menu. If some sectors are highlighted, save their indices. The highlighting of those particular sectors can then be restored at a later time (but careful across structural modifications that tweak sector indices) by running the same function. Shares a 'gamearray' with function 'collect_teleporting_sectors', so the latter will reset this one when run.

  • when failing to compile a state with a menu name, don't keep the

    Helixhorned r2154 4 dic, 13:20 CON
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    menu entry.

  • Generale

    CON parser cleanup: make labelcode save offsets to CON code instead of

    Helixhorned r2152 4 dic, 13:20 CON
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    pointers and make it into an int32_t*.

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Build 2151

4 dic 2011 · 2 commit · 1 autore SVN
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  • Generale

    CON parser cleanup: make labeltype be an int32_t* instead of an intptr_t*.

    Helixhorned r2151 4 dic, 13:19 CON
  • Generale

    CON parser cleanup: when getting a value from labelcode[], assume that it

    Helixhorned r2150 4 dic, 13:19 CON
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    represents a pointer into the script for label types other than LABEL_DEFINE instead of checking inclusion of the value in the script bounds. This assertion was tested with WGR2 SVN.

Novembre 2011 4 build · 4 commit

Build 2130

25 nov 2011 · 14 commit · 1 autore SVN
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  • Generale

    Somewhat largish commit with various keyboard tinkering for Mapster.

    Helixhorned r2122 25 nov, 01:51 FixEngineCON
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    The main change consist of adding a key press (and release) callback whose only purpose is to be used from m32script as EVENT_KEYPRESS. When entering that event, the RETURN variable will be set to the keystatus code of the key, and whether it was pressed or released can be checked by looking at keystatus[] at that code (ifholdkey and ifhitkey do this). The purpose of this, then, is to be able to remap keys in a more general (and complicated) fashion than is possible with the mapster32.cfg 'remap' option. Various other additions build around this central one: - add an example EVENT_KEYPRESS to a.m32, among other things emulating the keypad arrows with Alt-<normal arrows> for notebook convenience; disabled initially - a.m32: set 'owner' with Alt-KP2: now Alt-Shift-KP2, because of collision with the above - new m32script command: setkey <keycode>, setting keystatus[<keycode>] to 1 (note: may be restricted to use in EVENT_KEYPRESS only in the future) - fix indexing an m32script array with a defined label, there used to be a 'not a gamevar' error instead - add the following constant labels for some key codes: KEY_SCROLL, KEY_F1 .. KEY_F12

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Build 2105

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

    Fix the 'displayrandvar{var}' CON and m32script commands for environments

    Helixhorned r2105 5 nov, 05:13 FixCON
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    with RAND_MAX > 32767 (everything except Windows?). The 'displayrand' command now returns values from 0 to 32767 inclusive, across all platforms.