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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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Visualizzate 1.437 build · 2.949 commit

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Aprile 2015 7 build · 14 commit

Build 5134

11 apr 2015 · 6 commit · 1 autore SVN
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Marzo 2015 11 build · 22 commit

Build 5084

24 mar 2015 · 20 commit · 2 autori SVN
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  • Generale

    Additional fix for building with newest MSYS2 packages. DONT_BUILD.

    TerminX r5082 scritto il 23 mar 2015 Fix
  • Generale

    Build fix. DONT_BUILD.

    TerminX r5081 scritto il 23 mar 2015 Fix
  • Generale

    A lot of CON rewrites/optimizations. Converts projectile system to dynamic allocation, saving a bunch of memory (something like sizeof(projectile_t) * MAXTILES * 2). This commit also contains changes that reduce overhead for CON commands that take a lot of parameters, by way of adding a Gv_GetManyVars() to replace long strings of subsequent calls to Gv_GetVarX().

    TerminX r5080 scritto il 23 mar 2015 FixCON
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    Savegame version has been bumped due to the projectile changes. There is no way this commit doesn't cause at least one bug, so DONT_BUILD. ;)

  • Generale

    Fix building on case-sensitive filesystems on OS X, DONT_BUILD.

    TerminX r5078 scritto il 23 mar 2015 Fix
  • Generale

    Large batch of Polymost changes, including:

    TerminX r5075 scritto il 23 mar 2015 FixEngine
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    -lots of stylistic rewrites -further improvements to anti-fighting code for wall and floor sprites (introduces three new cvars, r_wspr_offset, r_wspr_offset_variance, and r_fspr_offset) -fixed brief HOM when traversing through a one-way masked wall -seldomly used "alphahack" feature for hightile textures now represents alpha cutoff internally as a single byte instead of a float -fixes a handful of issues where geometry failed to draw at certain coordinates from certain angles in certain resolutions -renames a couple of cvars

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Build 5063

22 mar 2015 · 7 commit · 1 autore SVN
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  • Generale

    Modify the modern mini-HUD so that:

    Hendricks266 r5057 22 mar, 23:26 Fix
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    1. Instead of the Mighty Foot using the Protective Boots inventory item as its icon, display no icon at all. 2. Adjust the ammo icon so that it is drawn at one-quarter size if its y-size is >=50 instead of >50. This fixes the display of Water Pistol Ammo in Duke Caribbean.

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Build 5051

8 mar 2015 · 1 commit · 1 autore SVN
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  • Generale

    Partially revert r5020. It's okay to update totalclocklock in G_DrawRooms(), but we must continue updating it in drawrooms() so as to not break the editor and every other BUILD game.

    Hendricks266 r5051 8 mar, 16:39 Fix
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    ¿Por qué no los dos?

Febbraio 2015 14 build · 30 commit

Build 5022

20 feb 2015 · 3 commit · 1 autore SVN
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  • Generale

    Stick update of 'totalclocklock' at beginning of G_DrawRooms() instead of drawrooms().

    Helixhorned r5020 scritto il 19 feb 2015 FixEngineCON
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    This fixes engine-side sprite animation in the following scenario: CON code wants to draw a scene from EVENT_DISPLAYREST, but since it covers the whole screen, disables the drawing of the 3D scene beforehand (RETURN set to 1 from EVENT_DISPLAYROOMS). DONT_BUILD.

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Build 5019

19 feb 2015 · 3 commit · 1 autore SVN
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  • in 'for i drawnsprites' handling, back up and restore sprite MAXSPRITES-1.

    Helixhorned r5019 19 feb, 09:41 FixEngineCON
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    This fixes the level 5 corruption encountered when issuing that iteration. (Because the last sprite would be changed from e.g. statnum MAXSTATUS to 0.) It is also mandatory anyhow since the last sprite may be contained in the map.

  • Generale

    Under conditions of CLASSIC_Z_DIFF_64 (r4960), make some drawvox() vars 64-bit.

    Helixhorned r5017 19 feb, 09:41 FixEngine
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    - In drawvox(), make view-relative x and y high-precision on desktops. To a large extent (but not completely), this fixes "stray" fake floor shadow sprites for voxels. - In the mouse picking code for voxels, fix a possible integer overflow. A new engine.c-private function mulscale_triple30() is added. DONT_BUILD.

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