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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 2014 10 build · 15 commit

Build 4309

8 feb 2014 · 12 commit · 1 autore SVN
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    In the C code, rename sprite[].filler to 'blend'.

    Helixhorned r4305 8 feb, 06:37 FixEngineCON
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    Also, fix a missed .filler -> g_ambiencePlaying[] rewrite in the editor. In C-CON, 'detail' is kept as alias to C-side (former) .filler / now .blend, but that name is *deprecated*.

  • factor out polymer_invalidateartmap(), use it in invalidatetile().

    Helixhorned r4304 8 feb, 06:37 FixEngine
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    This fixes updating the viewscreen in Polymer's ART mapping mode.

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Gennaio 2014 9 build · 16 commit

Build 4279

30 gen 2014 · 3 commit · 1 autore SVN
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    Reincarnate RTS sound functionality together with cleaning up related code.

    Helixhorned r4278 30 gen, 11:12 Fix
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    - Make Win+F* also make play and RTS sound, since modern OS's window managers like to eat Alt-F*. (Some Win+F* may be inaccessible too, but together all 10 should hopefully be covered.) - Fix an issue where keys other than F1-F10 were considered as starting an RTS sound and crashing EDuke32 in the process

  • Generale

    Fix USE_OPENGL=0 build... again. DONT_BUILD.

    Helixhorned r4277 30 gen, 08:13 Fix
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Build 4276

29 gen 2014 · 1 commit · 1 autore SVN
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    Fix respawn operation with monsters off, rewriting G_OperateRespawns().

    Helixhorned r4276 29 gen, 10:32 Fix
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    BUILD_LUNATIC.

Build 4268

27 gen 2014 · 2 commit · 1 autore SVN
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  • Introduce support for PlayStation CD-XA audio, a simple ADPCM format.

    Hendricks266 r4268 27 gen, 02:30 Fix
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    It's functional, but due to the odd 37.8 KHz nature of the format, I will need to add a resampler to the audiolib to prevent the aliasing artifacts that occur at present. I also hear clicks/pops every so often, but I do not know if a resampler would fix these as well or if they are a separate problem. Note that you cannot directly use the four XA files on the Total Meltdown disc because they each contain eight songs. They would need to be split using a utility I wrote that is outside the scope of this SVN.

  • Fix a harmless C++ warning. (malloc casting, for those interested)

    Hendricks266 r4267 27 gen, 02:29 Fix
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    EDuke32 has me so accustomed to straight C... using a template and pass-by-reference makes my day.

Build 4260

15 gen 2014 · 3 commit · 1 autore SVN
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    Per-map ART tiles: don't back up or restore reserved tiles.

    Helixhorned r4259 15 gen, 12:29 Fix
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    This prevents a crash and maybe other badnesses when e.g. loading a map with ART tiles, doing something that allocates a reserved tile (such as looking into a viewscreen), then loading another map where the tilesiz* of TILE_VIEWSCR is restored to 0.

  • fix one error message, make -h/--help display usage.

    Helixhorned r4258 15 gen, 12:29 Fix
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    Actually, right now, any first arg starting with '-' will show the usage.

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Build 4254

12 gen 2014 · 5 commit · 1 autore SVN
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    Fix the startup window freeze under SDL2+Windows when a Yes/No box was supposed to be displayed.

    Hendricks266 r4254 12 gen, 06:06 Fix
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    Fix a case where the bonus screen would immediately end with an input press because all code between iterations of the bonus screen would execute in less than 1/120th of a second, not leaving any time for totalclock to increment.

    Hendricks266 r4252 12 gen, 06:05 Fix
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    EDuke32. Where our code runs so fast, it breaks old code.

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    Fix the display of the multiplayer results screen.

    Hendricks266 r4251 12 gen, 06:05 Fix
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Dicembre 2013 6 build · 8 commit

Build 4200

19 dic 2013 · 1 commit · 1 autore SVN
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    Rewrite and unify the handling of the scrollwheel between layers, fixing it in the editor's 2D mode and tile selector under SDL.

    Hendricks266 r4200 19 dic, 23:24 Fix
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    The scrollwheel is unique among PC input because it has no innate "hold length". Previously, the layers gave the mousewheel a fake hold length to allow the not-necessarily-synchronous game/editor code to pick up the input before the layers marked it as "no longer pressed". This passed under Windows, but it didn't slide under SDL. Besides the two problems listed above, it also potentially limited the rate of weapon selection, where scrolling too fast would not register every clicks. [Unrelatedly, this is still the case when you scroll faster than the game's own tickrate, but addressing that would require rewriting input handling to go through a list of "events" for each tic instead of looking at overall pressed/unpressed states.]

Build 4194

6 dic 2013 · 4 commit · 1 autore SVN
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    Really fix the Pause key on Windows/SDL2.

    Helixhorned r4193 6 dic, 10:56 Fix
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    This requires enabling the same workaround as for Linux. Maybe it's not system-dependent at all.

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    Do not consider system gamearrays for updating from demos.

    Helixhorned r4191 6 dic, 10:56 FixCON
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    This generally fixes demo playback. Before, tilesizx[]/tilesizy[] were written into twice as many bytes as needed. Now, don't do that at all.

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