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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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Agosto 2012 11 build · 22 commit

Build 2930

19 ago 2012 · 14 commit · 1 autore SVN
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  • Generale

    Restucture dorotspr_handle_bit2().

    Helixhorned r2927 19 ago, 05:55 Fix
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    This also fixes the OSD with aspects < 4/3. I broke that, too.

  • Generale

    In places where fullscreen tiles are drawn (logo etc.), use clearallviews().

    Helixhorned r2924 19 ago, 05:53 Fix
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    This really fixes clearing the borders to the left and right with widescreen and hud_bgstretch=0. Also, it seems to fix glitches when the "screen size" is small (ud.screen_size is large).

  • Generale

    player.c: fix a check of md_tilehasmodel return value against >0 (should be >=0)

    Helixhorned r2920 19 ago, 05:50 Fix
  • Generale

    In polymost_dorotatesprite, don't set [xy]dimen to [xy]dim temporarily.

    Helixhorned r2918 19 ago, 05:48 Fix
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    This fixes stuff like the HUD chaingun with widescreen and small "screen sizes" (in-game viewport). It also makes rotatesprite behave more like classic overall. I have no idea why it was there in the first place.

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Build 2916

18 ago 2012 · 1 commit · 1 autore SVN
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  • Generale

    OpenBSD build fix from Brad Smith (plus a couple of irrelevant changes to the same file from my local tree)

    TerminX r2916 18 ago, 21:01 Fix

Build 2895

13 ago 2012 · 18 commit · 1 autore SVN
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  • Generale

    Fix mirrors in Polymost.

    Helixhorned r2888 13 ago, 11:26 FixEngine
  • Generale

    sounds.c: Factor out duplicate code into S_CalcDistAndAng().

    Helixhorned r2884 13 ago, 11:25 Fix
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    The two instances in S_PlaySound3D() and S_Update() were slightly different as far as sequencing is concerned. However, I think making it the same has only benefits and may fix some popping sounds when starting to play a sound and updating it with a different distance value on the second buffer fill.

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Build 2868

7 ago 2012 · 2 commit · 1 autore SVN
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  • Generale

    Fix tile CAMERA1+4 being not changed to a CAMERA1 on spawn.

    Helixhorned r2868 7 ago, 06:09 Fix
  • Generale

    Fix slimers not disappearing on dnmonsters cheat, display 2nd 'on' state.

    Helixhorned r2867 7 ago, 06:08 Fix

Build 2862

2 ago 2012 · 10 commit · 1 autore SVN
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  • fix build on OS X, pass LUNATIC define to build/ sources.

    Helixhorned r2860 2 ago, 03:52 Fix
  • fix hex literal parsing on Windows, add two comments.

    Helixhorned r2859 2 ago, 03:52 Fix
  • add 'randgen' module, implementing an encapsulated JKISS PRNG.

    Helixhorned r2857 2 ago, 03:52 Fix
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    Also fix error handling path in our_require(), i.e. when loadstring fails.

  • update DukePlayer_t, fix build.

    Helixhorned r2854 2 ago, 03:52 Fix
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Luglio 2012 12 build · 16 commit

Build 2850

29 lug 2012 · 1 commit · 1 autore SVN
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  • on x86 GCC asm builds, fix crash with floor sprites of (x or y) size 2.

    Helixhorned r2850 29 lug, 05:46 FixEngine
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    The idiv instruction also signals an FPE when the resulting *signed* quotient overflows, so we simply use div instead.

Build 2820

8 lug 2012 · 8 commit · 1 autore SVN
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  • draw walls with non-pow2 ysizes in the old fashion for the time being.

    Helixhorned r2819 8 lug, 14:47 FixEngine
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    I'm willing to make this one concession to correctness in the name of backward- compatibility. I think that one reason why this has never cause a crash is that tiles in BUILD are allocated in Ken's big allocache buffer, so oob accesses were dampened by that (though they hit uninitialized data).

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Build 2811

6 lug 2012 · 2 commit · 1 autore SVN
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  • factor out wall y panning coefficient calculation.

    Helixhorned r2811 6 lug, 08:36 FixEngine
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    Non-pow2 wall/mask drawing in classic introduced cases where walls are drawn "incorrectly" because they were constructed with the old behavior in mind. Polymer appears to "correct" for it partially, but doesn't cover all cases. Specifically, now we have: - E1L1 first inside secret room (5000, 50000): Polymer draws like Duke 1.5, classic now draws with an offset. - E3L2 near the vault (-20000, 25000): both classic and Polymer draw with offsets compared to Duke 1.5, but they're different! This means that more research is needed into what makes these two cases diverge, even though both have the same root cause. !!! Also, mappers should abstain from using non-power-of two textures on walls until this issue is resolved in a satisfactory fashion !!!

  • fix glitches where stuff would be drawn transiently on sect change.

    Helixhorned r2810 6 lug, 08:36 FixEngine
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    This was introduced with r2771, which fixed e.g. AMC TC city_si's mirrors, but instructed the base drawrooms inside yax_drawrooms to not correct the passed sectnum. Therefore, stuff would get drawn wrongly when passing sector boundaries, like from the platform to the rails in trueror1.map.

Build 2798

1 lug 2012 · 9 commit · 2 autori SVN
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  • Generale

    Fix MinGW build.

    Plagman r2798 1 lug, 20:44 Fix
  • Generale

    Make ksqrt take uint32_t, add helper function uint32_t uhypsq(int32_t,int32_t).

    Helixhorned r2791 1 lug, 15:11 FixEngine
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    uhypsq calculates the hypotenuse using unsigned multiplication. This is permissible since for arbitrary int32s a and b, the following holds in two's complement arithmetic: (int32_t)((uint32_t)a * b) == (int32_t)((int64_t)a * b) ("Signed and unsigned multiplication is the same on the bit level.") This fixes various overflows where wall lengths for walls of length > 46340 are calculated, but does not rid us of other overflows in the same vein (usually dot products between vectors where one point is a wall vertex and the other a position in a sector).

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