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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Era SVN · r1519 – r8798 Era Git · voidpoint.io, da aprile 2020
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Ottobre 2021 10 build · 121 commit

Build 9721

8 ott 2021 · 1 commit · 1 autore GIT
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  • Generale

    Revert "engine: make floor sprites clip a little more like floors"

    TerminX 964c0b5 8 ott, 02:10 FixEngine
    Mostra dettagli

    clipmove() really needs concrete indication of a moving point's starting floor height for this optimization to work correctly, and inferring that ourselves without it being explicitly passed in isn't something that would work.

    Annulla
    81f7c71 — engine: make floor sprites clip a little more like floors (Build 9710)

Build 9720

7 ott 2021 · 10 commit · 1 autore GIT
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  • SW

    fix buffer overflow preventing the game from starting, exposed by switching to the new memory allocation systems

    TerminX 6a1f4ec 7 ott, 12:15 Fix
  • fix SDL fullscreen issues

    TerminX cae5d70 scritto il 22 set 2021 FixEngine
  • remove r_pr_vbos cvar and the code paths used for values 0 and 1

    TerminX 1682ff4 scritto il 14 ago 2021 FixEngine
    Mostra dettagli

    r_pr_vbos 0 was broken and r_pr_vbos 1 became useless once it was clear r_pr_vbos 2 wasn't causing issues.

  • add GL context version to glinfo, allow in 8 bpp mode (it's still backed by a GL surface, after all...)

    TerminX ab2e5f0 scritto il 8 ago 2021 Engine
  • manually flush console log file ptr in crash handler

    TerminX a68d0d8 scritto il 25 set 2021 FixEngine
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Build 9710

6 ott 2021 · 31 commit · 1 autore GIT
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  • additional gamevar verification when loading savegames

    TerminX 43cd843 scritto il 26 set 2021 CON
  • add coordinates to log output from clipmove()

    TerminX 32d5774 scritto il 29 set 2021 Engine
  • make floor sprites clip a little more like floors

    TerminX 81f7c71 scritto il 3 ott 2021 Engine
  • bump MAXCLIPNUM to 4096

    TerminX c5f07af scritto il 3 ott 2021 Engine
    Mostra dettagli

    This isn't really ideal, but neither is hitting the limit due to maps with an excessive number of sprites that use clipshapes.

  • move P_SetupMiscInputSettings() from game.cpp into game.h and call after loading savegames

    TerminX 44f11d8 scritto il 3 ott 2021
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Build 9679

6 ott 2021 · 28 commit · 1 autore GIT
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Build 9651

6 ott 2021 · 1 commit · 1 autore GIT
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  • Generale

    MinGW build fix... I'm going to hell for this one

    TerminX a891732 6 ott, 16:13 Fix
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    This works around what looks like a problem with the MinGW cross-compiler toolchain in Debian.

Build 9631

6 ott 2021 · 24 commit · 2 autori GIT
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Settembre 2021 6 build · 10 commit

Build 9607

27 set 2021 · 1 commit · 1 autore GIT
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  • Add events EVENT_PREUPDATEANGLES and EVENT_POSTUPDATEANGLES

    Dino Bollinger 9741acb scritto il 22 ago 2021 CON
    Mostra dettagli

    These events trigger once every frame and provide access to the input struct value updates of each frame. This makes it possible to alter input.q16avel and input.q16horz again, even with smooth mouse aiming. Addresses terminx/eduke32#132

Build 9603

10 set 2021 · 5 commit · 1 autore GIT
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  • Fix a typo in P_DisplayWeapon from port of SHOTGUN_WEAPON case for WW2GI

    NY00123 6c289cc scritto il 30 ago 2021 Fix
  • Generale

    Ken-Build, Duke3D, SW, mmulti: Replace rand with wrand almost everywhere.

    NY00123 e846be2 scritto il 30 ago 2021 Engine
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    Outside of 3rd party libraries, remaining uses are the Polymer-specific macro LIGHTRAD2 within Duke3D, system_15bit_rand and vox2poly. Also use WRANDOM_MAX in SW.

  • Add wrand, intended to mimic the behaviors of Watcom C 10.0's rand.

    NY00123 fbf1c84 scritto il 30 ago 2021 Engine
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    Also add WRANDOM_MAX. This will be used in SW, preventing possible freezes.

  • Generale

    Remove Brand macro. It was used just in Ken-Build.

    NY00123 e2bab6e scritto il 30 ago 2021
  • Split krand definitions from build.h to a new header, random.h

    NY00123 c22bf0e scritto il 30 ago 2021 Engine

Build 9598

8 set 2021 · 1 commit · 1 autore GIT
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  • polymer: show shader compile log on failure, not just link log

    Plagman 25afea9 scritto il 16 ago 2021 Engine
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    Mesa conveys most of the useful info through there, not linking.

Agosto 2021 20 build · 108 commit

Build 9595

26 ago 2021 · 10 commit · 1 autore GIT
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Build 9582

24 ago 2021 · 9 commit · 1 autore GIT
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Build 9573

22 ago 2021 · 3 commit · 1 autore GIT
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  • Fix POLYMER=0 builds

    Dino Bollinger a564d27 22 ago, 02:03 FixEngine
  • Improve the CON_ADDLOGVAR command

    Dino Bollinger c624dd6 scritto il 16 ago 2021 CON
    Mostra dettagli

    Changes: - Passing struct members and player vars as argument now works. - If struct members are accessed without specifying the index, the command will display which index was used by the CON VM. - Enable use of constant values for array indexing in addlogvar - Enable logging of integer constants with addlogvar - General refactoring and code improvement.

  • Generale

    defineskill and undefineskill changes

    Dino Bollinger b042d9b 22 ago, 14:12

Build 9570

21 ago 2021 · 2 commit · 2 autori GIT
Apri la build
  • remove the extra flag passed to mouseLockToWindow() in GAME_onshowosd() that made it just show/hide the cursor instead of actually grabbing and ungrabbing input

    TerminX d1b3b70 scritto il 28 lug 2021 Fix
    Mostra dettagli

    Truth be told, I don't even remember why this hack was necessary. Let me know if anything breaks. Fixes terminx/eduke32#143.

  • Expose 8 additional clipboard variables as READONLY to M32 CON

    Dino Bollinger 2204348 21 ago, 22:20 EngineCON
    Mostra dettagli

    These variables include: * `tempxpanning` * `tempypanning` * `tempxvel` * `tempyvel` * `tempzvel` * `tempstatnum` * `tempblend` * `tempsectnum`