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

Commit per anno

Seleziona un anno per vederne le build
Era SVN · r1519 – r8798 Era Git · voidpoint.io, da aprile 2020
Filtri

Visualizzati 8.866 commit

Esporta CSV
Opzioni di visualizzazione
Dettagli dei commit:

Gennaio 2014

Dicembre 2013

  • Generale

    Lunatic/m32: include the Lua bytecode into the binary, exit if setup failed.

    Helixhorned r4237 31 dic, 03:52 Build 4237 Engine
  • add 'engine' module, currently allowing to create custom shade tables.

    Helixhorned r4236 31 dic, 03:52 Build 4237 Engine
    Mostra dettagli

    Available in the game and editor. Provide test/shadexfog.lua, containing a function to creating a set of 32 shade tables corresponding to different shades of the same fog palookup table, together with some tests and convenience functions. Also, - Add gv.LUNATIC_CLIENT{,_EDUKE32,_MAPSTER32} - Add LUNATIC_FIRST_TIME in the global env for the game - defs_m32.lua: add reload() convenience function - Failed attempt at recreating the base shade table. It is NOT a linear ramp of the base palette colors to (0,0,0). That is, it's not created by build/util/transpal.exe!

  • Generale

    build.lua: add a flag toggling multiplication of the color components by 4.

    Helixhorned r4235 31 dic, 03:51 Build 4237
  • fix setup under Mapster32, remove a few obsolete lines in defs_common.lua.

    Helixhorned r4234 31 dic, 03:51 Build 4237 FixEngine
  • Generale

    In the no-netcode build, don't expose four internal engine functions.

    Helixhorned r4233 31 dic, 03:51 Build 4237 Engine
    Mostra dettagli

    Also don't compile three multiplayer related OSD commands there.

  • Generale

    defs.c: in '2dcol' DEF token, clamp R, G, B values to [0 .. 63].

    Helixhorned r4232 31 dic, 03:51 Build 4237
  • run EVENT_INIT after initial Lua state creation.

    Helixhorned r4231 31 dic, 03:51 Build 4237 CON
  • allow access to sprite[].yvel through set_yvel() member, document.

    Helixhorned r4230 28 dic, 09:04 Build 4230 Engine
    Mostra dettagli

    BUILD_LUNATIC.

  • Generale

    Remaining sanitizing of .yvel usage plus minor cleanup.

    Helixhorned r4229 28 dic, 09:04 Build 4230
  • Generale

    Clean up legacy ROR code and introduce LEGACY_ROR define in game.h.

    Helixhorned r4228 28 dic, 09:04 Build 4230 Engine
    Mostra dettagli

    Also, bound-check two .yvel meant as sprite indices in actors.c.

  • Generale

    Make a couple of player functions take player indices instead of DukePlayer_t *.

    Helixhorned r4227 28 dic, 09:04 Build 4230
  • Generale

    Guard retrieval of player index (.yvel) from APLAYER sprite.

    Helixhorned r4226 28 dic, 09:04 Build 4230 Engine
    Mostra dettagli

    It is unacceptable that yvel is on one hand modifiable without restriction from scripting, but can be used as an array index without prior bound check in the C code. Because that member has an overloaded meaning and is also used for innocuous purposes such as the green color intensity of an SE light, it's infeasible to restrict access from scripting. Consequently, we must add bound checks on the C side. This is the first part of the effort to make .yvel safe, adding two functions P_Get() and P_GetP(). There are a couple of other uses as some kind of index.

  • Generale

    Reserve 16 tiles from the end of MAXTILES, don't allow as user tiles from ART/DEF.

    Helixhorned r4225 28 dic, 09:04 Build 4230
  • add example toggling forcefield wall to test.lua.

    Helixhorned r4224 28 dic, 09:04 Build 4230 Engine
  • Generale

    engine.c: clean up code related to ART loading. BUILD_LUNATIC.

    Helixhorned r4223 26 dic, 11:45 Build 4223 Engine
  • Generale

    Don't consider W_FORCEFIELD+2 (surgery instruments) a forcefield picnum.

    Helixhorned r4222 26 dic, 11:45 Build 4223
  • Generale

    Clean up code related to forcefield player damage etc.

    Helixhorned r4221 26 dic, 11:45 Build 4223
  • Generale

    Rename 'camsprite' to 'g_curViewscreen', other related cleanup.

    Helixhorned r4220 26 dic, 11:45 Build 4223
  • Generale

    Add helper utility lunatic/util/cmpart.lua.

    Helixhorned r4219 26 dic, 11:45 Build 4223
  • swap con.insetsprite's 4th and 5th positional arguments.

    Helixhorned r4218 26 dic, 11:45 Build 4223
  • expose player[].gotweapon, document it and *_weapon() methods.

    Helixhorned r4217 26 dic, 11:45 Build 4223
  • Generale

    Consolidate P_AddWeaponNoSwitch into an additional P_AddWeapon argument.

    Helixhorned r4216 26 dic, 11:45 Build 4216
  • Generale

    Minor stylistic tweaks of code related to weapon switching.

    Helixhorned r4215 26 dic, 11:44 Build 4216
  • Generale

    premap.c: stylistic cleanup in map loading code.

    Helixhorned r4214 24 dic, 01:44 Build 4214
  • Generale

    Factor some code in config.c into OSD_WriteAliases(), move symbol_t to osd.c.

    Helixhorned r4213 24 dic, 01:44 Build 4214
  • Generale

    Don't autoexec <mapname>.cfg files for clipshape maps.

    Helixhorned r4212 24 dic, 01:44 Build 4214
  • don't allow starting demo recording, since gamevar diffing is NYI.

    Helixhorned r4211 24 dic, 01:44 Build 4214 CON
  • Generale

    osd.c: patch up a possible oob access of osdtext[].

    Helixhorned r4210 24 dic, 01:44 Build 4214
  • error on invalid static data read like 'sprite.picnum'.

    Helixhorned r4209 24 dic, 01:44 Build 4214 Engine
  • Generale

    Pass RETURN to EVENT_DAMAGEHPLANE in the 'dist' arg to allow chained callbacks.

    Helixhorned r4208 24 dic, 01:44 Build 4214 CON
  • add ceiling-or-floor method set_picnum(). BUILD_LUNATIC.

    Helixhorned r4207 20 dic, 10:31 Build 4207
  • Add EVENT_DAMAGEHPLANE and document it in Lunatic doc Appendix B.

    Helixhorned r4206 20 dic, 10:31 Build 4207 CON
    Mostra dettagli

    Also add test/damagehplane.lua with these demonstrations: - custom breakable ceilings - breakable TROR glass

  • Generale

    Generalize Sect_DamageCeiling to Sect_DamageCeilingOrFloor, use appropriately.

    Helixhorned r4205 20 dic, 10:31 Build 4207 Engine
    Mostra dettagli

    - in the function itself: for floor, currently, do nothing (but this commit is in preparation of the next one, again) - In Proj_MaybeDamageCF(), Proj_MaybeDamageCF2() and the A_RadiusDamage() use if the function, generalize to floors, but with the special case that parallaxed floors keep blocking projectiles, as before (in constrast to parallaxed ceilings). However, Sect_DamageCeilingOrFloor() is only called for non-parallaxed ceilings *and* floors.

  • Generale

    Minor no-functionality-changing tweaks.

    Helixhorned r4204 20 dic, 10:31 Build 4207
    Mostra dettagli

    - factor out: G_WallSpriteDist() - factor out: Proj_MaybeDamageCF() and Proj_MaybeDamageCF2() in preparation for the next commit - Make PROJ_DECAYVELOCITY macro take an arg for readability's sake

  • Generale

    sector.c: in ST9 handling code, prevent oob for improperly constructed doors.

    Helixhorned r4203 20 dic, 10:31 Build 4207 Engine
  • fix a couple of spelling mistakes in the doc, found using Emacs ispell.

    Helixhorned r4202 20 dic, 10:31 Build 4207 Fix
  • expose "con.shoot(tilenum, i [, zvel])". Document and add example.

    Helixhorned r4201 20 dic, 10:31 Build 4207
  • Generale

    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 Build 4200 Fix
    Mostra dettagli

    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.]

  • Generale

    Various stylistic cleanup.

    Helixhorned r4199 12 dic, 11:22 Build 4199 Engine
    Mostra dettagli

    - Move ARRAY_SIZE() macro to compat.h, add another one ARRAY_SSIZE() - In A_RadiusDamage(): note maybe-unaligned access issue, prevent unlikely oob - sector.c: use SPRITES_OF* macros where appropriate

  • add "for s, what in sectorsofbunch(bunchnum, gv.BOTH_CF)" iterator.

    Helixhorned r4198 12 dic, 11:22 Build 4199
  • Generale

    a.m32: don't clamp SE50 extra (=horiz) to [-500 500] with KP8/KP5.

    Helixhorned r4197 12 dic, 11:22 Build 4199 Engine
  • fix parsing negated labels, getnumber* with neg. 'max'.

    Helixhorned r4196 11 dic, 13:23 Build 4196 FixEngineCON
    Mostra dettagli

    Exposed by this snippet from a.m32: getnumber256 .owner "OWNER (projection picnum): " -MAXTILES Now, Alt+KP2 works as expected in 3D mode.

  • statically check some member assignments with literal numbers.

    Helixhorned r4195 11 dic, 13:23 Build 4196 CON
    Mostra dettagli

    And issue warnings whenever the assignment would fail (error) at game time.

  • add target 'print-compiler-options'.

    Mostra dettagli

    May come in handy at times. BUILD_LUNATIC.

  • Generale

    Really fix the Pause key on Windows/SDL2.

    Helixhorned r4193 6 dic, 10:56 Build 4194 Fix
    Mostra dettagli

    This requires enabling the same workaround as for Linux. Maybe it's not system-dependent at all.

  • invalidate a wall when its sector's visibility has changed.

    Helixhorned r4192 6 dic, 10:56 Build 4194 Engine