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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 2013

  • Generale

    Lunatic (translator): thisprojectile, *shoot.

  • Generale

    Rework how the z velocity is passed from *zshoot to A_Shoot().

    Helixhorned r3465 7 feb, 13:01 Build 3467 CON
    Mostra dettagli

    Previously, actor[].shootzvel (implementation detail, not available to CON) was checked, and if it was !=0, that was the overridden velocity. The value 0 meant "hardcoded, projectile-dependent velocity". But that neccesiated a hack where if zvel 0 was passed and really meant, it needed to be set to 1 instead. Now we have A_ShootWithZvel() taking an additional last argument plus a macro SHOOT_HARDCODED_ZVEL permissible for that argument.

  • Generale

    player.c: factor out more identical code into Proj_DoHitscan().

    Mostra dettagli

    Also, simplify a couple of other lines.

  • projectiles...

  • Generale

    player.c: factor out a repeated 3-liner into safeldist(), remove some commented code.

  • Generale

    actors.c: factor out 6x identical code into Proj_BounceOffWall().

  • for VM_Fall and VM_ResetPlayer, pass VM sprite/player etc. as args.

    Helixhorned r3460 7 feb, 13:00 Build 3467 Engine
    Mostra dettagli

    Simplifying VM_FallSprite and VM_ResetPlayer2 used from Lunatic.

  • Generale

    Move around some #ifdef LUNATIC to compile out more code, minor cleanup.

  • Generale

    Lose the packed attribute on / rearrange some game struct types.

    Mostra dettagli

    actors.h: remove 'packed' from projectile_t, tiledata_t. In tiledata_t, make .cacherange member an int32_t so that the following member "projectile_t defproj" is aligned on a 4-byte boundary. player.h: remove 'packed' from playerspawn_t, DukeStatus_t, input_t. In Lunatic, correct packing attribute of the base type of the unrestricted actor_t and DukePlayer_t pointer types (the declaration was used without Bump BYTEVERSION.

  • Generale

    player.c: remove a couple of unnecessary casts.

  • conditionally compile out more legacy code, remove old mixed mode code.

  • Generale

    Lose the 'packed' attribute for types declared in build.h.

    Mostra dettagli

    Most of them are already aligned to their natural boundaries, so lowering the alignment to 1 byte can only worsen things by making the C compiler generate poorer (unaligned access) code for some platforms. The layout of structures is not specified by the C Standard, but is rather given by a particular platform + toolchain's ABI (application binary interface). Most ABIs follow the expected pattern "alignment of scalars is their size, alignment of arrays is that of its element type, alignment of structs is the maximum alignment of its members". A couple of links to particular ABIs are given in build.h. Problems are expected with archs that care about unaligned access when a pointer to a non-packed struct is taken that resides in a packed aggregate, but these uses should be weeded out (I'm not sure if there are any in our codebase). The following types are affected, only hitdata_t changes its size: sectortype, walltype, spritetype, spriteext_t, spritesmooth_t, struct validmode_t, picanm_t, palette_t, vec2_t, vec3_t, hitdata_t.

  • Generale

    Lunatic translator: codegen for actor-tsprite accesses, sync some RO members.

    Helixhorned r3454 3 feb, 04:48 Build 3458 Engine
  • Generale

    Fix all hitscan weapons (not only pistol) wrongly fire without spread at enemies.

    Helixhorned r3453 1 feb, 11:56 Build 3453 Fix
    Mostra dettagli

    Introduced in r3358, where I missed a condition inside an 'if'.

  • provide access to actor-tsprite.

    Helixhorned r3452 1 feb, 05:05 Build 3452 Engine
  • Generale

    game.c: In G_DoSpriteAnimations, put t, i and s locals into their blocks.

    Mostra dettagli

    And const them appropriately. Also remove #if 0'ed code related to an MSVC pragma.

  • Generale

    NULL spriteext[].tpsr after each running EVENT_ANIMATESPRITES for a tsprite.

    Helixhorned r3450 1 feb, 05:05 Build 3452 EngineCON
    Mostra dettagli

    Meaning that only *ettsprite[THISACTOR] makes sense from CON. It did before too, because .tspr was set before each event run (and not before all runs), only that it was never nulled, which was kind of untidy.

  • remove unused tsprite access via spriteext[].tspr.

    Helixhorned r3449 1 feb, 05:05 Build 3452 EngineCON
  • Generale

    Don't set spriteext[].tspr when creating tsprites from the engine.

    Helixhorned r3448 1 feb, 05:05 Build 3452 EngineCON
    Mostra dettagli

    Its only use is to have a actor -> tsprite mapping for the EVENT_ANIMATESPRITE event and .tspr will be set before it is run.

  • RESPAWN-preview coded in M32-script.

    Helixhorned r3447 1 feb, 05:05 Build 3452 FixEngineCON
    Mostra dettagli

    The m32script variable 'showrespawn_always' toggles whether the respawned picnum is shown unconditionally instead of only when aimed at (and locked onto the RESPAWN sprite) in 3D mode. Cool idea by Micky C. NOTE: sometimes doesn't work because of a bug in the m32script interpreter.

  • Generale

    Lunatic (translator): provide checked write access to a couple more members.

  • Centralize all bound-checking in bcheck.lua.

  • Generale

    Lunatic translator: codegen for some "method-like" member write accesses.

Gennaio 2013

  • Generale

    Additional networking patch from Jasper Foreman, sadly sitting untested for almost a month because everyone here has been too sick to do anything with it. :(

    TerminX r3443 28 gen, 14:00 Build 3443
  • Generale

    Fix MinGW/GCC build. Oops!

    TerminX r3442 27 gen, 13:37 Build 3442 Fix
  • Generale

    Use nearbyintf() to when calculating g_frameDelay (when r_maxfps is changed) to get closer to the target framerate by bypassing float -> int truncation

    TerminX r3441 27 gen, 09:06 Build 3442
  • Generale

    Fix knuckle cracking animation broken in r3436

    TerminX r3440 27 gen, 09:06 Build 3442 Fix
  • Generale

    Lunatic translator: a couple of set-struct commands, "-I" option for default dir.

    Helixhorned r3439 26 gen, 09:08 Build 3439
  • Generale

    Don't apply GL fogging to wall lines drawn in game's "light" overhead view.

    Helixhorned r3438 26 gen, 09:07 Build 3439 Engine
  • prefer to use ctype objects instead of C type strings.

    Helixhorned r3437 26 gen, 09:07 Build 3439
    Mostra dettagli

    Pass types via ffi.typeof() instead of declaring them in the global namespace when possible.

  • Generale

    player.c: return early from various P_Display*() if player's *incs are oob.

    Helixhorned r3436 26 gen, 09:07 Build 3439
  • use bcarray types to guard accesses to arrays inside structs.

    Helixhorned r3435 26 gen, 09:07 Build 3439
  • Generale

    Add bcarray.lua, implementing a factory for bound-checked array types.

    Helixhorned r3434 26 gen, 09:07 Build 3439
  • Generale

    Lunatic translator: struct read access.

    Helixhorned r3433 24 gen, 12:03 Build 3433
  • Generale

    Lunatic translator: prototypical array/struct access, for reference only.

    Helixhorned r3432 24 gen, 12:03 Build 3433
  • a little bit of everything.

    Helixhorned r3431 24 gen, 12:03 Build 3433
  • sync with preceding change, complete two commands.

    Helixhorned r3430 24 gen, 12:02 Build 3433
  • Generale

    CON parser: don't accept read-only gamevars for 1st arg of *sprite{sect,stat}.

    Helixhorned r3429 24 gen, 12:02 Build 3433 EngineCON
  • Generale

    game.c: replace one missed instance of inline code with calc_smoothratio().

    Helixhorned r3428 23 gen, 11:36 Build 3428
  • sync with preceding change, fix r3419.

    Helixhorned r3427 23 gen, 11:36 Build 3428 Fix
  • Generale

    Rework hardcoded BADGUY sprite flag initialization (i.e. amend r3257).

    Helixhorned r3426 23 gen, 11:36 Build 3428 FixEngine
    Mostra dettagli

    Use a new flag to mark hard-coded enemies, not SPRITE_BADGUY. This fixes an issue where in E1L4, a pigcop would appear in the area you have to crawl under shrunk. Thanks to LLCoolDave1 for pinpointing the range of relevant revisions.

  • Generale

    Fix USE_OPENGL=0 build.

    Helixhorned r3425 23 gen, 11:36 Build 3428 Fix
  • fix cycling to the next link sprite with LShift+"]", tweak message.

    Helixhorned r3424 23 gen, 11:36 Build 3428 FixEngine
  • fix wrongly stripping debug binaries...

    Helixhorned r3423 21 gen, 13:18 Build 3423 Fix
    Mostra dettagli

    ... when 'make' is invoked like "make ... STRIP=some_strip".

  • simplify how to determine whether the final binary is stripped.

    Helixhorned r3422 20 gen, 13:17 Build 3422 Fix
    Mostra dettagli

    Whenever it should be not, STRIP is set to the empty string. This fixes the Lunatic RELEASE=1 build.

  • Generale

    Reimplement pixel doubling by drawing scene at 1/(2*2) resolution and expanding.

    Helixhorned r3421 20 gen, 13:17 Build 3422
    Mostra dettagli

    The pixel doubling now only applies to the area where the world scene is drawn, i.e. it may be smaller than the physical screen / WM window size. The optimized version is slightly faster than for non-doubled pixels for me (optimized build), but see code for caveats. Some other minor issues: - won't work when the world is drawn from demo cameras (and offscreen, but that matters less) - will leave a few pixels empty when running with x resolutions not evenly divisible by 4

  • Generale

    game.c: pull out two G_DrawRooms blocks into G_OROR_DupSprite and G_ReadGLFrame.

    Helixhorned r3420 20 gen, 13:17 Build 3422
    Mostra dettagli

    ... to have a little moew overview.

  • Generale

    Lunatic translator: handle overriding system GVs.

    Helixhorned r3419 20 gen, 13:17 Build 3422
  • Generale

    player.c: make four functions file-local.

    Helixhorned r3418 20 gen, 13:17 Build 3422
  • Generale

    CON/m32script: remove GAMEVAR_DEFAULT uses, since they had no effect.

    Helixhorned r3417 20 gen, 13:17 Build 3422 CON
    Mostra dettagli

    In CON, the bit is still always cleared for user-defined gamevars.