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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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Gennaio 2013

  • getting closer to the first milestone.

    Mostra dettagli

    On the C side, zrange, angrange and autoaimang are represented as DukePlayer_t members then.

  • Generale

    gameexec.c: factor code for "ifnosounds" into sounds.c: A_CheckAnySoundPlaying.

  • fix a possible crash with texel-hitscan.

    Helixhorned r3364 2 gen, 14:33 Build 3366 FixEngine
    Mostra dettagli

    Reproduced as follows (assuming all tiles have texel-hitscan for simplicity): In E2L5, shoot the opening switch with the shotgun, aiming for the border. The crash occurs because the *other*, depressed switch tile isn't yet loaded when we index into its tile storage. Dereferencing 0+small number == BAD!

  • Generale

    Move DukePlayer_t's .palette down so that 2-byte-sized members are 2-byte-aligned.

    Mostra dettagli

    Bump BYTEVERSION.

  • Generale

    player.c: factoring continued.

    Mostra dettagli

    New local functions: Proj_DoRandDecalSize, SectorContainsSE13, HandleHitWall, Proj_CheckBlood, Proj_HandleKnee.

  • Generale

    player.c: cleanup. "ProjectileData[atwith]." --> "proj->", ...

    Mostra dettagli

    The diff may look daunting, but it's clear what is changed with git diff (...) --color-words='[a-zA-Z0-9_]+|[^[:space:]]' -b

  • Generale

    player.c: finish hitscan projectile handling cleanup.

    Mostra dettagli

    Factoring out 2x almost duplicated code into {P,A}_PostFireHitscan().

  • Generale

    player.c: hitscan projectile handling cleanup continued.

  • Generale

    player.c: factor out 2x almost dup'd code preparing hitscan weapon firing.

    Mostra dettagli

    The code is duplicated with small changes for the hardcoded and custom projectiles. Adding local functions P_PreFireHitscan(), A_PreFireHitscan() and Proj_MaybeAddSpread().

  • more code...

  • Generale

    Factor out some code into C_AllocQuote() and C_InitQuotes().

    Mostra dettagli

    In Lunatic-only build, also always allocate the first 128 quotes.

  • definesound, more control.lua fixes.

    Helixhorned r3355 1 gen, 07:24 Build 3362 Fix
  • compile out more code with LUNATIC_ONLY.

  • Generale

    Clean up actors.c and player.c.

  • fix stack discipline.

    Helixhorned r3352 1 gen, 07:24 Build 3362 FixEngine
    Mostra dettagli

    Preventing a continuously growing stack top and inevitable program termination. Also, commonize the error handling to live on the engine side.

Dicembre 2012

  • Generale

    Replace the osdcvar_t members that needed to be kept in sync with cvar_t with an actual cvar_t. If this is questionable for any reason I'm forgetting, feel free to revert!

    TerminX r3350 30 dic, 17:51 Build 3350 Fix
  • Generale

    Surround "debug1" and "debug2" with #ifdef DEBUGGINGAIDS

    TerminX r3349 30 dic, 17:50 Build 3350
  • Generale

    Clean up a couple of other getrendermode() related bits that the previous commit missed

    TerminX r3347 30 dic, 12:34 Build 3347
  • Generale

    Add predefined REND_CLASSIC, REND_POLYMOST and REND_POLYMER constants and use them everywhere getrendermode() is called.

    TerminX r3346 30 dic, 12:34 Build 3347
  • more glue, fixes, backtrace for code called back from C.

    Helixhorned r3345 29 dic, 07:21 Build 3345 Fix
  • Generale

    Replace "if (g_tile[..].execPtr)" -> "if (G_HaveActor(...))".

    Helixhorned r3344 29 dic, 07:21 Build 3345
  • beginning to glue things together. Introducing LUNATIC_ONLY.

    Helixhorned r3343 29 dic, 07:21 Build 3345
  • Generale

    Remove commented code using former engine variable "automapping".

    Helixhorned r3342 29 dic, 07:21 Build 3345 Engine
  • Generale

    Fix LTO=1 RELEASE=1 Lunatic build.

    Helixhorned r3341 29 dic, 07:21 Build 3345 Fix
  • Generale

    Rectify.

    Hendricks266 r3340 29 dic, 03:27 Build 3340
  • Generale

    Fix SVN mime-types of binary files.

    Hendricks266 r3339 29 dic, 03:07 Build 3340 FixEngine
    Mostra dettagli

    Windows batch file: for /r %%G in (*.a) do svn propset svn:mime-type application/octet-stream "%%~G" for /r %%G in (*.lib) do svn propset svn:mime-type application/octet-stream "%%~G" for /r %%G in (*.dll) do svn propset svn:mime-type application/x-msdownload "%%~G" for /r %%G in (*.ico) do svn propset svn:mime-type image/vnd.microsoft.icon "%%~G" for /r %%G in (*.icns) do svn propset svn:mime-type image/icns "%%~G" for /r %%G in (*.bmp) do svn propset svn:mime-type image/bmp "%%~G" for /r %%G in (*.png) do svn propset svn:mime-type image/png "%%~G" for /r %%G in (*.xcf) do svn propset svn:mime-type image/x-xcf "%%~G" for /r %%G in (*.psd) do svn propset svn:mime-type image/vnd.adobe.photoshop "%%~G" for /r %%G in (*.nib) do svn propset svn:mime-type application/octet-stream "%%~G" for /r %%G in (*.map) do svn propset svn:mime-type application/octet-stream "%%~G" svn propset -R svn:mime-type application/octet-stream polymer/eduke32/Apple/lib svn propset -R svn:mime-type application/octet-stream polymer/eduke32/Windows/lib/32 svn propset -R svn:mime-type application/octet-stream polymer/eduke32/Windows/lib/64 svn propset -R svn:mime-type application/octet-stream polymer/eduke32/source/jaudiolib/third-party/Apple/lib svn propset -R svn:mime-type application/octet-stream polymer/eduke32/source/jaudiolib/third-party/Windows/lib/32 svn propset -R svn:mime-type application/octet-stream polymer/eduke32/source/jaudiolib/third-party/Windows/lib/64

  • Generale

    Clean up and factor jaudiolib.

    Hendricks266 r3338 29 dic, 02:59 Build 3340
  • Generale

    Replace initialize_globals() with global initialization.

    Hendricks266 r3337 29 dic, 02:58 Build 3340
  • Generale

    Fix the gap between loops of ambient MUSICANDSFX sounds like BAR_MUSIC.

    Hendricks266 r3336 29 dic, 02:58 Build 3340 Fix
  • Generale

    All kneel, king FLAC is here.

    Hendricks266 r3335 29 dic, 02:57 Build 3340
    Mostra dettagli

    FLAC source from git commit 0920bc1ffb07f038b317e7e8056509fe0e4b680e, patched by me. Windows libFLAC.a built using i686-MinGW-w64 and x86_64-MinGW-w64. HUGE thanks to rhoenie for building the Mac fat library (ppc, i686, x86_86).

  • Generale

    Clean up some file and directory structure.

    Hendricks266 r3334 29 dic, 02:54 Build 3340
    Mostra dettagli

    * Renamed source/jaudiolib/third-party/mingw32 to source/jaudiolib/third-party/Windows. * Moved source/jaudiolib/third-party/Windows/include to source/jaudiolib/third-party/common/include to use both on Windows and Apple. * Deleted Apple/lib/include/{ogg,vorbis}/, see previous point. * Deleted Apple/lib/libvorbisenc.a, 6MB saved. * Moved Apple/lib/lib{ogg,vorbis,vorbisfile}.a to source/jaudiolib/third-party/Apple/lib, where they belong. * Moved source files in Apple/ to source/, where they belong. (SDLMain.[mh] stay.) * Deleted source/jaudiolib/third-party/{ogg,vorbis}.framework, not used any more. * Renamed "StartupWinController*" to "startosx*".

  • Generale

    Bump DirectSound version to 8. This shouldn't really affect anything as the API is the same for all of the bits we make use of, but certain sets of DirectX headers/libs seem to be lacking v7 support.

    TerminX r3333 28 dic, 21:23 Build 3333
  • Generale

    Remove FX_ASSVersion and related code since it wasn't used anywhere

    TerminX r3332 28 dic, 21:23 Build 3333
  • Generale

    Throw a compiler warning when building with only the null sound driver

    TerminX r3331 28 dic, 21:22 Build 3333
  • Generale

    Fix DirectSound in MSVC builds and remove the dependency on the DirectX SDK

    TerminX r3330 28 dic, 21:22 Build 3333 Fix
  • Generale

    DEF "voxel": fix a tile range check failure message.

    Helixhorned r3329 28 dic, 09:18 Build 3329 FixEngine
  • Generale

    Encapsulate aplWeapon* array accesses in a PWEAPON(Player, Weapon, Wmember) macro.

    Helixhorned r3328 28 dic, 09:18 Build 3329 CON
    Mostra dettagli

    In the normal game, these arrays are conceptually [MAX_WEAPONS][MAXPLAYERS], allocated as CON per-player gamevars (e.g. WEAPONx_WORKSLIKE). For Lunatic, they are replaced with weapondata_t g_playerWeapon[MAXPLAYERS][MAX_WEAPONS].

  • Generale

    Replace wall of dup'd code in Gv_AddSystemVars with something more readable.

    Helixhorned r3327 28 dic, 09:18 Build 3329 EngineCON
    Mostra dettagli

    Specifically, have a weapondata_t type mimicking the aplWeapon* arrays. Keep a list weapondefaults[] which undergoes some static->dynamic tweaks and then makes its way to the WEAPONx_XXX per-player gamevars.

  • Generale

    Replace initialize_engine_globals() with array initialization.

    Helixhorned r3326 28 dic, 09:18 Build 3329
  • Generale

    Lunatic translator: pack all translation units into one big blob.

    Helixhorned r3325 28 dic, 09:18 Build 3329
  • sinking in code.

    Helixhorned r3324 28 dic, 09:18 Build 3329
  • Generale

    Make get{zs,ceilz,florz}ofslope (now ...ptr) accept sectortype pointer.

    Helixhorned r3323 28 dic, 09:17 Build 3329
    Mostra dettagli

    And rewrite the original functions as wrappers around these.

  • Generale

    Clean up spawning / actor initialization code.

    Helixhorned r3322 28 dic, 09:17 Build 3329
  • Generale

    Cleanup of console/on-screen-display (OSD) functionality.

    Helixhorned r3321 25 dic, 08:13 Build 3321
    Mostra dettagli

    - Rewrite the "clear background" routine in a no-brainer way instead of juggling around with rotatesprite(). Make it common to game+editor. Expose glRectd to glbuild. - Don't stop OSD text line drawing when encountering a non-printable char. Instead, treat it as space. - In OSD_SetTextMode(), don't use swaplong (which really swaps 32-bit ints) to swap pointers. Write an analogous "swapptr" instead. - When changing from/to OSD, don't inject a pause key. This *might* have been the cause of the reported pausing problems. - clean up the code... (Yes, this commit throws together too much stuff. I suck sometimes. :P)

  • event chaining.

    Helixhorned r3320 25 dic, 08:13 Build 3321
  • print -> OSD_Printf, error reporting.

    Helixhorned r3319 25 dic, 08:13 Build 3321
  • Generale

    Clip printext256() at xdim, don't crash OSD_Printf() with empty string.

    Helixhorned r3318 25 dic, 08:13 Build 3321 Fix
  • Generale

    Add a couple of test CONs: non-local control flow, rotation-fixed useractors.

    Helixhorned r3317 23 dic, 11:24 Build 3317 Fix
  • Generale

    Fix rotation-fixed useractors (those having usertype bit 4 set).

    Helixhorned r3316 23 dic, 11:24 Build 3317 FixEngine
    Mostra dettagli

    Rotation-fixing happens for a couple of hard-coded statnums that presumably never move (DEFAULT, STANDABLE, FX, FALLER, LIGHT), but for actors it wouldn't make sense since the common case is that they do move. For this reason, bit 4 was introduced in r1934. The position of such useractors will not diverge due to error roundoff accumulation in rotating sectors (SE0, train).

  • more complete gameactor(), misc. translator tweaks.

    Helixhorned r3315 23 dic, 11:24 Build 3317