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

  • don't crash when loading corrupt maps with sectors with zero walls

    TerminX a4e37d7 scritto il 1 set 2021 Build 9679 FixEngine
    Mostra dettagli

    This also makes the editor recognize corrupt sectors with < 3 walls and try to repair the map. It works for the corrupt sectors in E4L1, at least. Please immediately report any problems caused by this change directly to me.

  • fix stupid mouse look bug

    TerminX ee2c6b8 scritto il 18 ago 2021 Build 9679 Fix
  • fix a few things to reference MAXUSERTILES instead of MAXTILES

    TerminX 3ce9b9c scritto il 11 ago 2021 Build 9679 Fix
  • improve tile picker

    TerminX 338a688 scritto il 6 ago 2021 Build 9679
  • make little dot thing that snaps to the currently selected wall from the mouse cursor more visible and minorly improve mouse cursor

    TerminX 971dec7 scritto il 15 ago 2021 Build 9679 Engine
    Mostra dettagli

    Yeah, I understand it's fucking pink, but go ahead and find me a more visible color in the default palettes of any of the supported games. wtf chode

  • patch from Doom64hunter to update the GTK2 version of the editor startup window to include the "working directory only" checkbox

    TerminX 0319724 scritto il 2 ago 2021 Build 9679
  • patch from Doom64hunter to update the Ion Fury buildres.rc with the latest changes from the regular one

    TerminX e0be756 scritto il 2 ago 2021 Build 9679
  • fix OOB reachability table access (sectnum == MAXSECTORS for a sound owned by a deleted sprite)

    TerminX d9285a6 scritto il 1 ago 2021 Build 9679 FixEngine
  • AddressSanitizer-guarded sm::GenericAllocator implementation using mimalloc as backend

    TerminX 738c991 scritto il 31 lug 2021 Build 9679 Engine
  • console logging rework

    TerminX 9fd5728 scritto il 30 lug 2021 Build 9679 Engine
    Mostra dettagli

    This should resolve concurrency problems that arise when more than one thread attempts to add a line to the log simultaneously. A future commit will move the actual file writes to a different thread altogether.

  • add xfliphighlightedsectors/yfliphighlightedsectors/xmirrorhighlightedsectors/ymirrorhighlightedsectors to m32script, remove read-only flag from startpos vars so the map start position can be changed from scripts

    TerminX 9909b3c scritto il 26 lug 2021 Build 9679 CON
  • WIP changes to allow Mapster32 to be used without the cursor being confined to the window

    TerminX cfce7ba scritto il 11 lug 2021 Build 9679 Engine
  • allow changing the video mode without tearing down and recreating the GL context or destroying the window

    TerminX f7b3a8c scritto il 20 lug 2021 Build 9679 Engine
  • improve fps limiter

    TerminX adbce8b scritto il 26 lug 2021 Build 9679 Engine
  • don't delete old saves at startup anymore

    TerminX 2293a0d scritto il 26 set 2021 Build 9679
  • add osdcallbacks_t struct and OSD_SetCallbacks() function

    TerminX 92b9852 scritto il 28 lug 2021 Build 9679 Engine
    Mostra dettagli

    I left OSD_SetFunctions() for compatibility.

  • remove everything left in zpl but rdtsc, delete zpl.cpp, rename zpl.h -> rdtsc.h

    TerminX 1ed1287 scritto il 26 lug 2021 Build 9679 Engine
  • take a voice's volume into account when finding the lowest priority voice

    TerminX 6377f41 scritto il 20 lug 2021 Build 9679
  • Generale

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

    TerminX a891732 6 ott, 16:13 Build 9651 Fix
    Mostra dettagli

    This works around what looks like a problem with the MinGW cross-compiler toolchain in Debian.

  • disable microprofile

    TerminX cbb598f scritto il 16 lug 2021 Build 9631
  • instead of G_GameQuit(), abort() in app_crashhandler()

    TerminX fe53854 scritto il 16 lug 2021 Build 9631
  • formatting

    TerminX 19991c2 scritto il 23 lug 2020 Build 9631
  • SW

    fix allocator mismatches between a few allocations and frees

    TerminX 4bc4f8d scritto il 31 lug 2020 Build 9631 Fix
  • pressing a mouse button counts as mouse activity

    TerminX 84cb253 scritto il 15 lug 2021 Build 9631
  • SW

    menus don't need their own input buffering and repeat handling anymore because it's handled in mact

    TerminX 8f2ca24 scritto il 14 lug 2021 Build 9631
  • SW

    half-assed attempt at making controller input work

    TerminX 08d6271 scritto il 14 lug 2021 Build 9631
    Mostra dettagli

    It's not as half-assed as it was before, but still pretty damn half-assed.

  • misc bullshit cleanup changes

    TerminX ea254a2 scritto il 14 lug 2021 Build 9631
  • Generale

    mact/Duke3d: revise CONTROL_GetUserInput/CONTROL_ClearUserInput, shitcan most of input.cpp

    TerminX ab81a88 scritto il 13 lug 2021 Build 9631
    Mostra dettagli

    This implements input repeating for controllers in menus.

  • SW

    digital axes on mice haven't been a thing for a while.

    TerminX 5611eb5 scritto il 14 lug 2021 Build 9631
  • startup window checkbox for -usecwd

    TerminX 55fa2a5 scritto il 10 lug 2021 Build 9631
  • integer upscaling for 2d mode for people with 4K displays

    TerminX b71945d scritto il 8 lug 2021 Build 9631
    Mostra dettagli

    Enable with the "upscalefactor" console command or by editing the cfg for now.

  • unify resolution choice for 2d and 3d mode

    TerminX 495475a scritto il 1 lug 2021 Build 9631
  • rename some shitty preprocessor definitions and throw them in an enum

    TerminX 9cabb58 scritto il 8 lug 2021 Build 9631
    Mostra dettagli

    I saw these and thought that I was responsible for their poor naming, but it turns out the first three were inherited from the original source code.

  • only display relevant configuration options for game controller triggers

    TerminX b371d6b scritto il 7 lug 2021 Build 9631
  • mouse/controller menu string changes

    TerminX 123f00d scritto il 7 lug 2021 Build 9631
  • Generale

    Duke3d/mact: shitcan integer scaling for input

    TerminX f7587bd scritto il 6 lug 2021 Build 9631
  • SCRIPT_GetDouble()

    TerminX 0ad4b42 scritto il 7 lug 2021 Build 9631
    Mostra dettagli

    Sorry, I don't feel like rigging all of the controller axis stuff up to cvars right now.

  • add missing MenuRangeFlags_t tokens to definitions using MAKE_MENURANGE

    TerminX 9143100 scritto il 6 lug 2021 Build 9631
  • Generale

    engine/mact: reimplement controller dead zone so that it isn't just naively applied to each axis independently

    TerminX 5de5c54 scritto il 6 lug 2021 Build 9631 Engine
  • move uninitsystem() into engineUnInit and remove atexit

    CommonLoon102 fbe9ead scritto il 8 giu 2021 Build 9631 Engine
  • Generale

    Update clang-format preferences

    TerminX 968e152 scritto il 5 lug 2021 Build 9631
  • tweak default JoystickAimWeight and JoystickViewCentering settings and reset them to defaults when resetting the rest of the controller settings

    TerminX 17b91db scritto il 5 lug 2021 Build 9631
  • rename r_windowpositioning var in source, default to 1

    TerminX 39cf1f9 scritto il 1 lug 2021 Build 9631 Engine

Settembre 2021

  • Add events EVENT_PREUPDATEANGLES and EVENT_POSTUPDATEANGLES

    Dino Bollinger 9741acb scritto il 22 ago 2021 Build 9607 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

  • reset rotatesprite lerp value when interpolation should not be performed

    nukeykt dd6a7f7 scritto il 19 set 2021 Build 9606 Engine
  • Use APPBASENAME for testing maps

    Dino Bollinger 71c5ce0 17 set, 22:41 Build 9605 Engine
    Mostra dettagli

    Allows FURY compiled mapster32 to launch fury.exe

  • Generale

    random.h: Add wsrand

  • Fix a typo in P_DisplayWeapon from port of SHOTGUN_WEAPON case for WW2GI

    NY00123 6c289cc scritto il 30 ago 2021 Build 9603 Fix
  • Generale

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

    NY00123 e846be2 scritto il 30 ago 2021 Build 9603 Engine
    Mostra dettagli

    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 Build 9603 Engine
    Mostra dettagli

    Also add WRANDOM_MAX. This will be used in SW, preventing possible freezes.