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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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Dicembre 2013 11 build · 53 commit

Build 4207

20 dic 2013 · 7 commit · 1 autore SVN
Apri la build
  • add ceiling-or-floor method set_picnum(). BUILD_LUNATIC.

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

    Helixhorned r4206 20 dic, 10:31 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 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
    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 Engine
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Build 4200

19 dic 2013 · 1 commit · 1 autore SVN
Apri la build
  • 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 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.]

Build 4199

12 dic 2013 · 3 commit · 1 autore SVN
Apri la build
  • Generale

    Various stylistic cleanup.

    Helixhorned r4199 12 dic, 11:22 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
  • Generale

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

    Helixhorned r4197 12 dic, 11:22 Engine

Build 4196

11 dic 2013 · 2 commit · 1 autore SVN
Apri la build
  • fix parsing negated labels, getnumber* with neg. 'max'.

    Helixhorned r4196 11 dic, 13:23 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 CON
    Mostra dettagli

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

Build 4194

6 dic 2013 · 4 commit · 1 autore SVN
Apri la build
  • add target 'print-compiler-options'.

    Helixhorned r4194 6 dic, 10:56
    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 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 Engine
  • Generale

    Do not consider system gamearrays for updating from demos.

    Helixhorned r4191 6 dic, 10:56 FixCON
    Mostra dettagli

    This generally fixes demo playback. Before, tilesizx[]/tilesizy[] were written into twice as many bytes as needed. Now, don't do that at all.

Build 4190

1 dic 2013 · 6 commit · 1 autore SVN
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Novembre 2013 11 build · 43 commit

Build 4184

28 nov 2013 · 8 commit · 1 autore SVN
Apri la build
  • document a couple of player members, especially some 'bool' ones.

    Helixhorned r4184 28 nov, 13:18
    Mostra dettagli

    Important because in Lua, a value of zero yields true in a boolean context. BUILD_LUNATIC.

  • Generale

    multivoc.c: use a local variable instead of a file-scope one used locally.

    Helixhorned r4183 28 nov, 13:18
  • Generale

    a-c.c: Make vector extensions also be compiled with Clang.

    Helixhorned r4182 28 nov, 13:18 Fix
    Mostra dettagli

    I was checking for GCC >= 4.7, while Clangs pretends to be GCC 4.2. Use a feature test macro instead. The comment I made in r4161 regarding GCC vs. Clang code was wrong. Now, Clang generates slightly faster code for these cases (solid and masked 4-pixel wide vlines).

  • Generale

    In P_HandleSharedKeys(), clean up weapon index bound checking.

    Helixhorned r4181 28 nov, 13:18
    Mostra dettagli

    In particular, (int32_t)j != -1 is replaced by (uint32_t)j < MAX_WEAPONS to prevent a value >= MAX_WEAPONS to be assigned to p->wantweaponfire (it's used as a weapon index in P_CheckWeapon().

  • Generale

    Don't assign result of A_PlaySound() to p->scream_voice if the former is >127.

    Helixhorned r4180 28 nov, 13:18
    Mostra dettagli

    Because p->scream_voice is an int8_t. This is an unlikely situation (126 voices ought to be playing simultaneously while starting the "scream" sound), but still...

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Build 4176

22 nov 2013 · 7 commit · 1 autore SVN
Apri la build
  • Generale

    In fullscreen_tint_gl() disable GL_FOG, preventing nasty flickering.

    Helixhorned r4176 22 nov, 11:26
    Mostra dettagli

    Which was especially noticeable in the Lunatic build. Also, use glPushAttrib/glPopAttrib there.

  • Generale

    Give rotatesprite 'orientation' bits enum names, too.

    Helixhorned r4175 22 nov, 11:26
  • Generale

    Use named enum constants for the HUD flags instead of literal numbers.

    Helixhorned r4174 22 nov, 11:26
  • bump the allowed range for 'r_pr_hudangadd' to [-1024 .. 1024].

    Helixhorned r4173 22 nov, 11:26
  • handle HUD model 'fov' DEF token.

    Helixhorned r4172 22 nov, 11:26 Engine
    Mostra dettagli

    This "simply" requires an appropriate factor in the projection matrix. Also, get rid of a special-case factor for >=1.6 aspects (making HUD models wider then, I think).

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Build 4169

19 nov 2013 · 2 commit · 1 autore SVN
Apri la build
  • Generale

    a.m32: add [']+[F] menu function setting xvel=1 on all sel. wall/floor sprites.

    Helixhorned r4169 19 nov, 11:00 Engine
    Mostra dettagli

    For sanitizing underwater sections, see r4166. Also, don't print "Menu function executed successfully" when the function printed something itself.

  • Generale

    Amend r4142: make e.g. 'include a' (names shorter 4 chars) append ".m32".

    Helixhorned r4168 scritto il 18 nov 2013 Engine
    Mostra dettagli

    DONT_BUILD.

Build 4167

16 nov 2013 · 8 commit · 1 autore SVN
Apri la build
  • Generale

    sdlmusic.c: disable FORK_EXEC_MIDI.

    Helixhorned r4167 16 nov, 10:47
    Mostra dettagli

    Also, if it were to be reenabled again, use execv() instead of execvp(), i.e. don't look up $PATH for the executable.

  • make underwater blocking floor sprites w/ xvel 1 NOT act like sprite bridge.

    Helixhorned r4166 16 nov, 10:47 Engine
    Mostra dettagli

    Likewise for blocking wall sprites. This makes it possible to construct underwater sections containing complex spritework without losing the "underwater-ness" when over such sprites, in a backward-compatible way. Actually, the check is for bit 1 being set, but all other bits should be considered reserved.

  • Generale

    lunatic/util/foreachmap.lua: don't expand .xxx after ']'.

    Helixhorned r4165 16 nov, 10:47 Engine
    Mostra dettagli

    Add an example searching for all maps containing blocking floor-aligned sprites in underwater sectors.

  • show a message when setting the initial position with SCROLL LOCK.

    Helixhorned r4164 16 nov, 10:47 Engine
  • fix Ctrl-F/Ctrl-G as "key FIFO" keys, used in Mapster32.

    Helixhorned r4163 16 nov, 10:47 FixEngine
    Mostra dettagli

    By detecting them in the SDL_KEYDOWN events. This list is getting a bit ridiculous...

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Build 4145

8 nov 2013 · 6 commit · 1 autore SVN
Apri la build
  • add two names forgotten for dynsymlist.

    Helixhorned r4145 8 nov, 10:08
    Mostra dettagli

    Let's BUILD_LUNATIC to see whether it still works...

  • Generale

    In C_SetCfgName, don't use unsafe string functions with unknown-length input.

    Helixhorned r4144 8 nov, 10:08
  • implement 'setcfgname'.

    Helixhorned r4143 8 nov, 10:08 CON
    Mostra dettagli

    Factor out a block of code into C_SetCfgName() and use that from lunacon.lua.

  • on 'starttrack' with null music, issue a 'soft' error.

    Helixhorned r4142 8 nov, 10:08 CON
    Mostra dettagli

    That is, one that doesn't break the control flow.

  • fix ported A_FurthestVisiblePoint().

    Helixhorned r4141 8 nov, 10:08 Fix
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Build 4139

4 nov 2013 · 8 commit · 1 autore SVN
Apri la build
  • OSD

    on non-Windows, make textmode=0 the default, just like in Windows.

    Helixhorned r4139 4 nov, 14:56 Fix
    Mostra dettagli

    This fixes some init and update anomalies: before, - init would always be the graphical mode (0), but writing merely "osdtextmode" would switch it - osdtextmode would not get saved to the cfg

  • OSD

    retire OSD_GetFmt(), OSD_GetFmtPtr() and OSD_GetTextPtr() functions.

    Helixhorned r4138 4 nov, 14:56
    Mostra dettagli

    These were too much "looking into the implementation of a module" for my taste, hence OSD_GetShadePal() earlier.

  • OSD

    make plain display (osdtextmode=1) colorized, too.

    Helixhorned r4137 4 nov, 14:56
  • OSD

    factor out getting sh/pal using format+text buffers into OSD_GetShadePal().

    Helixhorned r4136 4 nov, 14:56
  • Generale

    textfont.c: make TAB character display blank.

    Helixhorned r4135 4 nov, 14:56 Fix
    Mostra dettagli

    This renders tweaks like r4122 unnecessary. Also, note a "bug" with the program generating that C code.

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Build 4130

3 nov 2013 · 1 commit · 1 autore SVN
Apri la build
  • Generale

    Sweeping modifications to synthesis and the package directory structure so that every potential binary is in its own package.

    Hendricks266 r4130 3 nov, 19:59
    Mostra dettagli

    While we're rearranging files, ensure all SVN mime-types are set correctly.

Build 4128

2 nov 2013 · 2 commit · 1 autore SVN
Apri la build
  • Generale

    Allow -g, -x, -h, -j, and for the game, -d, to take their file name after a space. This allows quotes to be used with them properly.

    Hendricks266 r4128 2 nov, 21:02
    Mostra dettagli

    I updated the help windows to prefer these variants because they are superior to the -xSquished versions. Also, factor out the command-line processing code for the above, plus con/def modules and clipmaps.

  • Generale

    RegCloseKey when we are done with RegOpenKeyEx.

    Hendricks266 r4127 2 nov, 21:02

Ottobre 2013 15 build · 53 commit

Build 4125

28 ott 2013 · 5 commit · 1 autore SVN
Apri la build
  • Generale

    In G_SaveMapState, fix 1024-byte write beyond array bound on 64-bit platforms.

    Helixhorned r4125 28 ott, 14:26 Fix
    Mostra dettagli

    This was caused by mismatched for types mapstate_t's animateptr[] and the global one (int32_t vs. int32_t *). Bump BYTEVERSION.

  • when failing to load file, don't append '.m32' if already there.

    Helixhorned r4124 28 ott, 14:26 EngineCON
    Mostra dettagli

    So that there are no error messages like "M32 file `a.m32.m32' not found." Also, in build.c's 'save as' code, add a bound check that would probably always pass in practice, but looks a bit safer and may fail in very cornerly cases.

  • save r_usetileshades and r_pr_artmapping with mapster32.cfg.

    Helixhorned r4123 28 ott, 14:26 Engine
  • when printing error line, replace tabs with spaces.

    Helixhorned r4122 28 ott, 14:26 CON
  • take initial map file name from ExtPreInit()->G_CheckCommandLine().

    Helixhorned r4121 28 ott, 14:26 Engine
    Mostra dettagli

    Instead of directly in build.c:app_main(). Previously, it was possible that an argument to an option, e.g. "WGR2" with "-game_dir WGR2", would get interpreted as the initial map to load. This in turn would attempt to execute WGR2.cfg as sequence of OSD commands -- where that file is an EDuke32 config file instead! Now: maps are passed without any options, e.g. "mapster32 [opts...] debug.map". The map file name is not added to the "additional parameters" for map testing.

Build 4120

27 ott 2013 · 9 commit · 1 autore SVN
Apri la build
  • Generale

    SDL2/non-Windows: Before showing "simple message box", replace tabs with spaces.

    Helixhorned r4120 27 ott, 14:12
    Mostra dettagli

    Because the one implemented on top of X shows a special mark for tabs instead of whitespace. Also, in wm_msgbox(), use vsnprintf.

  • very primitive gamevar handling logic for {save,load}mapstate.

    Helixhorned r4119 27 ott, 14:12 CON
  • in {save,load}mapstate, warn that saving/restoring gamevars is NYI.

    Helixhorned r4118 27 ott, 14:12 CON
  • SDL

    Add SDL scancode -> ASCII value translation for the "key FIFO" for ESCAPE.

    Helixhorned r4117 27 ott, 14:12 Fix
    Mostra dettagli

    This fixes ESC in certain situations such as the editor map selection menu.

  • SDL

    factor out 2x repeated code into keyascfifo_{isfull,insert}.

    Helixhorned r4116 27 ott, 14:12
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Build 4110

19 ott 2013 · 2 commit · 2 autori SVN
Apri la build
  • Generale

    Set the SDL window icon when changing video mode

    TerminX r4110 19 ott, 15:35
  • CON

    Add LOGO_FLAGS bits 4096-32768 to disable E1-E4 bonus scenes, respectively.

    Helixhorned r4109 scritto il 17 ott 2013 CON
    Mostra dettagli

    Each scene is disabled in its entirety, there's no way to disable only a particular part. DONT_BUILD.