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

Visualizzate 2.117 build

Esporta CSV
Opzioni di visualizzazione
Dettagli dei commit:

Agosto 2015 10 build · 26 commit

Build 5337

29 ago 2015 · 2 commit · 1 autore SVN
Apri la build
  • CON

    amend action's viewtype -8 to be more in line with the others.

    Helixhorned r5337 29 ago, 10:43 CON
  • after playtesting with Esc+[T], break from the key polling loop.

    Helixhorned r5336 29 ago, 10:43 FixEngine
    Mostra dettagli

    Bug noticed and fix located by The Mechanic.

Build 5335

29 ago 2015 · 1 commit · 1 autore SVN
Apri la build
  • CON

    allow viewtype -8 for 'action', meaning to x-flip the shown sprite.

    Helixhorned r5335 29 ago, 03:21 EngineCON
    Mostra dettagli

    Similarly to how -5 and -7 and are accepted since r3859.

Build 5332

15 ago 2015 · 6 commit · 1 autore SVN
Apri la build
  • Generale

    Fix USE_OPENGL=0 build.

    Hendricks266 r5332 15 ago, 14:28 Fix
  • Mostly revert r5326, and instead restrict the starting and stopping text input to touch devices where we need the on-screen keyboard to appear. This maintains the bugfix on targets with a physical keyboard.

    Hendricks266 r5331 15 ago, 14:28 Fix
  • Generale

    Fix the Custom game content directory startup window option loading the folder alphabetically previous to the one selected when the "autoload" folder is present.

    Hendricks266 r5330 15 ago, 14:28 Fix
  • Add EVENT_PREDRAW2DSCREEN.

    Hendricks266 r5329 15 ago, 14:28 EngineCON
  • Generale

    Improvements to the MSVC project.

    Hendricks266 r5328 15 ago, 14:27
Mostra l’altro commit di questa build

Build 5326

9 ago 2015 · 6 commit · 1 autore SVN
Apri la build
  • don't enable/disable SDL text input.

    Helixhorned r5326 9 ago, 02:58
    Mostra dettagli

    At program start, text input is enabled anyway and it does not seem to have any adverse effects. However, disabling it after e.g. game save leads to the OSD not working properly any more: normal keys are passed via handleevent_pollsdl's SDL_TEXTINPUT case.

  • don't repeat #ifdef/#endif for SDL_{Start,Stop}TextInput().

    Helixhorned r5325 9 ago, 02:58
  • Generale

    SDL2 layer: handle all Ctrl+[A-Z] keys passed to OSD_HandleChar().

    Helixhorned r5324 9 ago, 02:58
    Mostra dettagli

    See that function for a list of what these do in the OSD.

  • OSD

    fix oob write for Ctrl+K ("delete all to end of line").

    Helixhorned r5323 9 ago, 02:58 Fix
  • in test/helixspawner.lua, make COLOR a global variable. DONT_BUILD.

    Helixhorned r5322 9 ago, 02:58
    Mostra dettagli

    To demonstrate and test that it can be modified from outside, and that these changes are kept with savegame restores.

Mostra l’altro commit di questa build

Build 5320

8 ago 2015 · 2 commit · 1 autore SVN
Apri la build
  • add config variable 'corruptcheck_heinum'.

    Helixhorned r5320 8 ago, 00:04 FixEngine
    Mostra dettagli

    With 3 modes: 0: auto-correction and warning disabled 1: auto-correction enabled (default, current behavior) 2: auto-correction and warning enabled

  • make BOUNCEMINE spawn FRAMEEFFECT only if moving horizontally.

    Helixhorned r5319 8 ago, 00:04 CON
    Mostra dettagli

    Also add "zshoot -4096 BOUNCEMINE" to lunatic/test/weaponvars.con to demonstrate that bouncemines can be shot.

Build 5316

2 ago 2015 · 2 commit · 1 autore SVN
Apri la build
  • don't spawn FRAMEEFFECT1 for BOUNCEMINE.

    Helixhorned r5316 2 ago, 01:40 FixEngine
    Mostra dettagli

    There's no point, really. Since the bouncemine is immobile, the tsprites will all be overlaid at one point and show the same picture, as far as I can see. Worse, since r4876, the generated sprites may draw on top of the actual one. The former have their shade always set to sprite[t->owner].shade though, and will then appear fully bright (shade -127, since BOUNCEMINE sets it like this). This fixes issue number 4 from http://forums.duke4.net/topic/8042-five-minor-problems-report/

  • Generale

    engine.c: use swapptr() instead of swaplong() in two cases in drawmasks().

    Helixhorned r5315 2 ago, 01:40 Engine

Build 5314

1 ago 2015 · 2 commit · 1 autore SVN
Apri la build
  • don't redundantly adjust globalcursectnum in polymost_drawrooms().

    Helixhorned r5314 1 ago, 01:41 Engine
    Mostra dettagli

    See r5024 and the added comment.

  • in DNCOORDS display, show x/y/z for VEL + ps->fric x and y components.

    Helixhorned r5313 scritto il 25 lug 2015
    Mostra dettagli

    Also, prettify some ps->fric-related code. DONT_BUILD.

Luglio 2015 18 build · 45 commit

Build 5312

25 lug 2015 · 4 commit · 1 autore SVN
Apri la build
  • fix displayed viewscreen when its x/yrepeat isn't evenly divisible by 4.

    Helixhorned r5312 25 lug, 10:23 Fix
  • add DEBUG_FRAME_LOCKING functionality.

    Helixhorned r5311 25 lug, 10:23
  • fix unbalanced begindrawing()/enddrawing() pair in printext16().

    Helixhorned r5310 25 lug, 10:23 FixEngine
  • Generale

    Fix various, but not all warnings.

    Helixhorned r5309 25 lug, 10:23 FixEngine
    Mostra dettagli

    Except: - missing braces around initializer [-Wmissing-braces]: due to union-in-struct vec3f_t - comparison between signed and unsigned integer expressions [-Wsign-compare]: in polymer.c

Build 5307

21 lug 2015 · 1 commit · 1 autore SVN
Apri la build
  • fix frame locking issue with 2d3d mode, crash when toggling bottom texture swap, issues with drawing certain types of walls.

    TerminX r5307 21 lug, 19:06 FixEngine

Build 5306

20 lug 2015 · 3 commit · 1 autore SVN
Apri la build
  • fix display of pal 4 sprites in 2d mode.

    TerminX r5306 20 lug, 13:25 FixEngine
  • fix 3d mode status messages being overwritten with position/ang/horiz readouts.

    TerminX r5305 20 lug, 13:25 FixEngine
  • fix unreadable status messages in 3d mode when working with a palette that doesn't align to Duke3d's color layout.

    TerminX r5304 20 lug, 13:25 FixEngine

Build 5302

16 lug 2015 · 4 commit · 1 autore SVN
Apri la build
  • Generale

    Mapster32:

    TerminX r5302 16 lug, 17:12 Engine
    Mostra dettagli

    -Improved indication of selections in 2d mode. This includes both highlighted objects and multiple object selection. -2d3d improvements: it's no longer possible to end up with a black view due to the z position being out of range when moving the cursor position to a new area with the right mouse button. -The middle mouse button can now be used in place of the right alt key when selecting sectors, similar to how the left mouse button can be used in place of the right shift key to select points and sprites. -2d mode mouse cursor has been changed to a 1 pixel thick red cross with a shadow instead of a 2 pixel thick red cross with no shadow. This improves visibility when working in textured mode with lava sectors and other textures similar in color. -2d mode palette now changes when working in an underwater sector. -Misc tweaks

  • don't warn about the map being corrupt if the only thing wrong with it is a sector ceilingheinum or floorheinum set without the corresponding bits to enable sloping set. DONT_BUILD.

    TerminX r5301 16 lug, 17:12 FixEngine
  • misc cleanups, support for drawing transparent lines in 2d mode. DONT_BUILD.

    TerminX r5300 16 lug, 17:12 Engine
  • Generale

    Fix warnings

    TerminX r5299 16 lug, 17:12 Fix