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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 2012 33 build · 98 commit

Build 3312

23 dic 2012 · 3 commit · 1 autore SVN
Apri la build
  • Generale

    Fix build.lua's loadarts(), add bigytiles.lua.

    Helixhorned r3312 23 dic, 06:00 Fix
  • Generale

    engine.c: remove some old "#if 1"s, add compilation switch MULTI_COLUMN_VLINE.

    Helixhorned r3311 23 dic, 05:59 Engine
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    Unconditionally enabled, but useful for comparing the behavior of the 1-column vline functions against the 2- or 4-column ones.

  • fix drawing tilesizy=512 walls, use non-pow2 routines with pskies.

    Helixhorned r3310 23 dic, 05:59 FixEngine
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    The former is really only a workaround. Walls/vertical sprites/pskies with ysize 512 (and presumably greater, but this was not tested) are rendered with one shade higher at the borders (1 pixel vlines) because of a certain assumption in the ASM (see comments there). With very dark shades, the palookup[] buffer is accessed oob. We simply allocate 256 bytes more at the end for each. The latter is only for CLASSIC_NONPOW2_YSIZE_WALLS builds, which is not enabled yet. It seems to matter only for the uncommon case where the such pskies repeat in the height. A 1680x1050 window fully covered with such a sky is then rendered at about 60/85 the FPS for me (mostly due to not using the 4 pixel vline routines), so it may be leaning a bit too much on the side of correctness. A compilation switch DEBUG_TILESIZY_512 is introduced in engine.c for demonstration purposes.

Build 3308

20 dic 2012 · 2 commit · 1 autore SVN
Apri la build
  • in 3D mode's tile info, highlight members of swapped bottom walls.

    Helixhorned r3308 20 dic, 04:04 Engine
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    - If aiming at a swapped bottom wall, display "Wall <wallnum> -> <otherwallnum>" - highlight pic, shade, pal, cstat in yellow then - in printext256, accept at most 3 digits for the color format string (e.g. ^123)

  • Generale

    In Polymost, make r_usenewaspect=2 fog independent of screen x size.

    Helixhorned r3307 20 dic, 04:04 Engine

Build 3306

18 dic 2012 · 1 commit · 1 autore SVN
Apri la build
  • when pasting single wall, take over bits 4, 1+64 and 8+256.

    Helixhorned r3306 18 dic, 14:40 Engine
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    That is, everything concerning orientation. Previously, it was wrongly the bitwise NOT of these bits that got taken over. In particular, if bit 2 (swap bottom walls) would get pasted, ridiculousness could ensue.

Build 3305

18 dic 2012 · 1 commit · 1 autore SVN
Apri la build
  • Generale

    Revert "Implement fullscreen 8bpp mode as a borderless, desktop-sized window when running on Windows, and expose an 8bpp mode to the game with the same size as the desktop when no fullscreen 8bpp modes are exposed by Windows. This is required on Windows 8 if we want to have any operation of classic mode in fullscreen, because Windows 8 drops the ability to set any mode other than 32bpp (leaving us largely in the same position we are when running under X)."

    TerminX r3305 18 dic, 10:07 Fix
    Mostra dettagli
    Annulla
    705cc72

Build 3303

16 dic 2012 · 3 commit · 1 autore SVN
Apri la build
  • Generale

    Move fog calc routines into polymost.c, declare in engine_priv.h.

    Helixhorned r3303 16 dic, 11:18 Engine
  • Generale

    Don't enable fog in polymost_printext256() and when drawing tile view in M32.

    Helixhorned r3302 16 dic, 11:18 Engine
    Mostra dettagli

    The new "r_usenewshading 2" mode could darken these otherwise.

  • Generale

    Classic-like visibility/fog for OpenGL modes, r_usenewshading 2 (new default).

    Helixhorned r3301 16 dic, 11:18 Engine
    Mostra dettagli

    Implemented using GL_LINEAR fog. The only source of difference (besides the obvious indexed vs. true color) should now be the distance constant, which still had to be determined experimentally. Polymer implements this mode in its fog fragment program part. Parallaxed skies are always drawn with full visibility, I'm not sure if there are any maps that expect otherwise. Also, accidentally committed: factor out initialization code from polymost_printext256() into gen_font_glyph_tex(), small game.c changes.

Build 3300

15 dic 2012 · 2 commit · 1 autore SVN
Apri la build
  • Generale

    Fix the DirectInput breakage on Win64.

    Hendricks266 r3300 15 dic, 21:46 Fix
    Mostra dettagli

    It was caused by the definition of c_dfDIJoystick using literal 24 and 16 values in place of sizeof(DIDATAFORMAT) and sizeof(DIOBJECTDATAFORMAT), which include pointers. On 64-bit, the values end up being 32 and 24, causing a discrepancy in which DIERR_INVALIDPARAM was thrown. https://gitorious.org/0xdroid/external_libsdl-12/commit/1b1e05db06edcbe64599c6a5ad703795e0e02acb/diffs

  • Generale

    ebacktrace1 updates:

    Hendricks266 r3299 15 dic, 21:45 Fix
    Mostra dettagli

    - Updated to use StackWalk64 function call, requiring some addition of headers from MinGW-w64 to compile with MinGW. - Code added to support 64-bit executables: functionality added and one warning fixed. - New DLL binaries compiled using i686-MinGW-w64 and x86_64-MinGW-w64. (Oddly, the DLL built with MinGW is 5 MB while MinGW-w64's is 1 MB.)

Build 3298

15 dic 2012 · 3 commit · 1 autore SVN
Apri la build
  • Generale

    Sort some of the more recently added source and header files so they're in the right sections in the VS2010 project

    TerminX r3298 15 dic, 20:04
  • Generale

    Remove a few old references to the duke3d_w32.exe wrapper we once shipped

    TerminX r3297 15 dic, 20:04
    Mostra dettagli

    to facilitate compatibility with stuff like Dukester X years ago

  • Generale

    Implement fullscreen 8bpp mode as a borderless, desktop-sized window when running on Windows, and expose an 8bpp mode to the game with the same size as the desktop when no fullscreen 8bpp modes are exposed by Windows. This is required on Windows 8 if we want to have any operation of classic mode in fullscreen, because Windows 8 drops the ability to set any mode other than 32bpp (leaving us largely in the same position we are when running under X).

    TerminX r3296 15 dic, 20:04

Build 3292

14 dic 2012 · 9 commit · 1 autore SVN
Apri la build
  • Generale

    Fix CLANG=1 NOASM=1 build.

    Helixhorned r3292 14 dic, 11:28 Fix
  • Generale

    Factor out multiply repeated code into calc_ylookup().

    Helixhorned r3291 14 dic, 11:28
  • effectively clamp drawn ceiling/floor tile sizes at 256.

    Helixhorned r3290 14 dic, 11:28
    Mostra dettagli

    This prevents computing a shift value outside of [0..31].

  • correct message when changing shade by small steps ([+], [-], mwheel)

    Helixhorned r3289 14 dic, 11:28 Engine
  • Generale

    Factor out fogcalc() issuing and application of the computed values.

    Helixhorned r3288 14 dic, 11:28
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Build 3283

14 dic 2012 · 2 commit · 1 autore SVN
Apri la build
  • Generale

    Limit attempting to toggle DWM off when using OpenGL modes to Vista/7, because Windows 8 no longer supports disabling DWM. Apparently, Windows 8 contains a software DWM renderer, and all of the "Metro" bs is directly tied to DWM, so there is no longer a way for an app to disable it at will.

    TerminX r3283 14 dic, 09:13 Engine
  • Generale

    Change a few paths in various MSVC Makefiles to better suit my current dev environment. This doesn't really affect anyone else since these paths need to be customized to fit whatever machine by anyone building with MSVC anyway.

    TerminX r3282 14 dic, 09:13

Build 3278

12 dic 2012 · 7 commit · 1 autore SVN
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  • Generale

    Win64 support! (Meaning it works, not that we recommend it for everyday use.)

    Hendricks266 r3278 12 dic, 18:37 FixEngine
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    This includes a complete Windows header and library refresh, including the addition of 64-bit compiled libs: *libogg 1.3.0 *libvorbis 1.3.3 *zlib 1.2.7 *libpng 1.5.13 *libvpx 9a3de881c0e681ba1a79a166a86308bbc84b4acd *SDL_mixer 1.2.12 (for RENDERTYPE=SDL) *DirectX import libraries: dsound and dxguid (now included) To build in 64-bit, you essentially need MinGW's MSYS (but not MinGW itself) and MinGW-w64 at the top of your PATH. The target is automatically detected using `$(CC) -dumpmachine`. The EDukeWiki will get detailed instrucitons. All compiler and linker warnings when building in 64-bit mode have been fixed. Remaining 64-bit to-do: - The ebacktrace dll does not build under 64-bit. It uses code specific to the format of 32-bit executables and will have to be ported to work with 64-bit executables. A future 64-bit version will be named ebacktrace1-64.dll. - RENDERTYPE=SDL crashes in SDL_mixer's Mix_Linked_Version(). - DirectInput gives an error and does not function. This only affects joysticks, and the error never happens without any plugged in. - Port the classic renderer ASM to 64-bit. (Just kidding, this is way out of my league.) This commit includes a fair bit of Makefile development spanning all platforms, including simplifying the SDLCONFIG code, fixing build on Mac OS X (thanks rhoenie!), globally factoring Apple brew/port inclusion, enforcing that all -L come before all -l, and ensuring that $(shell ) is always :='d. In addition, I have resurrected the old GCC_MAJOR and GCC_MINOR detection using `$(CC) -dumpversion`, but I have made it failsafe in case the command fails or the version is manually specified. I have applied this new fine-grained detection where applicable, including allowing LTO, and restraining -W's to versions that support them.

  • Generale

    Fix declaration-after-statement warning in game.c after r3270.

    Hendricks266 r3277 12 dic, 18:35 Fix
  • Generale

    Update credits.

    Hendricks266 r3276 12 dic, 18:34
  • Generale

    Build tweaks:

    Hendricks266 r3275 12 dic, 18:34
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    Set up the use of {Windows,Apple}/{include,lib} regardless of feature toggles in Makefile.common using $(abspath ) in reference to the directory Makefile.common is in. Add the three DirectX headers that are actually used to the repo. (from: http://alleg.sourceforge.net/files/dx9mgw.zip) Since current MinGW versions include DirectX libs (for dynamic linking), remove "-L$(DXROOT)/lib". The DirectX headers are no longer a separate dependency for building. Add $(SDLROOT_OVERRIDE). $(SDLROOT) only functions for Windows and Mac OS X. Factor handling of $(DXROOT_OVERRIDE) and $(SDLROOT_OVERRIDE) into Makefile.shared using $(abspath ).

  • Generale

    Port system gamearray access from M32Script to CON. Expose tilesizx and tilesizy.

    Hendricks266 r3274 12 dic, 18:33 FixEngineCON
    Mostra dettagli

    Also, fix deficient logic in Gv_Free and Gv_Clear (both M32 and CON) so that gamevar and gamearray erasure results are (closer to) correct, and so that the game does not crash when system arrays are accessed from CON because they all have been nulled.

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Build 3271

11 dic 2012 · 5 commit · 1 autore SVN
Apri la build
  • Generale

    Fix building as C instead of C++

    TerminX r3271 11 dic, 18:53 Fix
  • Generale

    Networking patch from Jasper Foreman

    TerminX r3270 11 dic, 18:53
  • Generale

    Recognize the .pk4 file extension when loading grps and zips for shits and giggles (.pk3 was already recognized).

    TerminX r3269 11 dic, 18:53
  • Generale

    Move the definitions like MAXGAMEVARS out of the enums used for the gamevar flags, because it didn't really make a whole lot of sense for them to be there.

    TerminX r3268 11 dic, 18:53 CON
  • Generale

    Replace the separate full Gv_AddVar/SubVar/etc functions with a macro that generates them since they were all the same anyway (other than the operator, obviously)

    TerminX r3267 11 dic, 18:53

Build 3266

10 dic 2012 · 4 commit · 1 autore SVN
Apri la build
  • Generale

    Replace outer apScriptGameEvent[...] checks with G_HaveEvent().

    Helixhorned r3266 10 dic, 10:17
  • Generale

    Don't call setaspect_new() at end of rotatesprite.

    Helixhorned r3265 10 dic, 10:17 FixEngineCON
    Mostra dettagli

    This fixes 2nd and following rotatesprite calls drawing differently from the first in a context with custom set-up aspect, as reported by Lezing here: http://forums.duke4.net/topic/775-eduke32-20-and-polymer/page__view__findpost__p__143090 Also, back up and restore the aspect state across EVENT_DISPLAYREST.

  • Generale

    Implement fade_screen_black() using fullscreen_tint_gl() in GL modes.

    Helixhorned r3264 10 dic, 10:17
  • Generale

    Factor dup. code in SDL/Windows layers into baselayer.c:fullscreen_tint_gl().

    Helixhorned r3263 10 dic, 10:17

Build 3261

9 dic 2012 · 6 commit · 1 autore SVN
Apri la build
  • Generale

    Rearrange {net,}actor_t for 4-byte alignment of int32_t members.

    Helixhorned r3261 9 dic, 05:24
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    Bump BYTEVERSION.

  • Generale

    Experimental NETCODE Makefile variable, enabled by default.

    Helixhorned r3260 9 dic, 05:24
    Mostra dettagli

    Disabling netcode compilation can be interesting on memory-constrained systems, or those that have no means of accessing the network anyway. Note: I'm OK with maintaining this myself, i.e. it's fine if netcode dev breaks compilation with NETCODE=0.

  • drowning in code.

    Helixhorned r3259 9 dic, 05:24
  • Generale

    Make EventNames[] an array of (const char *) instead of const tokenlist.

    Helixhorned r3258 9 dic, 05:24
  • Generale

    Initialize BADGUY sprite flags for hardcoded enemies.

    Helixhorned r3257 9 dic, 05:24 Engine
    Mostra dettagli

    ... instead of switch/case-ing them in A_CheckEnemyTile(). Because this requires bumping BYTEVERSION, we also get rid of the excess trailing bytes in the save game's "rest" data. (See r3052.)

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