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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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Agosto 2012 18 build · 125 commit

Build 2915

16 ago 2012 · 20 commit · 1 autore SVN
Apri la build
  • rewrite special weapons cycling, don't cycle to foot.

    Helixhorned r2915 16 ago, 14:49
  • Generale

    Redraw background when ud.screen_size >= 8, unconditional on ud.statusbarscale.

    Helixhorned r2914 16 ago, 14:48
    Mostra dettagli

    Classic HUD now has correct aspect in widescreen modes, so with the full status bar, there may be patches of free room left to the left and right.

  • Generale

    In setaspect_new, determine the aspect with {x,y}dim again except for showview.

    Helixhorned r2913 16 ago, 14:48
    Mostra dettagli

    setaspect(), which is called by setaspect_new, already uses the *dimen variables, so it's the same thing done twice. Now, a change from the original full status bar to the original mini status bar keeps the horizontal FOV again and only bumps the view a little higher, as with the classic aspect determination.

  • Generale

    Clear the screen first in some non-in-game places, also in classic.

    Helixhorned r2912 16 ago, 14:48
    Mostra dettagli

    Compare with revision 2584.

  • Generale

    Factor out Polymost's widescreen bit handling code and use it in classic, too.

    Helixhorned r2911 16 ago, 14:48 Engine
    Mostra dettagli

    This means that classic and the GL modes now look the same as far as e.g. hud_bgstretch or HUD weapons are concerned.

Mostra gli altri 15 commit di questa build

Build 2895

13 ago 2012 · 18 commit · 1 autore SVN
Apri la build
  • CON

    in showview*, use new aspect determination if r_usenewaspect is 1.

    Helixhorned r2895 13 ago, 11:26 CON
  • in setaspect_new, determine the aspect with {x,y}dimen instead of {x,y}dim.

    Helixhorned r2894 13 ago, 11:26 Engine
    Mostra dettagli

    That is, use the view boundries instead of the whole screen.

  • Generale

    Rewrite the EVENT_ANIMATESPRITES loop (G_DoEventAnimSprites calls) for clarity.

    Helixhorned r2893 13 ago, 11:26 CON
  • Generale

    game.c: factor out 2 inst. of dup. code into G_DoEventAnimSprites().

    Helixhorned r2892 13 ago, 11:26
  • Generale

    Hack for fake multimode/splitscreen: also draw mirrors from showview*.

    Helixhorned r2891 13 ago, 11:26
    Mostra dettagli

    See the source for why this hack is ugly.

Mostra gli altri 13 commit di questa build

Build 2877

10 ago 2012 · 6 commit · 1 autore SVN
Apri la build
  • Generale

    Text-repl.: hitinfo variables -> hit, hit{sprite,sect,wall} members -> no "hit"

    Helixhorned r2877 10 ago, 12:12 Engine
    Mostra dettagli

    This makes the code rather more readable in some places. Unlike the two preceding commits, this one is actually purely textual replacement.

  • Generale

    Mass text replacement g_player[p].ps --> ps, part 2 (harder)

    Helixhorned r2876 10 ago, 12:11
    Mostra dettagli

    Functions affected are G_Move* in actors.c and A_Shoot in player.c. Here, the p variable had function scope, now it's redeclared in shorter blocks. I'm still relatively sure that no observable behavior was changed, though not as sure as in part 1. Also, some dead assignments and the like are eliminated.

  • Generale

    Mass text replacement g_player[p].ps --> ps, part 1 (the easy one).

    Helixhorned r2875 10 ago, 12:11
    Mostra dettagli

    The p variable (sometimes named differently) has short scope in all cases, so I'm almost sure that the replacements amount to an identity transformation.

  • Generale

    actors.c: factor out 4 instances of id. code (up to args) into nudge_player().

    Helixhorned r2874 10 ago, 12:11
  • CON

    factor out addammo/addweapon{,var} common code, harden addweaponvar...

    Helixhorned r2873 10 ago, 12:11 CON
    Mostra dettagli

    ... against invalid weapon indices and arguments accessed from arrays/structs.

Mostra l’altro commit di questa build

Build 2868

7 ago 2012 · 2 commit · 1 autore SVN
Apri la build
  • Generale

    Fix tile CAMERA1+4 being not changed to a CAMERA1 on spawn.

    Helixhorned r2868 7 ago, 06:09 Fix
  • Generale

    Fix slimers not disappearing on dnmonsters cheat, display 2nd 'on' state.

    Helixhorned r2867 7 ago, 06:08 Fix

Build 2862

2 ago 2012 · 10 commit · 1 autore SVN
Apri la build
  • 'bitar': rewrite ops for colon syntax, serialization, set ops.

    Helixhorned r2862 2 ago, 03:52
  • Generale

    sdlayer.c: Add high-resolution timer for OS X, using mach_absolute_time().

    Helixhorned r2861 2 ago, 03:52
  • fix build on OS X, pass LUNATIC define to build/ sources.

    Helixhorned r2860 2 ago, 03:52 Fix
  • fix hex literal parsing on Windows, add two comments.

    Helixhorned r2859 2 ago, 03:52 Fix
  • add 'stat' module for running statistics.

    Helixhorned r2858 2 ago, 03:52
    Mostra dettagli

    Also, rewrite the mapastats iterator and the LIZTROOP hitscan timing in terms of that.

Mostra gli altri 5 commit di questa build

Luglio 2012 18 build · 63 commit

Build 2852

29 lug 2012 · 2 commit · 1 autore SVN
Apri la build
  • Generale

    OSX build: mighty tweak osxbuild.sh and link to LibPNG from Fink on x86_64.

    Helixhorned r2852 29 lug, 16:35
    Mostra dettagli

    The build script now has two more presets: helix and installtools (which was previously attempted after the build; untested). Also, - when detecting git, run commands such that the SVN repo isn't accessed - package kextract, kgroup and arttool into tools/ in the zip - try to exit on failure in some places, though that doesn't seem to work

  • Generale

    osxbuild.sh: factor out building commands and exit 1 on failure

    Helixhorned r2851 29 lug, 16:35

Build 2850

29 lug 2012 · 1 commit · 1 autore SVN
Apri la build
  • on x86 GCC asm builds, fix crash with floor sprites of (x or y) size 2.

    Helixhorned r2850 29 lug, 05:46 FixEngine
    Mostra dettagli

    The idiv instruction also signals an FPE when the resulting *signed* quotient overflows, so we simply use div instead.

Build 2849

25 lug 2012 · 3 commit · 1 autore SVN
Apri la build
  • build fix on Windows and translator fix with 32-bit archs?

    Helixhorned r2849 25 lug, 11:56 Fix
    Mostra dettagli

    erratum in r2844 commit message: ydim vs. bytesperline --> xdim vs. bytesperline

  • Generale

    Add gethitickms() to the Windows layer.

    Helixhorned r2848 25 lug, 11:56
  • Generale

    Make DukePlayer_t's transporter_hold an int16_t again.

    Helixhorned r2847 25 lug, 11:56 CON
    Mostra dettagli

    This was narrowed to int8_t in r1625, breaking CON code that wanted to lock the player for a longer time than 127 game tics.

Build 2846

22 lug 2012 · 1 commit · 1 autore SVN
Apri la build
  • Generale

    Prevent integer div-by-0 (SIGFPE) when drawing console background with void tiles.

    Helixhorned r2846 22 lug, 04:10
    Mostra dettagli

    The tiles used are BIGHOLE (1141) and VIEWBORDER (3250). Ideally we'd draw the console background using something specially-coded instead of rotatesprite if it's fully black anyway.

Build 2845

20 lug 2012 · 10 commit · 1 autore SVN
Apri la build
  • Generale

    Fix SHOW MAP ON/OFF message in the game.

    Helixhorned r2845 20 lug, 14:57 Fix
  • Generale

    PNG screenshots: fix oob read of malloc'd mem on Windows.

    Helixhorned r2844 20 lug, 14:57 Fix
    Mostra dettagli

    These could manifest themselves as garbage lines on the bottom and happened because of the ydim vs. bytesperline discrepancy again.

  • Generale

    Add custom-built lean zlib and libpng and enable PNG screenshots on Windows.

    Helixhorned r2843 20 lug, 14:57
    Mostra dettagli

    Instructions on how I built the libs are in Windows/src/minipng.dfa.

  • time every event and actor call and print summary at game exit.

    Helixhorned r2842 20 lug, 14:57
  • add "bit array" helper module, rewrite the bit test in terms of that.

    Helixhorned r2841 20 lug, 14:57
Mostra gli altri 5 commit di questa build

Build 2834

13 lug 2012 · 9 commit · 1 autore SVN
Apri la build
  • VP8

    clamp GL texture to edge if possible, preventing potential stray lines

    Helixhorned r2834 13 lug, 11:21
  • VP8

    don't call I_ClearAllInput() before idle loop.

    Helixhorned r2833 13 lug, 11:20
    Mostra dettagli

    If input is cleared before, it can become impossible to cancel the video when decoding and displaying a frame takes longer than a frame.

  • VP8

    collect times while playing the video and print a summary to the log afterwards.

    Helixhorned r2832 13 lug, 11:20
  • Generale

    Update LibVPX prebuilt library and headers to git commit 3eb4143fc3381497128d.

    Helixhorned r2831 13 lug, 11:20
    Mostra dettagli

    The library was built with GCC 4.6.1 and configured like ./configure --disable-vp8-encoder --disable-multithread --disable-spatial-resampling On the aforementioned AMD system, this reduces the mean time for decoding a frame from 18.2 to 15.4 ms, so IMO it's worth the somewhat hefty addition of 430 Kb.

  • VP8

    unroll 3 planes -> packed conversion loop.

    Helixhorned r2830 13 lug, 11:20
    Mostra dettagli

    On an AMD Phenom II X4 system with generic memory modules, this brings down the mean time for this conversion from 16.5 to 10.5 ms. (GCC 4.6.1, optimized build)

Mostra gli altri 4 commit di questa build

Build 2824

9 lug 2012 · 4 commit · 1 autore SVN
Apri la build
  • Generale

    This should fix the "assignment discards 'const' qualifier" warning in music.c.

    Helixhorned r2824 9 lug, 12:00 Fix
  • simplify some code while I'm at it (equivalence tranformations only)

    Helixhorned r2823 9 lug, 12:00 Engine
  • bring the ypanning correction for non-pow2 walls closer to Pmost's, pt2

    Helixhorned r2822 9 lug, 12:00 Engine
    Mostra dettagli

    This changes a constant inside the panning calculation from 256 to 255 (making e.g. panning 255 and 0 the same in the "San Andreas fault" sign in E1L5) and uses the correct reference wall for the "do panning correction?" conditional. Now, the problematic walls should look the same as in Polymost.

  • bring the ypanning correction for non-pow2 walls closer to Pmost's, pt1

    Helixhorned r2821 9 lug, 12:00 Engine
    Mostra dettagli

    This makes the corrections conditional on where they appear in (under-, over-, white or mask wall).

Build 2820

8 lug 2012 · 8 commit · 1 autore SVN
Apri la build
  • Generale

    a.m32: add some commented out example code for the screenshot functionality.

    Helixhorned r2820 8 lug, 14:49 Engine
  • draw walls with non-pow2 ysizes in the old fashion for the time being.

    Helixhorned r2819 8 lug, 14:47 FixEngine
    Mostra dettagli

    I'm willing to make this one concession to correctness in the name of backward- compatibility. I think that one reason why this has never cause a crash is that tiles in BUILD are allocated in Ken's big allocache buffer, so oob accesses were dampened by that (though they hit uninitialized data).

  • EVENT_DRAW3DSCREEN, screenshot functonality.

    Helixhorned r2818 8 lug, 14:47 CON
    Mostra dettagli

    The event is run after drawing the scene, but before the overlays. To make a screenshot from a script, set DOSCRSHOT to non-zero. It will then be scheduled to run once after the drawing but before the above-mentioned event. The screenshots will be called mcapXXXX.{png,tga}.

  • Generale

    Comment out printext256's GL mode fallback code.

    Helixhorned r2817 8 lug, 14:47
    Mostra dettagli

    This would only hit when polymost_printext256 erred out (mem alloc failure, glGenTextures failure), i.e. "almost never". Also, tweak a bound check in polymost_printext256.

  • if printext256's <col> arg is negative, use editorcolors[-<col>].

    Helixhorned r2816 8 lug, 14:47 EngineCON
    Mostra dettagli

    The editor colors are the ones listed on page 9 of the Mapster32 built-in help.

Mostra gli altri 3 commit di questa build

Build 2812

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

    Update our prebuilt MinGW libogg/libvorbis/libvorbisfile to the newest versions, courtesy of forum user LeoD

    TerminX r2812 6 lug, 11:40

Build 2811

6 lug 2012 · 2 commit · 1 autore SVN
Apri la build
  • factor out wall y panning coefficient calculation.

    Helixhorned r2811 6 lug, 08:36 FixEngine
    Mostra dettagli

    Non-pow2 wall/mask drawing in classic introduced cases where walls are drawn "incorrectly" because they were constructed with the old behavior in mind. Polymer appears to "correct" for it partially, but doesn't cover all cases. Specifically, now we have: - E1L1 first inside secret room (5000, 50000): Polymer draws like Duke 1.5, classic now draws with an offset. - E3L2 near the vault (-20000, 25000): both classic and Polymer draw with offsets compared to Duke 1.5, but they're different! This means that more research is needed into what makes these two cases diverge, even though both have the same root cause. !!! Also, mappers should abstain from using non-power-of two textures on walls until this issue is resolved in a satisfactory fashion !!!

  • fix glitches where stuff would be drawn transiently on sect change.

    Helixhorned r2810 6 lug, 08:36 FixEngine
    Mostra dettagli

    This was introduced with r2771, which fixed e.g. AMC TC city_si's mirrors, but instructed the base drawrooms inside yax_drawrooms to not correct the passed sectnum. Therefore, stuff would get drawn wrongly when passing sector boundaries, like from the platform to the rails in trueror1.map.