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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Aprile 2011 16 build · 18 commit

Build 1867

17 apr 2011 · 1 commit · 1 autore SVN
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  • Generale

    * Support for entering names instead of numbers in various contexts (TAB-autocompletion included): first, when querying for a tile number, and second:

    Helixhorned r1867 17 apr, 10:01 CON
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    * Tag labeling system for 'link'-type tags, including saving and restoring the tag labels to a separate file '<mapname>.maptags'. Whether a tag is eligible for linking, is determined by a hardcoded (but extensible via m32script) function.

Build 1866

14 apr 2011 · 1 commit · 1 autore SVN
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  • Generale

    * Correctly draw floor-aligned sprites with non-power-of-two textures in classic renderer.

    Helixhorned r1866 14 apr, 13:48 Engine
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    * Sprite cstat 2048 ('use own shade', [N]) now works more or less. (Issues may arise when combined with sector light effects.) * Begin work on 'smart' tag labeling system for Mapster32. Right now, it only displays a '+' after tags with linking semantics. *

Build 1861

9 apr 2011 · 2 commit · 1 autore SVN
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  • Generale

    another 64-bit fix

    Helixhorned r1861 9 apr, 06:28 Fix
  • Generale

    Revise shade preview; fix PGUP/PGDN with selected sectors; allow INS/DEL in 2D side-view mode; 64-bit printf cleanup

    Helixhorned r1860 9 apr, 06:27 FixEngine

Build 1857

6 apr 2011 · 1 commit · 1 autore SVN
Apri la build
  • Generale

    Cleaning out my tree... mostly internal changes. Adds workaround to disable texture compression with the crappy fglrx driver on Linux, fixes FIRE sprites so that they don't render at their sector's floorz all the time, changes CON compiler around a bit to use a loop instead of calling C_ParseCommand() 10 million times.

    TerminX r1857 6 apr, 18:16 FixEngineCON

Marzo 2011 39 build · 41 commit

Build 1854

23 mar 2011 · 1 commit · 1 autore SVN
Apri la build
  • Generale

    * Lazy hightile loading in Mapster32 tile selector (first display all as lowtiles, then load each one while allowing movement)

    Helixhorned r1854 23 mar, 10:41 FixEngine
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    * Consolidate the various, slightly different, methods of bounding a sprite between a sector's ceiling and floor into one common function * Fixes for accumulated bugs: shade preview, r_shadescale_unbounded, and a couple of unreported ones * Yaks, gnus, and bisons...

Build 1853

19 mar 2011 · 3 commit · 2 autori SVN
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  • Generale

    remove my mudflap related code in makefile.common

    Helixhorned r1853 19 mar, 11:16
  • Generale

    * Comment out some practically dead code (rendmode 1 and 2, pcx screenshots), cutting some 8k from the release binary.

    Helixhorned r1852 19 mar, 11:07 Engine
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    * Refactor two nearly identical chunks in polymost.c into one function in the hope of getting some more, but interestingly that did nothing at all. At least it's more readable this way... * Commit, but don't enable, code for writing PNG screenshots (I'm tired of converting them every time). Requires libpng which in turn requires zlib.

  • Generale

    Don't return the "out of memory" error code from daskinloader() if kplib reports either of the dimensions are 0. Instead, return the generic failure code.

    TerminX r1851 19 mar, 11:01

Build 1848

17 mar 2011 · 1 commit · 1 autore SVN
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  • Generale

    Tweakery in various places.

    Helixhorned r1848 17 mar, 16:37 Engine
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    Engine stuff: * Add 'r_shadescale_unbounded' cvar. When set to 0, OpenGL renderers should never draw completely black objects (currently only implemented for Polymost) Mapster32: * Add 'r_shadescale' to config * In 3D mode, make SPACE behave the same as holding down a mose button: the currently pointed-at object is locked. Required some modification of a.m32 to play well (i.e. not reset SPACE). This is useful by itself but more so in conjunction with the next point * make Alt behave as a modifier with PGUP/PGDN: when aiming at a 2-sided wall, move the other side's sector's ceiling or floor (only this is new). * Auto-alignment of walls can be controlled in a finer grained fashion now: When pressing '.', only the immediate neighbors get aligned. Use Ctrl-. for the old behaviour. * When inserting a point in 2D mode, auto-align the neighboring wall

Build 1847

16 mar 2011 · 1 commit · 1 autore SVN
Apri la build
  • Generale

    Don't warp mouse if DEBUGGINGAIDS is enabled; this'll make us ignore events if

    Plagman r1847 16 mar, 18:27
    Mostra dettagli

    they happen to exactly go the the center of the screen, but not that big of a deal.