Dicembre 2015
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Generale
Projectile changes:
Mostra dettagli
-palette is now set at spawn time, instead of during movement (oops!) -projectiles can no longer hit their owner during their first tic of movement
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Generale
Fix hard coded white and red color indexes used in on-screen debug output, to better operate with a palette dissimilar to Duke3D.
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Generale
Polymer lighting tweaks, mostly internal.
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Don't restrict setgamepalette to the range [0, 3].
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Make voxels take on the current basepalette, like they should.
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Fix voxels so palette colors are treated as 8-bit, not 6-bit. Overlooked in r5349.
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Generale
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Generale
Fix CLANG warnings
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Generale
Fix issue with sin/cos CON commands that prevented using the special builtin structure shortcut access vars for input.
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Generale
Add vm_player, vm_sprite and vm_distance to get/setuserdef. This controls the sprite and player referenced by things like "THISACTOR", all of the "ifp" conditionals, per-actor gamevar access, etc. This is intended to be used to un-gimp things like EVENT_WORLD.
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Generale
VS solution update. DONT_BUILD.
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Generale
Draw frame at level start after EVENT_LOADPLAYER instead of before.
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Generale
Change references to eduke32.sourceforge.net to www.eduke32.com
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Generale
Update LZ4
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Generale
Fix cstat 1024 in classic and Polymer
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Generale
Add "restartmap" console command
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Generale
Increase Polymost depth fighting mitigation offset, plus some other minor changes that shouldn't affect anything.
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Generale
Add support for sector/wall/sprite struct trackers to Polymer
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Generale
Split Polymer artmap setup into polymer_setupartmap()
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Generale
Use a hash table for finding Polymer buckets
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Generale
Appease clang
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Generale
Polymer light tweaks
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Generale
Fix FIRELASER spawning multiple Polymer lights
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Generale
Move vsync option to video setup
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Generale
Prune the dynamic tile name system in the same manner as sounds were pruned in the previous commit and r4748.
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Generale
Remove the __STATIC macros of dynamic sounds pruned in r4748.
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Generale
Remove three unused-in-the-source dynamic sound variables partially forgotten in r4748.
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When RETURN is set to INT32_MIN in EVENT_CHANGEMENU, cancel any animations in addition to not changing the current menu.
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Generale
Name map best time entries in the cfg by MD4 checksum instead of filename.
Mostra dettagli
Existing filename-demarcated personal bests are still read as a fallback if an MD4 is not found, but only MD4 entries are written. Fans of both Lunar Apocalypse and Nuclear Winter should sort out the MapTimes section of their cfg file manually.
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Generale
Fix two bugs in SCRIPT_GetNumber that cause it to issue an incorrect return value.
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Add globalgameflag 4, DUKE3D_NO_PALETTE_CHANGES. This disallows the game from performing its usual modification to palette data after loading it, mainly the transparent color.
Mostra dettagli
If you use this flag, make sure your transparent color it set exactly as you would like it to be used in cases like those presented in the previous commit.
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In gloadtile_art, (1) get the current texel's index, (2) apply alpha if index == 255, (3) get the index by indexing into the specified palookup table, and then (4) apply fullbright considerations. Previously these tasks were performed in order 1432.
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Generale
Add test cases for previous commit: transhacktest.map and .m32
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Add a new pthtyp flag to mark textures that should not be processed by the fixtransparency() hack (which avoids the transparent color blending into a sprite when texture filtering is enabled), such as non-(T)ROR-masking floors and ceilings, white- and mask-walls, paper-skies, and rotatesprite with orientation flag 64. This commit makes sure the flag's status always fits the situation.
Mostra dettagli
This fixes the remaining issue with WWII GI's LOGO.ANM: Color index #255 is used as the dominant white color (not as a transparent index) and fixtransparency() was mangling the image as a result.
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Enumify the lower bits of the method/dameth argument to various functions.
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Generale
Factor out common handling of the end-of-level between sectors tagged 65535 and 65534, switches tagged 65535, and nukebuttons.
Mostra dettagli
This fixes the bug with user maps ending in 65534-tagged sectors, reported by FistMarine: https://forums.duke4.net/topic/8367-end-of-level-bug/ It also eliminates dead code belonging to the nukebutton.
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Generale
Fix unused global variables in menus.c with DROIDMENU defined.
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Generale
Fix an unused variable in menus.c with USE_OPENGL=0.
Novembre 2015
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Generale
Fix orientation bit 64 when applied to a tile with fullbrights in OpenGL with r_fullbrights enabled.
Mostra dettagli
This fixes (the most glaringly wrong problem) with WWII GI's LOGO.ANM in OpenGL, exposed by r5437.
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Generale
More NAM/WWII GI "bluefont" xbetween fixes missed in r5452.
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Generale
Fix a compiler error on introduced in r5445.
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Generale
Fix typo in r5448.
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Generale
Fix compiler warnings when building for 32-bit.
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Generale
WWII GI: Use "GI2" as the cheat prefix instead of "WW2" because W conflicts with WSAD movement.
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Generale
Duke3D/Startup: Autodetect the installation path of the World War II GI release on Steam. Windows and Linux only for now, as there appears to be no OS X support.
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Generale
Implement WWII GI weapon display code.
Mostra dettagli
Remaining issues with the weapons (both functionality and display): - The "pistol", "shotgun", and "chaingun" fire too slowly. - The flamethrower fires too quickly. - The bazooka drop for reload is late. - Upon starting a level, the "pistol" should show a reload frame, but it does not.
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Generale
Miscellaneous NAM and WWII GI tweaks/fixes.
Mostra dettagli
Remaining issues: - Inventory item gamefuncs still use their Duke 3D names. The buggy way custom gamefunc binds are saved and loaded needs to be addressed first.
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Generale
Implement NAM and WWII GI's replacement cheats.
Mostra dettagli
Whereas Duke starts cheats with DN, NAM starts with NVA and WWII GI starts with WW2. (Hackily: CheatKeys[] is still size 2, and the third character is at the start of every CheatString.) The cheats hyper (NAM-only), coords, view, skill, weapons, and inventory were not originally present but since they work properly and this is EDuke32, I have re-added them. Non-working cheats are now disabled.
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Generale
Don't implicitly define GAMEFLAG_NAM for WWII GI. Instead, implement a new macro NAM_WW2GI synonymous with (NAM || WW2GI).
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Generale
Restrict the right-edge widescreen clamping of the Pistol reload and Freezer to Duke Nukem 3D only: NAM and WWII GI don't need it.