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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 3350

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

    Replace the osdcvar_t members that needed to be kept in sync with cvar_t with an actual cvar_t. If this is questionable for any reason I'm forgetting, feel free to revert!

    TerminX r3350 30 dic, 17:51 Fix
  • Generale

    Surround "debug1" and "debug2" with #ifdef DEBUGGINGAIDS

    TerminX r3349 30 dic, 17:50

Build 3347

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

    Clean up a couple of other getrendermode() related bits that the previous commit missed

    TerminX r3347 30 dic, 12:34
  • Generale

    Add predefined REND_CLASSIC, REND_POLYMOST and REND_POLYMER constants and use them everywhere getrendermode() is called.

    TerminX r3346 30 dic, 12:34

Build 3345

29 dic 2012 · 5 commit · 1 autore SVN
Apri la build
  • more glue, fixes, backtrace for code called back from C.

    Helixhorned r3345 29 dic, 07:21 Fix
  • Generale

    Replace "if (g_tile[..].execPtr)" -> "if (G_HaveActor(...))".

    Helixhorned r3344 29 dic, 07:21
  • beginning to glue things together. Introducing LUNATIC_ONLY.

    Helixhorned r3343 29 dic, 07:21
  • Generale

    Remove commented code using former engine variable "automapping".

    Helixhorned r3342 29 dic, 07:21 Engine
  • Generale

    Fix LTO=1 RELEASE=1 Lunatic build.

    Helixhorned r3341 29 dic, 07:21 Fix

Build 3340

29 dic 2012 · 7 commit · 1 autore SVN
Apri la build
  • Generale

    Rectify.

    Hendricks266 r3340 29 dic, 03:27
  • Generale

    Fix SVN mime-types of binary files.

    Hendricks266 r3339 29 dic, 03:07 FixEngine
    Mostra dettagli

    Windows batch file: for /r %%G in (*.a) do svn propset svn:mime-type application/octet-stream "%%~G" for /r %%G in (*.lib) do svn propset svn:mime-type application/octet-stream "%%~G" for /r %%G in (*.dll) do svn propset svn:mime-type application/x-msdownload "%%~G" for /r %%G in (*.ico) do svn propset svn:mime-type image/vnd.microsoft.icon "%%~G" for /r %%G in (*.icns) do svn propset svn:mime-type image/icns "%%~G" for /r %%G in (*.bmp) do svn propset svn:mime-type image/bmp "%%~G" for /r %%G in (*.png) do svn propset svn:mime-type image/png "%%~G" for /r %%G in (*.xcf) do svn propset svn:mime-type image/x-xcf "%%~G" for /r %%G in (*.psd) do svn propset svn:mime-type image/vnd.adobe.photoshop "%%~G" for /r %%G in (*.nib) do svn propset svn:mime-type application/octet-stream "%%~G" for /r %%G in (*.map) do svn propset svn:mime-type application/octet-stream "%%~G" svn propset -R svn:mime-type application/octet-stream polymer/eduke32/Apple/lib svn propset -R svn:mime-type application/octet-stream polymer/eduke32/Windows/lib/32 svn propset -R svn:mime-type application/octet-stream polymer/eduke32/Windows/lib/64 svn propset -R svn:mime-type application/octet-stream polymer/eduke32/source/jaudiolib/third-party/Apple/lib svn propset -R svn:mime-type application/octet-stream polymer/eduke32/source/jaudiolib/third-party/Windows/lib/32 svn propset -R svn:mime-type application/octet-stream polymer/eduke32/source/jaudiolib/third-party/Windows/lib/64

  • Generale

    Clean up and factor jaudiolib.

    Hendricks266 r3338 29 dic, 02:59
  • Generale

    Replace initialize_globals() with global initialization.

    Hendricks266 r3337 29 dic, 02:58
  • Generale

    Fix the gap between loops of ambient MUSICANDSFX sounds like BAR_MUSIC.

    Hendricks266 r3336 29 dic, 02:58 Fix
Mostra gli altri 2 commit di questa build

Build 3333

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

    Bump DirectSound version to 8. This shouldn't really affect anything as the API is the same for all of the bits we make use of, but certain sets of DirectX headers/libs seem to be lacking v7 support.

    TerminX r3333 28 dic, 21:23
  • Generale

    Remove FX_ASSVersion and related code since it wasn't used anywhere

    TerminX r3332 28 dic, 21:23
  • Generale

    Throw a compiler warning when building with only the null sound driver

    TerminX r3331 28 dic, 21:22
  • Generale

    Fix DirectSound in MSVC builds and remove the dependency on the DirectX SDK

    TerminX r3330 28 dic, 21:22 Fix

Build 3329

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

    DEF "voxel": fix a tile range check failure message.

    Helixhorned r3329 28 dic, 09:18 FixEngine
  • Generale

    Encapsulate aplWeapon* array accesses in a PWEAPON(Player, Weapon, Wmember) macro.

    Helixhorned r3328 28 dic, 09:18 CON
    Mostra dettagli

    In the normal game, these arrays are conceptually [MAX_WEAPONS][MAXPLAYERS], allocated as CON per-player gamevars (e.g. WEAPONx_WORKSLIKE). For Lunatic, they are replaced with weapondata_t g_playerWeapon[MAXPLAYERS][MAX_WEAPONS].

  • Generale

    Replace wall of dup'd code in Gv_AddSystemVars with something more readable.

    Helixhorned r3327 28 dic, 09:18 EngineCON
    Mostra dettagli

    Specifically, have a weapondata_t type mimicking the aplWeapon* arrays. Keep a list weapondefaults[] which undergoes some static->dynamic tweaks and then makes its way to the WEAPONx_XXX per-player gamevars.

  • Generale

    Replace initialize_engine_globals() with array initialization.

    Helixhorned r3326 28 dic, 09:18
  • Generale

    Lunatic translator: pack all translation units into one big blob.

    Helixhorned r3325 28 dic, 09:18
Mostra gli altri 3 commit di questa build

Build 3321

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

    Cleanup of console/on-screen-display (OSD) functionality.

    Helixhorned r3321 25 dic, 08:13
    Mostra dettagli

    - Rewrite the "clear background" routine in a no-brainer way instead of juggling around with rotatesprite(). Make it common to game+editor. Expose glRectd to glbuild. - Don't stop OSD text line drawing when encountering a non-printable char. Instead, treat it as space. - In OSD_SetTextMode(), don't use swaplong (which really swaps 32-bit ints) to swap pointers. Write an analogous "swapptr" instead. - When changing from/to OSD, don't inject a pause key. This *might* have been the cause of the reported pausing problems. - clean up the code... (Yes, this commit throws together too much stuff. I suck sometimes. :P)

  • event chaining.

    Helixhorned r3320 25 dic, 08:13
  • print -> OSD_Printf, error reporting.

    Helixhorned r3319 25 dic, 08:13
  • Generale

    Clip printext256() at xdim, don't crash OSD_Printf() with empty string.

    Helixhorned r3318 25 dic, 08:13 Fix

Build 3317

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

    Add a couple of test CONs: non-local control flow, rotation-fixed useractors.

    Helixhorned r3317 23 dic, 11:24 Fix
  • Generale

    Fix rotation-fixed useractors (those having usertype bit 4 set).

    Helixhorned r3316 23 dic, 11:24 FixEngine
    Mostra dettagli

    Rotation-fixing happens for a couple of hard-coded statnums that presumably never move (DEFAULT, STANDABLE, FX, FALLER, LIGHT), but for actors it wouldn't make sense since the common case is that they do move. For this reason, bit 4 was introduced in r1934. The position of such useractors will not diverge due to error roundoff accumulation in rotating sectors (SE0, train).

  • more complete gameactor(), misc. translator tweaks.

    Helixhorned r3315 23 dic, 11:24

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
    Mostra dettagli

    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
    Mostra dettagli

    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
    Mostra dettagli

    - 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
    Mostra dettagli

    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