EDuke32 Changelog Unofficial archive

What changed in EDuke32, build by build

2,117 builds · 8,866 commits · 25 authors · October 2009 – August 2026

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SVN era · r1519 – r8798 Git era · voidpoint.io, from april 2020
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October 2016

January 2016

September 2015

  • Correct handling of size-zero gamearrays: Prevent a crash upon loading a savegame containing them, and allow resizearray to zero.

    Hendricks266 r5355 23 Sep, 23:31 Build 5357 FixCON
  • Fix a harmless "Internal compiler error" warning when using quick structure access on userdef.

    Hendricks266 r5354 23 Sep, 23:31 Build 5357 FixCON

May 2015

  • Add userdef members "globalflags" and "globalgameflags", which control the values specified by the def commands of the same name.

    Hendricks266 r5248 27 May, 01:45 Build 5258 CON
  • fix 'resizearray' after r4735: copy over old values, zero-init new ones.

    Helixhorned r5238 25 May, 11:58 Build 5246 FixCON
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    Make lunatic/test/gamearray.con run in C-CON, too.

March 2015

December 2014

November 2014

  • fix 'readgamearray' and 'resizearray' on Windows.

    Helixhorned r4735 written 7 Nov 2014 Build 4777 FixCON
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    We must not use Xrealloc(), since gamearrays are now allocated with Xaligned_alloc(). NOTE: I did not check all potential problematic cases, only those to get LNGA3 up and running.

  • fix 'readgamearray' on 64-bit platforms.

    Helixhorned r4734 written 7 Nov 2014 Build 4777 FixCON
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    Also prettify P_DisplaySpit().

  • fix possible crash when a CON error is raised due to access of invalid sprite.

    Helixhorned r4709 written 30 Oct 2014 Build 4777 FixEngineCON
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    For example, in CON_ERRPRINTF("invalid target sprite (%d) %d %d\n", iActor, vm.g_i, TrackerCast(vm.g_sp->picnum)); vm.g_i can be -1 and vm.g_sp can be NULL then. (Not anymore.) DONT_BUILD.

May 2014

March 2014

  • add safety checks for qgetsysstr/STR_{,MAP,PLAYER,VOLUME}NAME.

    Helixhorned r4380 16 Mar, 07:37 Build 4380 CON
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    Add test/qgetsysstr.con. BUILD_LUNATIC.

February 2014

  • add *actor[].blend as an alias to .detail, *tspr[].tsprblend analogously.

    Helixhorned r4313 9 Feb, 11:22 Build 4313 CON
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    See lunatic/test/sprite_access.con for a LIZTROOP that periodically smoothly alpha-fades in and out. (Assuming that the 128 alpha blending tables from shadexfog.create_128_trans(1) are installed.) BUILD_LUNATIC.

May 2013