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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June 2013 13 builds · 45 commits

Build 3893

20 Jun 2013 · 5 commits · 1 author SVN
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  • player method fadecol(), an improved palfrom.

    Helixhorned r3893 20 Jun, 11:31
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    Also, an external 'minitext' with optional shade and pal. args and documentation for ps:padecol().

  • major overhaul of gamevar serialization for savegames.

    Helixhorned r3891 20 Jun, 11:31 CON
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    - Handle local gamevars. - Restore gamevars from require('end_gamevars').

  • fix random angle movflag, Windows build; write more documentation.

    Helixhorned r3889 20 Jun, 11:31 Fix
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Build 3875

12 Jun 2013 · 6 commits · 1 author SVN
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  • clean up 'geom' module, make walls readable with pseudo-member 'z'.

    Helixhorned r3875 12 Jun, 10:49 Engine
  • rename spriteext[].*off->mdoff.*, actor[].actorstayput->stayputsect.

    Helixhorned r3874 12 Jun, 10:49
  • make gameactor and gameevent be "table-called" functions.

    Helixhorned r3873 12 Jun, 10:49
  • implement qgetsysstr/STR_VOLUMENAME.

    Helixhorned r3872 12 Jun, 10:49 CON
  • Propagate potentially remapped CON defines to the control module.

    Helixhorned r3871 12 Jun, 10:49 CON
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    (This is the module that implements much of the "hard-coded" functionality formerly on the C side.)

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Build 3868

9 Jun 2013 · 5 commits · 1 author SVN
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  • commit preliminary, unfinished documentation written in AsciiDoc.

    Helixhorned r3868 9 Jun, 09:37
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    Don't (yet?) commit the generated HTML.

  • make require() translate dots to dir separators, make those illegal.

    Helixhorned r3867 9 Jun, 09:37
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    However, from the command line, reverse the situation: dirseps must be passed as '/', dots are forbidden (except in the trailing ".lua").

  • bound-check defineprojectile tile/sound members.

    Helixhorned r3865 9 Jun, 09:37 CON
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    Also from Lunatic, make these members read-only and provide methods that allow setting them to either -1 or a number in [0..MAX{TILES,SOUNDS}-1].

  • rename bitint members to *bits instead of *x.

    Helixhorned r3864 9 Jun, 09:37
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Build 3859

7 Jun 2013 · 6 commits · 1 author SVN
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Build 3848

2 Jun 2013 · 2 commits · 1 author SVN
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  • proper handling of dynamic remappings with weapon defaults.

    Helixhorned r3848 2 Jun, 07:07 CON
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    That is, the gamevars named WEAPONx_* in CON will now have the remapped value if they were not overridden from CON ('gamevar' at file scope). For C-CON, everything except signaling an override from the CON parser is in place.

  • hook up dynamicsoundremap.

    Helixhorned r3847 2 Jun, 07:07 CON

Build 3846

1 Jun 2013 · 7 commits · 1 author SVN
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  • hook up qstrdim and screentext.

    Helixhorned r3845 1 Jun, 13:09 CON
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    Also add some recent keywords to the list in con_lang.lua which I had forgotten all along.

  • sector[].ceiling/.floor gets a reference to a ceiling-or-floor struct.

    Helixhorned r3844 1 Jun, 13:09 Engine
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    Also, make sector[].*stat a bitint type. Now, a piece of code could look like this: local sec = sector[i] local ceil = sec.ceiling ceil.statx:flip(sector.STAT.SMOOSH)

  • fix a couple of oversights, tweak some stuff.

    Helixhorned r3843 1 Jun, 13:09 Fix
  • real user per-player vars.

    Helixhorned r3842 1 Jun, 13:09 CON
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    The previous behavior was to translate them as global gamevars, since LunaCON currently has no support for multiplayer. However, then some errors would be missed where such gamevars are accessed in no-player context (e.g. EVENT_ENTERLEVEL). On by default, disabled with -fno-playervar.

  • fix mistranslation of CON "else { if" to Lua "elseif".

    Helixhorned r3840 1 Jun, 13:09 FixCON
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    When encountering a non-empty statement inside braces, emit "do" ... "end".

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May 2013 10 builds · 26 commits

Build 3830

30 May 2013 · 6 commits · 1 author SVN
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  • also reset per-actor gamevars from spawns originating from C.

    Helixhorned r3830 30 May, 11:10 CON
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    Take care not to do it twice. Still untested though.

  • split 'replace' option for actor chaining flags into soft/hard.

    Helixhorned r3829 30 May, 11:10 CON
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    Hard replacement reassigns the tile flags, while soft replacement bitwise ORs them, as in CON (since some flags might already have been set using commands like spritenoshade).

  • reset per-actor gamevars on actor spawn, untested.

    Helixhorned r3828 30 May, 11:10 CON
  • implement 'definegametype', allow writing userdef.level_number.

    Helixhorned r3826 30 May, 11:10 FixCON
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    Also, allow (implicit) actor index -1 to 'sound' like in C-CON and fix MULTIMODE gamevar definition (was 0, not 1).

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Build 3813

24 May 2013 · 10 commits · 1 author SVN
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  • -Wchained-loadactor option for LunaCON, clear errors on restart.

    Helixhorned r3813 24 May, 06:54 CON
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    The last only in release builds.

  • implement dragpoint, clipmove*; fix gamearray serialization.

    Helixhorned r3812 24 May, 06:54 FixEngineCON
  • fix restoring of tables. Also add savegame.lua which I forgot!

    Helixhorned r3807 24 May, 06:54 Fix
  • partially sync with r3803, link with lpeg.a (update to LPeg 0.12).

    Helixhorned r3806 24 May, 06:54 CON
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    For pre-1.3 CONs, determining the older script version with gamestartup and/or definelevelname is not implemented.

  • fix qsprintf, add test code for GAMEVAR_{NODEFAULT,NORESET} flags.

    Helixhorned r3805 24 May, 06:54 FixCON
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Build 3798

20 May 2013 · 1 commit · 1 author SVN
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  • rename con.peractorvar to simply con.actorvar.

    Helixhorned r3798 20 May, 12:58
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    NOTE: I'm committing this from my git clone again. If this works OK, everything is in good order again. If not, I hope that I won't damage the SVN repo. *Runs away...*

Build 3796

20 May 2013 · 4 commits · 1 author SVN
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  • prototypical gamevar serialization, currently very CON-centric.

    Helixhorned r3796 20 May, 12:31 CON
  • initialize SPRITE_HARDCODED_BADGUY on Lua state recreation, too.

    Helixhorned r3795 20 May, 12:31
  • partially implement {save,load}mapstate CON commands.

    Helixhorned r3794 20 May, 12:31 CON
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    What is missing is saving and restoring per-player and per-actor gamevars. Also add a test CON mutator 'mapstate.con'.

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Build 3792

19 May 2013 · 6 commits · 1 author SVN
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  • fix Lua->CON line translation by recreating the line info, too.

    Helixhorned r3790 19 May, 12:29 FixCON
  • conditionally compile out more code in savegame/gamevars.[ch].

    Helixhorned r3789 19 May, 12:29 CON
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    Also, make the savegame major version 2 in the Lunatic build.

  • accept any number of *.lua modules on the command line.

    Helixhorned r3788 19 May, 12:29 CON
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    There's no option letter for loading them, and the extension is checked case sensitively. Lua modules are loaded after CON translated to Lua. Also remove -testlua option.

  • back up generated LunaCON code, recreate Lua state on map entering.

    Helixhorned r3787 19 May, 12:29 CON
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Build 3736

6 May 2013 · 6 commits · 1 author SVN
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  • reading of map-text prototype.

    Helixhorned r3736 6 May, 12:43 Fix
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    Also fixes a couple of oversights (introduced) with the saving.

  • move readintostr() into defs_common.lua, fix an oversight.

    Helixhorned r3734 6 May, 12:43 Fix
  • first prototype of map-text saving.

    Helixhorned r3733 6 May, 12:43
  • make on-disk gamearray footer contain non-printable chars.

    Helixhorned r3732 6 May, 12:43 CON
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    Also, allow writing userdefs[].auto_run.

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