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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Showing 2013 · select it again to see every year
SVN era · r1519 – r8798 Git era · voidpoint.io, from april 2020
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December 2013 3 builds · 5 commits

Build 4237

31 Dec 2013 · 7 commits · 1 author SVN
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  • add 'engine' module, currently allowing to create custom shade tables.

    Helixhorned r4236 31 Dec, 03:52 Engine
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    Available in the game and editor. Provide test/shadexfog.lua, containing a function to creating a set of 32 shade tables corresponding to different shades of the same fog palookup table, together with some tests and convenience functions. Also, - Add gv.LUNATIC_CLIENT{,_EDUKE32,_MAPSTER32} - Add LUNATIC_FIRST_TIME in the global env for the game - defs_m32.lua: add reload() convenience function - Failed attempt at recreating the base shade table. It is NOT a linear ramp of the base palette colors to (0,0,0). That is, it's not created by build/util/transpal.exe!

  • fix setup under Mapster32, remove a few obsolete lines in defs_common.lua.

    Helixhorned r4234 31 Dec, 03:51 FixEngine
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October 2013 1 build · 1 commit

September 2013 2 builds · 3 commits

Build 4050

5 Sep 2013 · 9 commits · 1 author SVN
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  • add option -Lopts=... from command line.

    Helixhorned r4049 5 Sep, 10:37 Engine
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    Permitting to enable various debugging options. See "eduke32 -debughelp" for which ones those are: they were previously settable from defs_common.lua, and a new option 'strict' has been added that makes accesses to void sprites error. (That is, already "sprite[i]", not "sprite[i].some_member".)

  • fix _digitalnumber, remove player._INPUT_BITS, add sprite.all().

    Helixhorned r4047 5 Sep, 10:37 FixEngine
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August 2013 1 build · 1 commit

July 2013 2 builds · 2 commits

Build 3938

7 Jul 2013 · 6 commits · 1 author SVN
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  • retire per-sprite tsprite access for per-tile animation callback reg.

    Helixhorned r3937 7 Jul, 13:59 Engine
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    Don't yet make this official API though, since there are unresolved issues with newly created tsprites potentially being fed back to the animation loop. Add xmath.angvec(), xmath.bangvec(), tspr:set_sectnum(), tspr:setpos().

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June 2013 4 builds · 4 commits

May 2013 1 build · 2 commits

April 2013 3 builds · 3 commits

Build 3660

9 Apr 2013 · 4 commits · 1 author SVN
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  • new-generation map format, in-memory representation ("map-int VX").

    Helixhorned r3658 9 Apr, 10:35 Engine
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    The Lunatic build compiles with new structures for sector and wall types. They have separate members for TROR {up,down}{bunch,nextwall}, so there are no conflicts with other uses of members into which they were previously shoehorned. Also, the maximum bunch limit is bumped to 512 in that build. Currently, loading from V7/8/9 and saving to V7 and V8 are supported.

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Build 3653

7 Apr 2013 · 5 commits · 1 author SVN
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  • replace DukePlayer_t set-member methods with metatable magic.

    Helixhorned r3653 7 Apr, 08:20 Engine
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    So that members needing it are checked when they're assigned to using the usual syntax. What kind of check to perform (sector, player, ... x whether negative values are allowed) is written in a declarative fashion inside the C declaration. Also, make Lunatic's MAXQUOTES be C's OBITQUOTEINDEX and bound-check an access of sprite[p->wackedbyplayer] in the C code.

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March 2013 2 builds · 2 commits

February 2013 3 builds · 4 commits