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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March 2013 9 builds · 20 commits

Build 3601

24 Mar 2013 · 9 commits · 1 author SVN
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  • simplify RETURN handling, make its behavior across events same as C-CON.

    Helixhorned r3601 24 Mar, 11:54 CON
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    There's only one RETURN value on the C side (g_RETURN), which is also referenced from Lua. Upon entering an event, its value takes on the per-event default one, and its value when the event code finishes is passed back to the game. Independently of that, its value is always saved and restored across event calls.

  • add LuaJIT's 'dump' module, printing traced bytecode, IR and mcode.

    Helixhorned r3600 24 Mar, 11:54
  • actor usertypes from CON, set SFLAGs as 2nd gameactor() arg in Lua.

    Helixhorned r3597 24 Mar, 11:53 FixCON
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    In passing, fix a couple of omissions: gameactor() being passed nil's in the middle, more than one moveflag to CON *actor.

  • make some variables local, fix some bugs found using listglobals.sh.

    Helixhorned r3596 24 Mar, 11:53 Fix
  • fix weapondata_t read access, Lua->CON line mapping for if* commands.

    Helixhorned r3595 24 Mar, 11:53 FixCON
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Build 3592

21 Mar 2013 · 4 commits · 1 author SVN
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  • make ivec3 and dvec3 types share same metatable, orthogonalize API.

    Helixhorned r3591 21 Mar, 03:20
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    Specifically, remove ivec3's blen1() method and add from/to BUILD coordinate (z scaled by 16) conversion methods.

  • slightly cleaner weapondata_t access.

    Helixhorned r3590 21 Mar, 03:20
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    Also, for the embedded translator: don't warn on unrecognized command line opt.

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Build 3566

15 Mar 2013 · 8 commits · 1 author SVN
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  • allow indexing some weapon/inventory arrays with their names.

    Helixhorned r3564 15 Mar, 09:56
  • g_tile access, rudimentary system gamearray support for the translator.

    Helixhorned r3562 15 Mar, 09:56 CON
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    The only operation for which proper code is generated is reading a single value from a system gamearray.

  • spritesof{stat,sect} iterators that allow deletion inside the loop.

    Helixhorned r3560 15 Mar, 09:56 Engine
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    Also, - an optimization for sprite[]:setpos(). Calls to get_sprite_index() seem to be pretty slow (at least when they're not compiled). - add getzrange to the dynsymlists

  • correct SFLAG_* and actor_t definitions.

    Helixhorned r3559 15 Mar, 09:55
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February 2013 9 builds · 17 commits

Build 3533

28 Feb 2013 · 4 commits · 1 author SVN
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  • fixups and debugging helpers.

    Helixhorned r3530 28 Feb, 09:30 Fix
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    - add LuaJIT's 'v' module printing trace info - translator: fix game function name definitions - revert math.fmod -> math.modf, they are different! - disable JIT compilation for a function we're getting strange crashes with - Make some of DukePlayer_t's members 'bool' on the Lua side. It's way too easy to write something like "ps.jetpack_on" where "ps.jetpack_on~=0" was meant. [Background: Kyle873 observed that Duke was always floating.] - Error out if looping in our_module(). I find this behavior more logical than returning true. - fix a couple of missed FORBID variables

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Build 3521

24 Feb 2013 · 6 commits · 1 author SVN
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  • export C functions that may call into CON events using the Lua C API.

    Helixhorned r3520 24 Feb, 08:05 CON
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    We must not call these functions using the FFI, since the Lua state is considered locked across such calls.

  • begin fixing up the code because it's now actually live!

    Helixhorned r3519 24 Feb, 08:05 Fix
  • compile defs.ilua as bytecode and load it from the executable.

    Helixhorned r3517 24 Feb, 08:05
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January 2013 10 builds · 19 commits