EDuke32 Changelog Unofficial archive

What changed in EDuke32, build by build

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

Commits per year

Select a year to see its builds
SVN era · r1519 – r8798 Git era · voidpoint.io, from april 2020
Filters · 2 active

Showing 89 builds · 132 commits

Export CSV
Display options
Commit details:

April 2013 2 builds · 3 commits

Build 3701

21 Apr 2013 · 8 commits · 1 author SVN
Open build
  • in quick tile selection [G], if tile is nonexistent, revert it.

    Helixhorned r3698 21 Apr, 12:55 FixEngine
  • tweak the 'loaded map' message a bit.

    Helixhorned r3697 21 Apr, 12:55 FixEngine
    Show details

    - colorize the trailing part if there is corruption or (new) if sprites were removed - also corrupt-check when loading <V7 map - move start{pos,ang,sectnum} to build.c - remove pointless ...[].extra = -1 before loading map, scantoasc*[] comment

Open the build to see all 8 commits

March 2013 2 builds · 2 commits

February 2013 2 builds · 2 commits

Build 3509

19 Feb 2013 · 1 commit · 1 author SVN
Open build
  • add "movement by one" debugging functionality via a.m32.

    Helixhorned r3509 19 Feb, 12:35 FixEngineCON
    Show details

    If m32script gamevar "move_by_one" is nonzero, the some keys move the "player arrow" by increments of 1: - Without SHIFT: LEFT/RIGHT absolute x, DOWN/UP absolute y, A/Z absolute z. - With SHIFT: DOWN/UP (unbounded!) horiz, LEFT/RIGHT angle. This can be useful to debug renderer bugs that show a high sensitivity to the exact location ("are transient in space").

Build 3452

1 Feb 2013 · 6 commits · 1 author SVN
Open build
  • RESPAWN-preview coded in M32-script.

    Helixhorned r3447 1 Feb, 05:05 FixEngineCON
    Show details

    The m32script variable 'showrespawn_always' toggles whether the respawned picnum is shown unconditionally instead of only when aimed at (and locked onto the RESPAWN sprite) in 3D mode. Cool idea by Micky C. NOTE: sometimes doesn't work because of a bug in the m32script interpreter.

Open the build to see all 6 commits

January 2013 4 builds · 7 commits

Build 3398

16 Jan 2013 · 5 commits · 1 author SVN
Open build
  • add cvar/mapster32.cfg option "keeptexturestretch".

    Helixhorned r3398 16 Jan, 12:38 Engine
    Show details

    If enabled, dragging wall vertices will correct the xrepeat after the mouse button is released, so that the pre-drag absolute stretching is restored.

  • slightly rework code for setting/querying some cvars.

    Helixhorned r3397 16 Jan, 12:38 Engine
  • more or less fix the auto wall-alignment feature ([.]/[,]).

    Helixhorned r3396 16 Jan, 12:38 FixEngine
    Show details

    - Run it twice, since the first one is wrong. - Warn when attempting to align based on a top-oriented wall. When the sequence of walls to align has "windows", only the bottom parts will be correct. - Make the modifiers actually useful: * Pressing SHIFT aligns at most one wall, remove the old CTRL modifier. * The rest is as before: ALT makes the walls have (approximately) equal texture stretching, ['] (quote) aligns the immediate TROR-nextwalls.

  • don't show wall length of *line* highlight when dragging points.

    Helixhorned r3395 16 Jan, 12:38 Engine
    Show details

    Also, factor out 2x dup'd code of insertsprite() into do_insertsprite() and add searchwall-displaying code into package/samples/a.m32.

Open the build to see all 5 commits

December 2012 6 builds · 6 commits

Build 3308

20 Dec 2012 · 2 commits · 1 author SVN
Open build
  • in 3D mode's tile info, highlight members of swapped bottom walls.

    Helixhorned r3308 20 Dec, 04:04 Engine
    Show details

    - 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)

Open the build to see all 2 commits

Build 3306

18 Dec 2012 · 1 commit · 1 author SVN
Open build
  • when pasting single wall, take over bits 4, 1+64 and 8+256.

    Helixhorned r3306 18 Dec, 14:40 Engine
    Show details

    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.

November 2012 5 builds · 7 commits

Build 3157

13 Nov 2012 · 2 commits · 1 author SVN
Open build
  • set first walls more conveniently on split in one special case.

    Helixhorned r3157 13 Nov, 02:50 Engine
    Show details

    Specifically, if the first wall of the sector-to-split is to the left or right of the *start* of the splitting line AND the sector has no TROR extensions, make these two the new nextwalls of the respective split sectors.

Open the build to see all 2 commits

Build 3114

4 Nov 2012 · 3 commits · 1 author SVN
Open build
  • functionality to rotate or scale RShift-highlighted stuff smoothly.

    Helixhorned r3113 4 Nov, 15:03 Engine
    Show details

    This is done by pressing LShift and - holding down the left mouse button for scaling, or - the right mouse button for rotating the highlighted walls/sprites with respect to a pivot point determined as the center of the bounding box of all highlighted points. Note that scaling sectors isn't that easy and the current functionality is very rudimentary: there's no z scaling, no xrepeat correction, and sprites aren't touched expect for their position. The user is responsible to maintain map consistency, for example to prevent wall-lines of the same sector crossing each other.

  • when looking for matching wall in 2nd pt. ins., don't skip gray nextwalls.

    Helixhorned r3112 4 Nov, 15:03 FixEngine
    Show details

    This fixes a bug where it's not possible to split a sector under certain circumstances, reported by Micky C here: http://forums.duke4.net/topic/1348-mapster32-problems-and-bugs/page__view__findpost__p__138380 Also, don't allow zero in various 'F functions: Resize selection and Global {shade, visibility} divide.

Open the build to see all 3 commits