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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September 2012 1 build · 1 commit

August 2012 3 builds · 6 commits

Build 2971

26 Aug 2012 · 9 commits · 1 author SVN
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  • for c&p-ing map portions w/o TROR, fix wrongly resetting wall lotag/extra

    Helixhorned r2965 26 Aug, 15:10 FixEngine
  • for copy-pasting map portions without TROR, fix wrongly resetting xpanning.

    Helixhorned r2963 26 Aug, 15:08 FixEngine
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    This is really an artifact of overloading the sector fields for different uses. For copy-pasting TROR'd portions, the bug still persists.

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Build 2948

20 Aug 2012 · 11 commits · 1 author SVN
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  • properly reset highlights in undo/redo.

    Helixhorned r2943 20 Aug, 14:27 Engine
  • with highlighted sectors, print rot. angle; Alt + [,]: manual angle.

    Helixhorned r2942 20 Aug, 14:26 Engine
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    Because rotating sectors "smoothly" by 1 BUILD ang will quickly accumulate roundoff error, this lets the user first do that as a preview and then use the manual angle rotation do carry it out for real.

  • use the rotatepoint code for both smooth and 90-degree sect. rotation.

    Helixhorned r2941 20 Aug, 14:26 Engine
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July 2012 1 build · 1 commit

June 2012 4 builds · 10 commits

Build 2761

13 Jun 2012 · 9 commits · 1 author SVN
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  • draw a wall blue if its squared length exceeds INT_MAX (not UINT_MAX)

    Helixhorned r2759 13 Jun, 16:13 Engine
  • fix a div by zero when drawing tile info for void tile in 3D mode.

    Helixhorned r2757 13 Jun, 16:13 FixEngine
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    This was exposed by Clang with -ftrapv, which apparently also traps those.

  • disallow joining non-adjacent sectors when expert mode is disabled.

    Helixhorned r2753 13 Jun, 16:13 Engine
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Build 2718

1 Jun 2012 · 8 commits · 1 author SVN
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  • keep the temp sector on some more occasions that don't delete them.

    Helixhorned r2716 1 Jun, 13:09 Engine
  • Part 1 of ceiling/floor auto-alignment functionality.

    Helixhorned r2715 1 Jun, 13:09 Engine
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    Usage is from 3D mode only. When a sector (or wall) is committed to the clipboard, it (or the wall's sector) is saved, and is subsequently used when auto-aligning [;-ENTER] another sector's ceiling or floor against the reference one's. This temp. sector is reset on any structurally modifying operation except setting first walls; also, aligning extended ceilings or floors is impossible as they use .*xrepeat internally. The auto-alignment does not change picnums (this can be accomplished with the ['+ENTER] combination), but copies the orientation bits 2^{2..6} to the alignee. Afterwards, if the reference is relative-aligned, it tweaks them, so that every case where the two firstwalls are either parallel or perpendi- cular is handled correctly. It does not yet calculate the panning values.

  • in textured 2D mode, make floor flipping [F] work.

    Helixhorned r2713 1 Jun, 13:09 Engine
  • In textured 2D mode, allow setting floor relativity [R].

    Helixhorned r2712 1 Jun, 13:09 Engine
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    Also factor out the code (2x) setting the alignment bits for sprites.

  • more descriptive message when flipping stuff [F], reverse w/ SHIFT.

    Helixhorned r2711 1 Jun, 13:08 Engine
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March 2012 4 builds · 4 commits

February 2012 2 builds · 3 commits

Build 2351

16 Feb 2012 · 7 commits · 1 author SVN
Open build
  • Fix extended ceiling/floor picnums taking on picnum 0 in Polymer.

    Helixhorned r2350 16 Feb, 11:25 FixEngine
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    The reason was that drawmasks(), which was where the resetting of the fake RoR textures happened under Polymer, can be called from polymer_displayrooms() when mirrors are present. I was assuming that drawmasks() was only ever called after the 'main' drawrooms and that hence the sequence of fake RoR tile tweaking was set, reset, set, reset, ... which it was not. Now, do the resetting explicitly after every drawmasks() in the editor.

  • don't use lazy tile loading with r_hightile=0.

    Helixhorned r2345 16 Feb, 11:24 Engine
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January 2012 2 builds · 3 commits

Build 2302

30 Jan 2012 · 1 commit · 1 author SVN
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  • tweak dragging a single sprite so that they can be dragged 'uphill'.

    Helixhorned r2302 30 Jan, 10:25 Engine
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    The implementation uses the recently introduced updatesector_onlynextwall when setspritez fails.

December 2011 4 builds · 6 commits

Build 2179

12 Dec 2011 · 4 commits · 1 author SVN
Open build
  • Rudimentary support for auto-aligning along TROR nextwalls.

    Helixhorned r2178 12 Dec, 15:18 Engine
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    Usage: press the ['] (quote) modifier together with the PERIOD key. Aligns only the immediate upper and lower neighbors of each wall that got aligned by following point2s or nextwalls. Doesn't play well with Alt (carry over xrepeat) yet, might need two subsequent alignment passes.

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