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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February 2011 12 builds · 13 commits

Build 1790

11 Feb 2011 · 1 commit · 1 author SVN
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  • General

    * Fix a serious logic mistake with checksectorpointer. Previously, a white wall could 'connect' to a red one, leaving the reverse link intact and creating a situation like this: w_new <-> w <-- w_old.

    Helixhorned r1790 11 Feb, 00:15 FixEngine
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    * Have the corruption checker catch this case among a few other new ones. Rename OSD command 'autocorruptcheck' to simply 'corruptcheck' with options 'corruptcheck <seconds>', 'corruptcheck now' and 'corruptcheck tryfix'. * When pasting sector selection into valid player space (releasing AltGr), ask whether a surrounding outer loop should be created since this is probably not always desired.

Build 1789

7 Feb 2011 · 1 commit · 1 author SVN
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  • General

    fix some issues with compilation on mac osx; make B, N, M keys behave the same as KP1, KP2, KP3 when pointing at a polymer light (hack around keyboard strangeness)

    Helixhorned r1789 written 6 Feb 2011 FixEngine

Build 1787

4 Feb 2011 · 1 commit · 1 author SVN
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  • General

    Fix handling of lotag and friends in generic sprite search. Tags like 65535 which are really (int16_t)(-1) are now also found.

    Helixhorned r1787 written 3 Feb 2011 FixEngine

January 2011 7 builds · 7 commits

Build 1780

23 Jan 2011 · 1 commit · 1 author SVN
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  • General

    With the help of Coccinelle, eliminate a few sector[-1] accesses and calculations of &sector[-1] (bound checking code not committed).

    Helixhorned r1780 23 Jan, 07:30 Engine

Build 1760

15 Jan 2011 · 1 commit · 1 author SVN
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  • General

    Too much stuff for one commit.

    Helixhorned r1760 15 Jan, 16:23 FixEngine
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    engine: * sector-like sprite clipping now works with x- xor y-flipped actual sprites mapster32: * corruption checker has been hooked up to loading/saving routines to inform/warn the user * also warn if mouse pointer is over corrupt wall which is shown in pink then: you should not move such a wall! * faster map loading by deferring polymer_loadboard to 3d mode entrance (also removes some 'glGetTexLevelParameteriv returned GL_FALSE' warnings) * more logical maphack light handling, the logic is still a bit dodgy though * some menu and misc. function fixup * redundancy elimination... API: * added consts various for 'char *filename' parameters * loadboard() now accepts bit 4 for flags (formerly 'fromwhere')

Build 1754

9 Jan 2011 · 1 commit · 1 author SVN
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  • General

    Make mapster32 know r_downsize parameter. For best caching performance, this and glusetexcache should be the same as for the game. Highpalookup script can now generate maps equivalent to the current PHRP tint defs.

    Helixhorned r1754 9 Jan, 10:53 Engine

Build 1752

3 Jan 2011 · 2 commits · 2 authors SVN
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  • General

    A bunch of mutually unrelated updates.

    Helixhorned r1751 3 Jan, 14:04 FixEngine
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    First, there's a new script for the generation of highpalookup images. Python 2.6, NumPy and PIL are required. Next, the map corruption checker has been ported to C. This is so that Mapster32 will be able to take decisions more cleverly based on the corruptness of the map. It also catches a few more issues like inconsistent nextwall/nextsector tags now. Finally, link the executables with --large-address-aware on Windows. This gives a gig more private virtual memory on XP when booting with /3GB. YMMV, but I can play IW2 with Polymer now.

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Build 1750

1 Jan 2011 · 1 commit · 1 author SVN
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  • General

    Make deferred polymer model processing not crash; make tile name search case-insensitive.

    Helixhorned r1750 1 Jan, 10:35 FixEngine

December 2010 4 builds · 4 commits

Build 1744

24 Dec 2010 · 1 commit · 1 author SVN
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  • General

    Split MD3 model post-processing into common and Polymer parts and defer the latter if the game is started with a different renderer. This has the benefit of faster startup times and much less memory consumption in that case. When the user switches to Polymer later in-game, all processing is done in one run. I've observed crashes due to the music system if it takes too long, so the it may be unreliable. Also some calloc->malloc where the clearing is unnecessary.

    Helixhorned r1744 24 Dec, 07:44 FixEngine

Build 1736

17 Dec 2010 · 1 commit · 1 author SVN
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  • General

    Fixes former crash in drawline16 and swaps drawpixel with the unsafe variant there; fixes potential sector[-1] access in sliding Star Trek doors; make CC overridable in Makefiles so that other toolchains or static analyzers like scan-build/clang can be used; with its help, fix some issues, some more severe than others.

    Helixhorned r1736 17 Dec, 06:22 FixEngine

Build 1733

5 Dec 2010 · 1 commit · 1 author SVN
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  • General

    More sensible dragging in side view mode. When pasting walls in 3D mode, match the actual pixel width of the source wall.

    Helixhorned r1733 5 Dec, 09:39 Engine

November 2010 3 builds · 3 commits

Build 1730

27 Nov 2010 · 1 commit · 1 author SVN
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  • General

    A week worth of Mapster hacking: first, there is an experimental side view mode toggled with [F3]. Nav keys are {QWAZ}, MMB and RMB. Use with care because it is still in construction. The sector selection routines have been rewritten -- it is now possible to paste the selection into a room and a new inner loop will be added automatically (MickyC's idea). Adds m32script commands drawline16z and drawcircle16z.

    Helixhorned r1730 27 Nov, 14:12 EngineCON

Build 1728

20 Nov 2010 · 1 commit · 1 author SVN
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  • General

    Set union ['] and difference [;] for sector selection in Mapster32; probably fix for crash on clipshape-init; replace tabs in doc/build*.txt with three spaces.

    Helixhorned r1728 20 Nov, 08:47 FixEngine

October 2010 7 builds · 7 commits

Build 1723

31 Oct 2010 · 2 commits · 1 author SVN
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  • General

    Fixes quite a few nasty bugs with the new clipping code, including the crash. Clip shapes are now loaded from _clipshape0.map through _clipshape9.map (no break like when loading tiles, just see if each is present). Mapster32: insert some safety code for sprites with sectnum<0. Because this is still a bad thing, have the m32script corruption checker catch this and run it periodically from EVENT_DRAW2DSCREEN. Also draw such sprites in 2D mode with a blood-red color, and make them draggable. Remove set[sector,wall,sprite] commands.

    Helixhorned r1722 31 Oct, 12:54 FixEngineCON
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Build 1721

30 Oct 2010 · 1 commit · 1 author SVN
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  • General

    New sprite clipping for hitscan; crude debugging code for tracing down the crash that Commander is getting and I can reproduce only in real Windows with the synthesis build.

    Helixhorned r1721 30 Oct, 13:32 FixEngine