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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April 2014 9 builds · 17 commits

Build 4423

6 Apr 2014 · 5 commits · 1 author SVN
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  • General

    Mapster32/Lunatic: add descriptions to [;]+[F] menu entries shown in upper left.

    Helixhorned r4423 6 Apr, 15:24 Engine
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    BUILD_LUNATIC.

  • General

    engine.c: for printext16(), make newlines do what you expect them to.

    Helixhorned r4422 6 Apr, 15:24 Engine
  • General

    a.m32: for showpal==1, also show editor colors with printext16.

    Helixhorned r4421 6 Apr, 15:24 Engine
  • General

    Mapster32/Lunatic: hook up shadexfog.save() and saveLookupDat() to [;]+[F] menu.

    Helixhorned r4420 6 Apr, 15:24 Engine
  • General

    Mapster32/Lunatic: add functionality to connect Lua funcs to s.bar menu [;]+[F].

    Helixhorned r4419 6 Apr, 15:24 Engine
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    Hook up those from test/shadexfog.lua and some debugging ones from engine.lua.

Build 4416

5 Apr 2014 · 5 commits · 1 author SVN
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  • General

    Rename sector[].filler member to '.fogpal'. From CON, keep the '.alignto' alias.

    Helixhorned r4416 5 Apr, 04:28 EngineCON
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    The overall situation is thus as follows: - in C and from Lua, that member is called 'fogpal' - In CON (both C-CON and LunaCON), it's 'fogpal' with 'alignto' being an alias; 'filler' wasn't available before, either. - In m32script, it's 'fogpal' or 'alignto' ('filler' is not available any more)

  • General

    In non-lookup OpenGL modes, make sector[].filler (rename pending) override fogpal.

    Helixhorned r4415 5 Apr, 04:28 Engine
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    That is, if that member has a nonzero value, that one is taken for the color of the GL fog instead of (most of the time) sector[].floorpal. "Sky sectors", that is, skyboxes or simply parallaxed floors/ceilings are *not* handled.

  • General

    a.m32: add state 'for_sprites_near_picnum'.

    Helixhorned r4414 5 Apr, 04:28 Engine
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    The state quries the user for four values: ref. picnum, target picnum, max. ldist and a lotag. Then, for all sprites i (of ref. picnum), for all sprites j (of target picnum), if ldist(i,j)<=maxldist, sprite j's lotag is changed to the provided one. Also add lunatic/test/maputil.lua, containing a similar function but allowing to customize the selection predicates of the ref. and target sprites, as well as the action to carry out.

  • General

    engine.c: clean up code around wallmost(), owallmost() and grouscan().

    Helixhorned r4413 5 Apr, 04:28 Engine
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March 2014 9 builds · 16 commits

Build 4410

30 Mar 2014 · 3 commits · 1 author SVN
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  • General

    Add a second DNCOORDS/cl_showcoords mode, showing some renderer settings.

    Helixhorned r4410 30 Mar, 13:36 Engine
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    Also, extend the documentation for r_usenewshading a little. Specifically, note when the different modes were introduced. BUILD_LUNATIC.

  • disable normal/parallax mapping in rotatesprite.

    Helixhorned r4409 30 Mar, 13:35 Engine
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    It was plainly noticeable in the editor's tile info display, for example.

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Build 4407

30 Mar 2014 · 5 commits · 1 author SVN
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  • General

    Amend r4394: don't use full brightness (glColor() factor 1) with hightiles.

    Helixhorned r4407 30 Mar, 06:53 Engine
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    This is done by factoring out some polymer.c:polymer_getbuildmaterial() code into polymer_eligible_for_artmapping() and using that. The one in polymer.c can still determine to not use ART mapping on some ("rare"?) occasions, so it's not 100% in sync.

  • General

    Minor Polymost code cleanup.

    Helixhorned r4406 30 Mar, 06:53 Engine
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    - factor out eligible_for_tileshades() - remove some rendmode 1 code - move some auto vars further down

  • add some shade/vis debugging functions.

    Helixhorned r4404 30 Mar, 06:53 Engine
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    engine.lua: linearizeBasePal(), mapster32 only test/shadexfog.lua: create_depth_shtab(), create_vismarker_shtab()

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Build 4394

23 Mar 2014 · 2 commits · 1 author SVN
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  • General

    Polymer/rotatesprite: don't redundantly apply shade glColor() with ART mapping.

    Helixhorned r4394 23 Mar, 16:14 Engine
  • introduce r_usenewshading 3 and make it the default.

    Helixhorned r4393 23 Mar, 16:14 Engine
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    With this mode, the near distance of the linear fog is always 0, unlike being negative with r_usenewshading 2.

Build 4392

23 Mar 2014 · 1 commit · 1 author SVN
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  • General

    Factor out approaching val. to target val by half-difference steps into logapproach().

    Helixhorned r4392 23 Mar, 07:29 FixEngine
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    Fix a case in G_MovePlayers(), where the player sprite's shade is approached toward the ceiling/floor's shade. Before, it could stop at one above or below!

Build 4376

15 Mar 2014 · 8 commits · 1 author SVN
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  • warn if a 'spriteflags' is issued after its actor definition...

    Helixhorned r4373 15 Mar, 07:10 EngineCON
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    ... or another 'spriteflags' or 'sprite*' directive.

  • General

    Add new actor flag and predefined CON label SFLAG_NODAMAGEPUSH.

    Helixhorned r4371 15 Mar, 07:10 EngineCON
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    This flag is set from C for some enemies that should not be pushed back when damaged, such as TANK. Both the tile flag and the per-sprite flag are used (i.e. the ultimate flag value is the XOR of the two). Add currently non-functional example to test.lua that attempts to set this bit for NEWBEAST.

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February 2014 11 builds · 27 commits

Build 4357

28 Feb 2014 · 2 commits · 1 author SVN
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  • General

    a.m32: add states 'uniformceiling' and 'uniformfloor'.

    Helixhorned r4357 28 Feb, 12:33 Engine
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    Given highlighted sectors, these take the arithmetic mean of their ceiling's or floor's (respectively) z, removing the slope bit from all, and setting the new z to the mean one, rounded down to 1024 Build z units (one PGUP/PGDN). BUILD_LUNATIC.

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Build 4353

22 Feb 2014 · 9 commits · 1 author SVN
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  • General

    Amend r3822 ("Make deletion of an amb. sound MUSICANDSFX stop its sound again.")

    Helixhorned r4352 22 Feb, 11:38 FixEngine
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    We shouldn't be using its actor[].t_data[8] because that one is used by the sprite rotation-fixing system (which fixes STAT_FX sprites to the positions relative to the pivot, too). Test case source/lunatic/test/delmusicsfx.lua still passes with this modification.

  • General

    Give sprite cstat bit 2048 (NOSHADE, Mapster32 key [N]) a macro name.

    Helixhorned r4350 22 Feb, 11:38 Engine
  • include .blend in sprite display/edit/search (Shift+TAB/F8/Alt+F8).

    Helixhorned r4349 22 Feb, 11:38 Engine
  • don't save comments to mapster32.cfg's command-line history.

    Helixhorned r4348 22 Feb, 11:38 Engine
  • General

    engine.c: in loadlookups(), error out if attempting to load at a reserved pal.

    Helixhorned r4345 22 Feb, 11:38 Engine
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Build 4338

19 Feb 2014 · 2 commits · 1 author SVN
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  • General

    engine.c: always setup blending table whenever drawing translucent objects.

    Helixhorned r4338 19 Feb, 11:47 Engine
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    BUILD_LUNATIC.

  • engine.setupDebugBasePal(), auto-detect 2nd+ shadexfog.translate().

    Helixhorned r4337 19 Feb, 11:47 Engine
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    engine.setupDebugBasePal() set up the water base palette such each of the first 15 "ramps" of 16 consecutive colors has a single, "representative" color. For example, color indices 0-15 and black, 16-31 are dark gray. In shadexfog.lua, list remappings from LOOKUP.DAT that are expressible as remappings of 16-tuples.

Build 4336

16 Feb 2014 · 5 commits · 1 author SVN
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  • add engine.saveLookupDat() and document, related tweaks.

    Helixhorned r4336 16 Feb, 11:16 Engine
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    - Mapster32: before loading LOOKUP.DAT, set palookup[0][239]=239 to make an identity map of the base shade table's shade 0 - Rewrite color index remapping case of makepalookup() for clarity BUILD_LUNATIC.

  • General

    Factor out common parts of loading LOOKUP.DAT into engine.c:loadlookups().

    Helixhorned r4334 16 Feb, 11:16 Engine
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    Also, error if didn't read enough data and account for TITLE and REALMS swap between basepal number and on-disk order (sigh).

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Build 4313

9 Feb 2014 · 4 commits · 2 authors SVN
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  • General

    Extend PALETTE.DAT format to allow carrying additional blending tables.

    Helixhorned r4312 9 Feb, 11:22 Engine
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    Lunatic: also, add an additional argument 'moreblends' to engine.savePaletteDat() and document that function. See test/shadexfog.lua for a "user-friendly" wrapper shadexfog.save() which prints success or errors.

  • move code in test/shadexfog.lua to engine.savePaletteDat() and complete it.

    Helixhorned r4311 9 Feb, 11:22 Engine
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    The function now writes out a full PALETTE.DAT: base balette, shade table and translucency table.

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