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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Showing 2014 · select it again to see every year
SVN era · r1519 – r8798 Git era · voidpoint.io, from april 2020
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Showing 75 builds · 272 commits

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May 2014 10 builds · 23 commits

Build 4482

24 May 2014 · 1 commit · 1 author SVN
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  • General

    sdlayer.c: for Windows, switch keyboard layout to/from US on init/uninit.

    Helixhorned r4482 24 May, 08:27
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    Taking over the code from winlayer.c.

Build 4481

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

    Rip out S_FindMusicSFX() from A_CallSound() and use in SE6/14 on-spawn init.

    Helixhorned r4481 23 May, 13:25
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    This makes the subway sound not played once on map initialization.

Build 4480

22 May 2014 · 3 commits · 1 author SVN
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  • General

    shadexfog.lua: in menu, move creation of debugging shade tables below DEBUG line.

    Helixhorned r4480 22 May, 04:17
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    BUILD_LUNATIC.

  • General

    lunatic/test/shadexfog.lua: add function create_brightpass_trans().

    Helixhorned r4479 22 May, 04:17
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    Also hook it up in the [;]+[F] menu.

  • General

    game.c: in A_Spawn(), protect CSTAT_SPRITE_NOSHADE of spawned MASKWALL* sprites.

    Helixhorned r4478 22 May, 04:17 Engine

Build 4477

22 May 2014 · 1 commit · 1 author SVN
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  • General

    actors.c: fix a A_CheckSpriteFlags() call for zombie actor to STANDABLE change.

    Helixhorned r4477 22 May, 01:56 FixEngine
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    This only affects zombie actors in a sector with a parallaxed ceiling. If they have SFLAG_NOSHADE clear, their shade is taken from the ceiling upon changing the statnum. Previously, A_CheckSpriteFlags() received a value that could only be 0 or 1 for the sprite index (typo).

Build 4476

18 May 2014 · 4 commits · 1 author SVN
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Build 4462

3 May 2014 · 2 commits · 1 author SVN
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  • don't read some variables from mapster32.cfg redundant since r4344.

    Helixhorned r4462 3 May, 08:39 Engine
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    Mostly, these are rendering-related variables. We keep *writing* them to mapster32.cfg so that older Mapster32 versions can be used side-by-side for now.

  • General

    src/config.c: fix what is apparently a copy-paste typo in readconfig().

    Helixhorned r4461 3 May, 08:39 Fix

Build 4459

1 May 2014 · 2 commits · 1 author SVN
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  • make r_usetileshades 2 the default.

    Helixhorned r4459 1 May, 09:55 Engine
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    This mode does not take a sector's visibility values into account for uniform darkening of a texture. It is more faithful to classic with respect to fog/visibility *distances*, but may be less so as far as the "tint" of the texture due to visibility attenuation is concerned.

  • General

    engine.c: instead of fogpal post-tweaks (last 2 commits), normalize by numshades-1.

    Helixhorned r4458 1 May, 09:55 Engine
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    That is, for every for palette (now, even ones created by the user) the last shade is the (or rather, a color close to the) full fog color by construction. In loadpalette(), reject a PALETTE.DAT with only one shade level.

April 2014 12 builds · 29 commits

Build 4457

29 Apr 2014 · 1 commit · 1 author SVN
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  • General

    engine.c: extend the last workaround to all four fogpals generated at startup.

    Helixhorned r4457 29 Apr, 13:07 FixEngine

Build 4456

29 Apr 2014 · 1 commit · 1 author SVN
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  • General

    engine.c: after creating gray fog palookup, make its greatest shade map to same color.

    Helixhorned r4456 29 Apr, 12:34 Engine
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    Concretely, for all 1 <= i <= 255, make graypalookup[31][i] := graypalookup[31][0]. Also document 'fogpal' in the Lunatic doc.

Build 4452

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

    Fix r_usenewshading 3 visibility/fog for shades >= Numshades-1 (usually 31).

    Helixhorned r4452 19 Apr, 15:42 Fix
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    BUILD_LUNATIC.

  • General

    Makefile.common: pass Clang sanitizer flags in release DEBUGANYWAY builds, too.

    Helixhorned r4451 19 Apr, 15:42 Engine
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    Also, - add a static assertion to engine.c - gameexec.c: compile out an unused function in Lunatic builds

  • General

    In G_SavePlayer(), save timers at beginning and restore when finished.

    Helixhorned r4450 19 Apr, 15:42
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    This makes the game not process as many ticks as have elapsed during the saving afterwards.

  • General

    Keep displaying difficulty menu for as long as the *voice* plays.

    Helixhorned r4449 19 Apr, 15:42 CON
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    Previously, the check was for the hard-coded sound number. This made it impossible to change difficulty selection sounds via EVENT_SOUND.

  • CON

    add getactor[]/sprite[] member 'movflags'.

    Helixhorned r4448 19 Apr, 15:42 EngineCON
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    This is exactly the same as the actor[].movflags member in the Lunatic build: http://lunatic.eduke32.com/lunatic.html#actor

Build 4428

9 Apr 2014 · 3 commits · 1 author SVN
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  • CON

    in rotatespritea and screentext, if alpha < 0, make -alpha denote blend.

    Helixhorned r4428 9 Apr, 11:51 CON
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    For convenience, orientation gets bit 1 (translucency) set automatically. Again, test/screentext.con is updated to show off this functionality (the code there assumes that additive blending tables are loaded at blend numbers 101 -- 132). BUILD_LUNATIC.

  • fix 'screentext' command.

    Helixhorned r4427 9 Apr, 11:51 FixCON
  • General

    In ext. PALETTE.DAT, store log2 of last alpha table index. Handle alpha in classic.

    Helixhorned r4426 9 Apr, 11:51 EngineCON
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    The extended PALETTE.DAT format can now carry a trailing byte, called 'lognumalphatables'. If it is present, the engine assumes that alpha blending tables are loaded at blend indices 1 to 1<<lognumalphatables and handles rotatesprite's alpha and spriteext[].alpha accordingly. The ability to save this new byte is added to engine.lua:savePaletteDat() and the corresponding convenience functions in shadexfog.lua. Examples test/screentext.con and test/sprite_access.con are updated for demonstration purposes.

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.